Sunday, May 19, 2019

((Jaxom's Character Sheet Lvl5 Tier1))


 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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