Jaxom Wyandotte – Holy Inquisitor of Sarenrae
– 5th level CG Half-Orc Inquisitor – Tier 1 Mythic Champion - 18950 xp
ST 21 DX
14 CN 16 IN 14 WS 18 CH
14
HP 61 AC 19
(touch 13, FF 17) INIT +6 BAB +3 CMB +8
CMD 20 Saves +11/+5/+10
PFE gives
+2 AC, +2 Saves (vs Evil) (both really
+1 from stacking) +2 CMB/CMD vs Demons
SKILZ (eight points per level)
·
4: Acrobatics +5 (+9 unarmored) 1: Climb +5 (+9 unarmored)
·
4: Diplomacy +9 1: Heal +8 5: Intimidate +14
·
1: Knowledge (arcana) +6 (+10 to ID creatures) 1: Perform
(Sing) +3
·
1: Knowledge (local) +3 (+7 to ID creatures)
·
4: Knowledge (planar) +9 (+13 for ID creatures)
(+15 ID Demons)
·
2: Knowledge (religion) +7 (+11 for ID
creatures) (+13 vs Demon Worshipers)
·
5: Perception +14 4: Sense Motive +13
·
1: Swim +5 (+9 unarmored) 5: Use Magic Device +10
LANGUAGES: Common, Orc, Draconic, Abyssal, Celestial
INQUISITOR STUFF:
·
Archetype: Ravener Hunter (with battle mystery)
o
Adds all ‘good’ spells to class list, cannot cast
‘evil’ ‘chaos’ or ‘law’ spells
o
Weapon Mastery: Gain Weapon Focus (Scimitar)
feat
·
Monster Lore (+ WS bonus to knowledge checks to
ID monsters)
·
Stern Gaze (+1/2 INQ level (min +1) to
Intimidate and Sense Motive)
·
Cunning Initiative (adds WS modifier to
initiative)
·
Detect Alignment (detect chaos/evil/good/law at
will one at a time)
o Destruction
+2 sacred to DAM
o Healing:
Gains Fast Healing 2
o Justice:
+2 Sacred TH on all attacks
o Piercing:
+2 Sacred on concentration checks and CL vs SR checks
o Protection:
+2 Sacred to AC
o Purity:
+2 Sacred to saves
o Resiliency:
DR 2/magic
o Resistance:
gains 4 points energy resistance (choose type when declared)
o Smiting:
Weapons count as magic for bypassing DR
·
Discern Lies (like the spell) 5 rounds/day
·
Bane:
swift to activate, +2 enhancement to weapon and +2d6 (vs creature type) 5
rnds/day
ORC STUFF:
·
Sacred Tattoo: +1 Luck to all saves
·
Fey Thoughts: Acrobatics and UMD are class
skills
·
Intimidating: + 2 to Intimidate
·
Darkvision 60’
·
Count as both human and orc for any affect
having to do with race (like FCB)
FEATZ:
·
1st: Toughness (+3 hp at 1st,
+1 hp/level starting at 4th)
·
3rd (Rav Hunter): Demon Hunter (+2
Know Plane/Rel vs Demons or Worshipers, +2 TH/ CL vs SR checks)
·
3rd: Power Attack (-1 TH, +2Dam)
·
5th: Weapon of the Chosen (swift,
next attack counts as magic for incorp/DR, reroll concealment miss)
·
Bonus: Improved Weapon of the Chosen (using WotC
lasts all round, and makes weapon good)
TRAITZ:
·
Stolen Fury (+2 to CMB/CMD vs Demons, +2 Fort)
o
Spend 1 Mpoint as swift to ignore DR and +1 crit
mult to 1 demon for 1 minute
o
Crystal gives +2 ST, +2 to Perception, +5 Hp,
bonus feat
MYTHIC CHAMPION (Tier 1)
·
5 mythic points per day
·
Hard to Kill: automatically stabilize when neg
hp. Death at negative twice-CN.
