Difference between revisions of "Kharag gro-Shurkul - Half Orc Inquisitor"

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'''Kharag gro-Shurkul'''<br/>
 
'''Kharag gro-Shurkul'''<br/>
Half-Orc Inquisitor 1<br/>
+
Half-Orc Inquisitor (Witch Hunter) 1<br/>
 
LN Medium Humanoid (human, orc)<br/>
 
LN Medium Humanoid (human, orc)<br/>
 
'''Init '''+1; '''Senses '''darkvision 60 ft.; Perception +7<br/>
 
'''Init '''+1; '''Senses '''darkvision 60 ft.; Perception +7<br/>
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'''Ranged '''Shortbow +1 (1d6/x3)<br/>
 
'''Ranged '''Shortbow +1 (1d6/x3)<br/>
 
'''Special Attacks '''judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)<br/>
 
'''Special Attacks '''judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)<br/>
'''Inquisitor Spells Known '''(CL 1):<br/>
+
'''Inquisitor (Witch Hunter) Spells Known '''(CL 1):<br/>
 
1 (2/day) ''Magic Weapon, Cure Light Wounds''<br/>
 
1 (2/day) ''Magic Weapon, Cure Light Wounds''<br/>
 
0 (at will) ''Stabilize, Detect Magic, Light, Brand (DC 13)''<br/>
 
0 (at will) ''Stabilize, Detect Magic, Light, Brand (DC 13)''<br/>
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'''Feats '''Disruptive, Ferocious Resolve<br/>
 
'''Feats '''Disruptive, Ferocious Resolve<br/>
 
'''Traits '''Armor Expert, Iron Liver<br/>
 
'''Traits '''Armor Expert, Iron Liver<br/>
'''Skills '''Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7 (+8 to track), Swim +0''' Modifiers '''monster lore<br/>
+
'''Skills '''Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7, Swim +0<br/>
 
'''Languages '''Common, Orc<br/>
 
'''Languages '''Common, Orc<br/>
'''SQ '''domains (spellkiller inquisition), judgement (1/day), spellkiller (dc 13)<br/>
+
'''SQ '''domains (spellkiller inquisition), judgement (1/day), spell sage +3, spellkiller (dc 13)<br/>
 
'''Other Gear '''Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP<br/>
 
'''Other Gear '''Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP<br/>
 
----
 
----
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'''Disruptive''' +4 DC to cast defensively for those you threaten.<br/>
 
'''Disruptive''' +4 DC to cast defensively for those you threaten.<br/>
 
'''Ferocity (Ex)''' Fight without penalty even while disabled or dying.<br/>
 
'''Ferocity (Ex)''' Fight without penalty even while disabled or dying.<br/>
'''Inquisitor Domain (Spellkiller Inquisition)''' Deities: Any (with GM approval).
+
'''Inquisitor (Witch Hunter) Domain (Spellkiller Inquisition)''' Deities: Any (with GM approval).
  
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).<br/>
+
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca<br/>
 
'''Iron Liver''' +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.<br/>
 
'''Iron Liver''' +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.<br/>
 
'''Judgement (1/day) (Su)''' Variable bonuses increase as the combat continues.<br/>
 
'''Judgement (1/day) (Su)''' Variable bonuses increase as the combat continues.<br/>
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'''Judgement of Sacred Resistance 2 (Fire) (Su)''' Energy Resistances<br/>
 
'''Judgement of Sacred Resistance 2 (Fire) (Su)''' Energy Resistances<br/>
 
'''Judgement of Sacred Smiting (Magic) (Su)''' DR bypass<br/>
 
'''Judgement of Sacred Smiting (Magic) (Su)''' DR bypass<br/>
'''Monster Lore +3 (Ex)''' +3 to Knowledge checks when identifying the weaknessess of creatures.<br/>
 
 
'''Orc Ferocity (1/day)''' If brought below 0 Hp, can act as though disabled for 1 rd.<br/>
 
'''Orc Ferocity (1/day)''' If brought below 0 Hp, can act as though disabled for 1 rd.<br/>
 +
'''Spell Sage +3 (Ex)''' At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d<br/>
 
'''Spellkiller (+2 Sacred) (DC 13)''' After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.<br/>
 
'''Spellkiller (+2 Sacred) (DC 13)''' After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.<br/>
  
 
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
 
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
 
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
 
[[Pathfinder_A_World_In_Ruins:Home_Page]]
 
[[Pathfinder_A_World_In_Ruins:Home_Page]]

Latest revision as of 09:26, 13 March 2013

Pathfinder_A_World_In_Ruins:Home_Page

A few fingers over 6' tall, Kharag is impressively broad shouldered. His ruddy skin gains a grey greenish cast when he tans, and he has a heavy jaw and shelf-like brow, all which give away his Orcish heritage. His hair is lank and black, and already shows male-pattern baldness, although he is a young man. His deep-set eyes are black, although in certain light at the right angle they seem red.

Kharag has grown up in a monastery, and is a dedicated servant of the New Gods. He is inexperienced in the way of the world, but takes his charge and mission very seriously, and is not likely to act awestruck.

Kharag gro-Shurkul
Half-Orc Inquisitor (Witch Hunter) 1
LN Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7


Defense


AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 10 (1d8+2); judgement of sacred healing 1
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +1, Will +5
Defensive Abilities ferocity, judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)


Offense


Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and

Dagger +3 (1d4+3/19-20/x2) and
Morningstar +3 (1d8+3/x2)

Ranged Shortbow +1 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor (Witch Hunter) Spells Known (CL 1):
1 (2/day) Magic Weapon, Cure Light Wounds
0 (at will) Stabilize, Detect Magic, Light, Brand (DC 13)


Statistics


Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Disruptive, Ferocious Resolve
Traits Armor Expert, Iron Liver
Skills Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7, Swim +0
Languages Common, Orc
SQ domains (spellkiller inquisition), judgement (1/day), spell sage +3, spellkiller (dc 13)
Other Gear Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP


Special Abilities


Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Inquisitor (Witch Hunter) Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spell Sage +3 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Spellkiller (+2 Sacred) (DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. Pathfinder_A_World_In_Ruins:Home_Page