Velho-D&D:Agnus

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Versio hetkellä 27. maaliskuuta 2016 kello 14.17 – tehnyt Kukakumma (keskustelu | muokkaukset) (→‎Teamwork Bonus Feats)
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Osumabonukset

  • Ilman buffeja +16/+9
  • Justise Judgement +19/+12
  • Bane +18/+11
  • Justise + Bane +21/+14

Damaget

  • Normi 1d10 +8
  • Destruction Judgement 1d10 +13
  • Bane 1d10 + 2d6 +10
  • Destruction + Bane 1d10 + 2d6 +15

Yleiset

  • Inqusitor 10
  • Dwarf
  • Male
  • BAB +7/+2
  • F 9 (12) / R 5 (8) /W 11 (14)
  • HP 69 (59 + 10 Toughnessista)
  • AC 24 (27 with protection Judgement)
  • Iniative +7
  • CMB +12
  • CMD 23
  • Spell DC 15 + spell lvl
  • Aligment CG
  • Deity Nemyth Vaar
  • Favored Class Inqusitor

Stats

  • STR 18 = +4 (20 = +5)
  • DEX 12 = +1 (14 = +2)
  • CON 14 = +2 (16 = +3)
  • INT 10 = 0
  • WIS 18 = +4 (20 = +5)
  • CHA 5 = -3

Skills

  • Athletics 5 + 3 + str = 15
  • Heal 5 + 3 + wis = 13
  • Intimidate 3 + cha + ½ lvl = 5
  • Nature 10 + 3 + wis = 18
  • Religion 5 + 3 + int = 8
  • Sense Motive 10 + 3 + wis + ½ lvl = 22
  • Survival 5 + 3 + wis = 13 ( + ½ level to follow or identify tracs)
  • Perseption 10 + 3 + wis = 18

Languages

  • Common
  • Dwarven

Abilities

  • Orisons 6
  • Judgements 4 x day 2 judgements, inquisitor lvl 15
    • 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).
  • Detect Alignment (Sp)
  • Stern Gaze (Ex)
  • Discern Lies (Sp)

Feats

  • 1.Weapon Focus Bastard Sword
  • 3.Heavy Armor Proficiency
  • 5.Toughness
  • 7.Improved Stonecunning
  • 9.Stone Sense: 10ft tremorsense

Teamwork Bonus Feats

  • 3.Lookout
  • 6.Outflank
  • 9.Intercept Charge

Traits

  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
  • Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Items

  • 2300gp

Weapons & Armor

  • Bastard Sword +3
  • Full Plate +2
  • Heavy Steel Shield +2 Ac

Magic Items

  • Belt of Physical Perfection +2
  • Headband of Inspiring Wisdom +2
  • Eye of Horus Amulet:An eye of Horus amulet grants its wearer a +2 resistance bonus on all saving throws. In addition, once per day, the wearer can surround herself with an aura of shimmering sunlight that protects her as dispel evil. Using this effect to drive an evil extraplanar creature back to its home plane or to end either an evil spell or an enchantment spell cast by an evil creature cancels this effect. Lastly, if the wearer of an eye of Horus amulet is targeted by an effect that causes blindness, she can, as an immediate action, cause the amulet to absorb the effect. The wearer suffers no harm from the effect, but the amulet cracks in half, rendering it forever useless thereafter.

Spells/day

  • lvl1: 6
  • lvl2: 5
  • lvl3: 4
  • lvl4: 2

Spells Known

  • Level 0 (6) Detect Magic, Read Magic, Create Water, Light, Stabilize, Sift, Brand
  • Level 1 (5) Cure Light Wounds, True Strike, Bed of Iron, Returning Weapon, Remove Fear
  • Level 2 (5) Cure Moderate Wounds, Knock, Invisibility, Lesser Restoration, Tremor Blast
  • Level 3 (4) Cure Serious Wounds, Dispel Magic, Daylight, Remove Curse
  • Level 4 (2) Cure Critical Wounds, Greater Invisibility