Velho-D&D:Agnus

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Osumabonukset

  • Ilman buffeja +18/+13
  • Justice Judgement +21/+16
  • Bane +20/+15
  • Justice + Bane +23/+18
  • Fury of the Abyss +20/+15
  • Fury of the Abyss + Bane +22/+18
  • Fury of the Abyss + Justice +25/+20
  • Fury of the Abyss + Bane + Justice +27/+22
  • Power attack -3

Damaget

  • Normi 1d10 +8
  • Destruction Judgement 1d10 +14
  • Bane 1d10 + 2d6 +10
  • Destruction + Bane 1d10 + 4d6 +16
  • Chaos Blade 1d10 + 2d6 + 8
  • Chaos Blade + Bane 1d10 +4d6 + 10
  • Chaos Blade + Bane + Destruction 1d10 + 4d6 + 15
  • Fury of the Abyss 1d10 +10
  • Fury of the Abyss + Destruction 1d10 +16
  • Fury of the Abyss + Bane 1d10 + 4d6 +10
  • Fury of the Abyss + Chaos Blade 1d10 + 2d6 +10
  • Fury of the Abyss + Chaos Blade + Bane 1d10 + 4d6 +10
  • Fury of the Abyss + Chaos Blade + Destruction 1d10 + 4d6 +16
  • Fury of the Abyss + Chaos Blade + Bade + Destruction 1d10 + 4d6 +16
  • Power attack +6

Yleiset

  • Inqusitor 12
  • Dwarf
  • Male
  • BAB +9/+4
  • F 11 (13) / R 6 (8) /W 13 (15)
  • HP 82 (70 + 12 Toughnessista) Current:
  • AC 25 (28 with protection Judgement, 23 with fury of the abus, 26 with both)
  • Touch AC 13
  • Iniative +7
  • Speed 20ft
  • CMB +12
  • CMD 23
  • Spell DC 15 + spell lvl
  • 60ft darkvision, 10ft tremor sence
  • Aligment CG
  • Deity Nemyth Vaar
  • Favored Class Inqusitor
  • Domain: Chaos, Subdomain: Demon

Stats

  • STR 19 = +4 (21 = +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 - 6 (armor) = +7
  • Heal 5 + 3 + wis = +13
  • Intimidate 3 + cha + ½ lvl = +6
  • Nature 12 + 3 + wis = +19
  • Religion 7 + 3 + int = +8 ( +14 when making skill checks to identify the abilities and weaknesses of creatures. )
  • Sense Motive 11 + 3 + wis + ½ lvl = +25
  • Survival 7 + 3 + wis = +14 ( + ½ level to follow or identify tracs)
  • Perseption 12 + 3 + wis = +19 (+23 to notice unusual stonework, such as traps and hidden doors located in stone walls or floors)
  • Arcane 1 + 3 + int = +4 ( +9 when making skill checks to identify the abilities and weaknesses of creatures.)

Languages

  • Common
  • Dwarven

Abilities

  • Orisons 6
  • Judgements 4 x day 2 judgements, inquisitor lvl 18
    • 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).
  • Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
  • Detect Alignment (Sp)
  • Stern Gaze (Ex)
  • Discern Lies (Sp)
  • Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
  • Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
  • Stalwart (Ex)
  • Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Feats

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

Teamwork Bonus Feats

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

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 + 7332gp meni henkiinherätykseen)

Weapons & Armor

  • Bastard Sword +3
  • Full Plate +2
  • Heavy Steel Shield (+2 Ac)
  • Masterwork Javelin x 3

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.
  • Ring of Protection +1
  • Efficient Quiver

Spells/day

  • lvl1: 6 (6 jälellä)
  • lvl2: 5 (1 jälellä)
  • lvl3: 5 (1 jälellä)
  • lvl4: 4 (1 jälellä)

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 (3) Cure Critical Wounds, Greater Invisibility, Litany of Escape, Restoration