·
Surge: spend 1 Mythic point as immediate, to add
d6 to any d20
·
Fleet Charge: swift, 1 Mpoint, move up to
speed. Make single attack any point, +
Tier TH, ignore DR.
·
Display of Charisma: free action, 1 MPoint, +20
on one Cha-based skill or ability check.
·
Feat: Mythic Power Attack. P/A gives +3 dam instead. Double this dam before crit mult. Use one MPoint when activate P/A to avoid all
penalties for 1 minute.
Hit Point History: +1/lvl Toughness, +3/lvl CN, +5 hp FCB. +5 T1, +5 Crystal. Rolls: 8/4/5/3/6
Attributes: Original rolls (4d6
drop lowest and reroll 1s) ST 18 DX
15 CN 16
IN 13 WS 17 CH 13.
+1 CH/IN/WS and -1 ST/DX/CN for age.
+2 ST half-orc floating bonus.
Level bonus: lvl 4 CN+1. Crystal ST+2
MAGIC: Known 6 0th, 4 1st, 3 2nd Per day 5 1st / 3 2nd
·
0th: Acid Splash, Create Water, Detect
Magic, Guidance, Light, Read Magic
·
1st: Cure Light Wounds, Divine Favor,
Expeditious Retreat, Protection from Evil
·
2nd: Blistering Invective, Litany of
Duty, Resist Energy
Mechanical stuff:
Spell DC = 10 + spell level + 4 (WS bonus)
·
Acid Splash fires small orb of acid. Ranged touch, d3 dam, range 25 ft + 5ft/lvl
·
Create Water makes 2 gallons/lvl, range 25ft +
5ft/2 lvl
·
Guidance gives +1 to a single attack roll, save,
or check. Lasts 1 min.
·
Light lasts 10 min/lvl
·
CLW heals d8+5
·
Expeditious Retreat: +30 to land speed. Standard action, lasts 1 min/lvl.
·
Divine Favor +2 TH / +2 DAM (1 min)
·
PFE: +2 AC +2 Saves vs Evil shit. Immediate new save (at +2) vs control
effects. Summoned evil shit can’t touch
this. 1min/lvl
·
Blistering Invective: Intimidate check all
enemies in 30’, anyone demoralized takes d10 and Reflex save or set on
fire. Spell resistance doesn’t protect
against demoralization.
·
Litany of Duty: immediate action, re-roll failed
save that forces me to act against my will at +2.
·
Resist Energy: protects 1 creature from 10
pts/rnd of one type of energy picked when cast.
10 min/lvl
·
Intimidate gives shaken (-2 TH, saves, skills,
ability checks) for 1 rnd + 1 rnd each 5 over check. DC 10 + HD + target WS bonus. Normally standard action.
·
Knowledge skilz ID creature
powers/vulnerabilities. DC 10+CR (5+CR
for common, 15+CR for rare). Each 5 pts
over gives additional info. Free action.
