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About Walter VizardPFS:
You are Pathfinder # 49842-2. Description:
6' 210 lbs blue eyes black hair.
Walter Vizard is a big, scarred, mean-looking 1/2 Orc! He looks as if at any moment he may actually bite someone's head off. He dresses in mostly different shades of blue--from his boots to his wide-brimmed hat. His voice is gravelly and he pronounces every word deliberately..u . Stats:
Ac 19 Hp 29 Bab +3 Cmb +6 Cmd 18 Skills:
Diplomacy +7 (+2 City Guards/Officials of Absolam );Disable device +11(+1 traps) ,Intimidate +13(+2 Orc rations); Knowledge(planes) +6; Knowledge(religion)+7 ;Perception +12 (+1 traps); Sense Motive +8; Stealth +8, Survival +8, Spellcraft +5 Feats:
Skill focus (perception), Weapon Focus (longspear), Power Attack. Traits:
Schooled Inquisitor
Your additional training aids in identifying the wiles of your faith's enemies. Benefit: You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.; Missionary (+1 knowledge religion and 3 spells +1 CL & DCs). Racial:
Intimidating (+2 Intimidate); Sacred Tattoo (+1 saves); Darkvision 60'; Weapon familiarity (great axes & falchions). Class:
domain (Travel=+10 speed and Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier); judgment (1/day); monster lore (+ Wis identify); orisons; stern gaze (+1/2 intimidate/sense motive); favored class (+1/2 intimidate/identify); Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.; Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.; Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. . Ranger class abilities:
Class Skills
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills. Trapfinding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Favored Enemy (Outsider Evil) (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Two-Handed Weapon If the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list.
judgments:
As swift action: Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness Spells:
Spells/ day= 3/2 orisons (sift; disrupt undead; stabilize; guidance; detect magic); 1st lvl (command[DC 14 missionary]; cure light wounds; shield of faith). Weapons:
Falchion(cold iron) +5 (2d4+7/18-20 x2) with PA
sling +5 (1d4+3/x2) 50' Ammo=20/20 stones dagger +6 (1d4+3/19-20 x2) 10'. longspear(mw) +7 (1d8+7/x3 reach, brace) with PA Armor:
+1 Breastplate (mw)(+7, +3max, -3 ck). Equipment:
Backpack(mw): bedroll; bear trap; chalk(10); crowbar; flint & steel; clay mug; trail rations (5); sack(3); rope,hempen 50'; waterskin; whetstone. Beltpouch 4/4: tindertwigs; holy symbol,wooden; cold weather outfit, wand of clw 50/42, twine 50',candle 10/10, masterwork thieves' tools, Orc trail ration (7 days), antitoxin, new duds, cloak of resistance +2, alchemist's fire 5/5, tanglefootbag 2/2 ,spring loaded wrist sheath x2 (wand clw, tanglefootbag) Kit:
Kit, Inquisitor's
Price 30 gp; Weight 34 lbs. This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Money:
Gp 688 Sp 9 Cp 5. experience:
9 prestige:
18/16 boon:
see pdfs Taldor:
Taldor Gain control of Absalom through political manipulation and intrigue. Since the Age of Enthronement, no nation in the Inner Sea has had as wide-reaching and influential an empire as the kingdom of Taldor. Sadly, decadence and overconfidence led to the empire’s relatively swift decline centuries ago, as vassal after vassal broke free from the crown. Despite its waning influence worldwide and constant internal political strife, Taldor is one of the five nations most strategically poised to take control of Absalom from within. Using the same tactics of espionage, sabotage, blackmail, and deception employed by Taldan nobility for millennia, agents of this political faction hope to manipulate the nobility and citizenry of Absalom to recognize the nation’s rightful place as the natural ruler of humankind throughout the region. Faction Leader Lady Gloriana Morilla, a full-figured, splendidly dressed Taldan woman of Absalom’s most influential Taldan house, has recently taken control of her nation’s ongoing efforts to gain control of the City at the Center of the World. After several years under the flagging leadership of Baron Jacquo Dalsine resulted in Taldor losing more influence than it gained, Lady Gloriana has learned from his mistakes. With a pragmatic eye, Lady Gloriana knows that Taldor cannot simply rest on its perceived laurels and pretend to be the empire it once was, all the while allowing more of its mighty influence to slip away. Despite her increasingly realistic approach to the shadow war for Absalom, the Taldan noblewoman never goes anywhere without looking her best, and enjoys the social benefits her station grants, if only to hear firsthand the juiciest gossip among her rival nations’ elite. The Taldan Pathfinder Pathfinders allied with the Taldan cause often hail from the nation itself, though sometimes foreign agents find themselves working for the empire because they share the modus operandi of using courtly intrigue to their own advantage. While many Taldan natives in the faction claim some noble blood, just as many come from the nation’s poorer classes and hope that if they increase their nation’s influence in the Inner Sea region, some of the inevitable prosperity will trickle down to them and their families. Pathfinder allies of Taldor should be willing to spy, coerce, blackmail, cheat, lie, and publicly humiliate their enemies. Most Taldor Faction Pathfinders are neutral-aligned. Gaining Fame While her predecessor often sent Pathfinders on missions to recover opulent art to decorate his many palaces and manors, Lady Gloriana knows that Taldor must reclaim its position as the bastion of humanity through constant vigilance. Pathfinders in her employ should be skilled at the arts of deception, misdirection, and stealth, while also knowing how to navigate Absalom’s complex aristocratic landscape. Those with the ability to speak honeyed words to a rival noble while simultaneously pilfering damning documents from his satchel will go far. |