·
On fire: d6 fire damage, R save each round (DC
15). Take full-round action for prone
and new save +4
COMBAT
+1 Cold Iron SCIMITAR: +10 / d6+8 DAM crit 18-20 x2
(+5 ST, +1 Enchant, +1 Weap Focus, +3 BAB)
(+5
ST, x1.5 2-handed, +1 Enchantment)
Power Attack +9 d6+13 x2 crit 2d6+ 34 x3 crit 3d6+51 Cold Iron, Masterwork
(+5
ST +3 PA)*1.5 2-H +1 enchanted; [(+5St +3PA*2)*1.5 +1]*2 (or *3)
Power Attack with Bane: +11 3d6+15 x2 crit 4d6 + 38 x3 crit 5d6+57
+2 TH vs Demons and
Demon Worshipers
LIGHT X-BOW: +5 / d8 DAM crit 19-20 x2 (+2 DX, +3 BAB)
11 Flaming Bolts (+1 +d6 fire damage) 10 C-Iron bolts
ADAMANTINE M-STAR: +10 / d8+8 crit 20 x2 Power
Attack +9 / d8+12 x2crit 2d8+33 x3 crit 3d8+49
DAGGER (Silver, Cold Iron): +9 / d4+5 crit 19-20 x2 Power
Attack +8 / d4+8 x2 crit 2d4+22 x3 crit
3d4 + 33
Scale of Tirandello (makes weapon good 3/day) Cloak of Resistance +1 Ring of Protection +1
Wand CLW 28 charges Wand CLW 50 charges
3 Vials Acid 3
vials alchemical fire 5 vials
Holy Water
Horn of Battle Clarity (anyone not acted yet in combat is no
longer flat-footed)
Potions: 9 CLW, 1 Cure Mod, 2 Cure Serious, 2 Lesser
Restoration, Shield of Faith, Barkskin, Spider Climb
Scrolls: Comp Langs
GEAR:
·
Breastplate (Medium Armor, +6 AC, max +3 from
DX, -4 to checks)
·
+1 Cold Iron Scimitar on back, Silver Dagger on belt, Adamantine Morningstar
on hip
·
Inquisitor’s Pack (a backpack, a bedroll, a belt
pouch, candles (10), a cheap holy text, a flint and steel, an iron pot,
manacles, a mess kit, 50’ rope, soap, a spell component pouch, torches (10),
trail rations (5 days), a waterskin, and a wooden holy symbol, 5 pieces of chalk,
3 additional sets of manacles, Caltrops, Cold Iron Dagger, 2 Healer Kits (10))
·
Explorer’s outfit
·
196 gold in miscellaneous change
Jaxom is 6’
2” tall, and weighs just under 16 stones. What little hair he has is grey, his
eyes are a clear steel, and his skin has just a tinge of green to it, giving
away his half-orc nature (his tusks do this as well). He is 42 years old, but can still (almost!)
fit into his armor from his younger paladin days. He has a full-back tattoo of what used to be
a sword-and-sun of Iomede, that has been altered so it could also be an ankh
for Sarenrae.
Jaxom
started his career as a Paladin of Iomede, but that was 20 years ago – he was
released from his vows to raise children and worked as an archivist and minor
functionary in the church. His second
oldest child died two years ago (in defense of the city against demonic
cultists), and his wife passed six months after that (peacefully in her sleep),
which caused something of a crisis for Jax; his thoughts more and more turned to
Sarenrae, light, and redemption, and he joined that church formally to begin
Inquisitor training a year ago.
Jaxom has a
suite of rooms in the Gate district of Kenabres; he sold his house and small
plot of land after his youngest child left to study magic. His wife’s name was Katerni; his children are
Orren (M, 20), Jillian (F, deceased), Periwinkle (F, 17), Peony (F, 17), and
Rogar (M, 16). His parents are dead, his
sister lives in far off Magnimar, and his children are adults, beginning their
professional paths and not needing their father hovering over their lives; it
is time for Jaxom to once again take up arms and armor in the service of Good.
Math For Scimitar:
To-hit: +3 BAB +5 ST
+1 Weap Focus +1 Magic (enhancement) -1
Power Attack = +9
Optional
TH: +2 Bane (adds to enhancement) +2 Demons or Demon Worshipers (morale)
+1 Guidance
(competence) +2 Divine Favor (luck), +2 Justice Judgement (sacred)
Dam: d6 +7.5 STx1.5 +4.5 PowerAttack*1.5 +1 Magic = d6+13
Optional:
Bane +2d6 +2 Bane (adds to enhancement)
+2 Divine Favor (luck) +2 Destruction Judgement (sacred)
Crit: d6 +7.5 STx1.5 +9 PowerAttack*1.5 +1 Magic = d6+17 x2
or x3
Bane dice
do not multiply on crit. Other adds do!
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