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 Deadeye 9th Level

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Posts : 14
Join date : 2011-11-11

Deadeye 9th Level Empty
PostSubject: Deadeye 9th Level   Deadeye 9th Level EmptySat Nov 12, 2011 10:53 am

"Deadeye" Jaxx Blaxx CR 8
Male Duergar Inquisitor 9 - CR 8
Lawful Neutral Humanoid (Dwarf); Deity: Dumathoin
Age:109; Height: 4' 5"; Weight: 184lb.; Eyes: Black; Hair:White; Skin: Ash
Init +9 (+11 caves/underground); Senses Darkvision (120 feet); Perception +16

AC 26, touch 15, flat-footed 22. . (+4 Dex, +8 Armor, +2 Shield, +1 natural, +1 deflection)
hp 100 (9d8+45)
Fort +12, Ref +9, Will +13

CMD 22

Defensive Abilities
Duergar Immunities
Immunity to Paralysis, Phantasms, Poison
+2 saves vs. spells & spell like abilities
Stability +2 CMD vs. Bull Rush & Trip while standing on ground

Speed: 30 ft. (6 Squares)
Elizabeth (+2 Double Repeating Crossbow)
+13/+8, 2d6+2, 19-20x2
Wrath of Dumathoin (MW Cold Iron Earthbreaker)
+8/+3, 2d6+1, x3
+7/+2, 1d6+1
Face: 5 ft. Reach: 5 ft.
BAB: +6, CMB: +6

Str 13, Dex 16/18, Con 16/18, Int 10, Wis 22, Cha 6

*Simple Weapon Proficiency - All
*Armor Proficiency (Light)
*Armor Proficiency (Medium)
*Exotic Weapon Proficiency: Crossbow, Double
*Weapon Focus: Crossbow, Double Repeating
Crossbow Mastery: Crossbow, Double Repeating
Point Blank Shot
Precise Shot
Rapid Reload: Crossbow, Double Repeating
Rapid Shot

Teamwork feats

*Teamwork Feat (change 5/day)

Enfilading Fire: When ally flanks opponent, you gain +2 on ranged attack rolls against opponent
Target of Opportunity: When an ally hits with a ranged attack, you may make an attack as an immediate action
Outflank: Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.

Knave of Blades +2 to Stealth checks, Weapon Focus as a bonus feat
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

Acrobatics +3
Bluff +2
Climb +6
Diplomacy +10
Disable Device +10
Disguise +2
Escape Artist +3
Fly +3
Heal +9
Intimidate +6
Knowledge (Arcana) +5 (+10 w/Monster Lore)
Knowledge (Dungeoneering) +10 (+15 w/Monster Lore)
Knowledge (Nature) +5 (+10 w/Monster Lore)
Knowledge (Planes) +4 (+9 w/Monster Lore))
Knowledge (Religion) +5 (+10 w/Monster Lore)
Perception +16
Ride +7
Sense Motive +13
Spellcraft +4
Stealth +13
Survival +16 (Track +20)
Swim +4
Languages: Common, Dwarven, Undercommon

SQ Enlarge Person & Invisibility 1/day (CL = Character level)

Total Weight Carried: 47.5/150lbs, Light Load
(Light: 50lbs, Medium: 100lbs, Heavy: 150lbs)
(* = On person)

*Elizabeth +2 18 lbs
*+1 Buckler 5 lbs
*Amulet of Natural Armor +1 -
*Bayonet 1 lb
*Belt of Physical Might, DEX & CON +2 1 lb
*Cloak of Resistance, +2 1 lb
*Compass 0.5 lbs
*Explorer's Outfit
*Headband of Inspired Wisdom, +2 1 lb
*Holy symbol, wooden: Dumathoin
*Mithral Breastplate 15 lbs
*Ring of Feather Falling
*Ring of Protection, +1
*Smoked Goggles
*Weapon Cord
*Wand of Cure Light Wounds (50)
*Wand of Lesser Restoration (50)

Wrath of Dumathoin <In: Handy Haversack 14 lbs
Bolts, Repeater x100 <In: Handy Haversack
Adamantine Bolts, Repeater x50 <In:Handy Haversack
Cold Iron Bolts, Repeater x50 <In: Handy Haversack
Silver Bolts, Repeater x50 <In: Handy Haversack
Tangle Bolts x3 <In: Handy Haversack

Handy Haversack (284 @ 161.8 lbs) 5 lbs
Ale (Gallon) <In: Handy Haversack 8 lbs
Bear Trap x3 <In: Handy Haversack 30 lbs
Bedroll <In: Handy Haversack 5 lbs
Blanket <In: Handy Haversack 1 lb
Caltrops x5 <In: Handy Haversack 2 lbs
Chalk, 1 piece x3 <In: Handy Haversack
Climber's kit <In: Handy Haversack 5 lbs
Flint and steel <In: Handy Haversack
Furs <In: Handy Haversack 5 lbs
Hammock <In: Handy Haversack 0.5 lbs
Heatstone x2<In: Handy Haversack (284 @ 161.8 lbs)> 2 lb
Lock (Good) <In: Handy Haversack 1 lb
Manacles <In: Handy Haversack 2 lbs
Pot, iron <In: Handy Haversack 10 lbs
Rations, trail (per day) x3 <In: Handy Haversack 1 lb
Rope, silk (50 ft.) x2 <In: Handy Haversack 5 lbs
Thieves' tools, masterwork <In: Handy Haversack 2 lbs
Waterskin x2 <In: Handy Haversack 4 lbs
Gold: 226 <In: Handy Haversack


Inquisitor Domain: Travel
Granted Powers: You are an explorer and find enlightenment in the simple
joy of travel, be it by foot or conveyance or magic.
- Increase base speed by 10 feet.
- Dimensional Hop (90/day. 5' increments) (Sp)
- Agile Feet (8/day) (Su)
As a free action, you can gain increased mobility for 1 round. For the next
round, you ignore all difficult terrain and do not take any penalties for moving
through it.
Bane (+2 / 2d6) (9 rounds/day) (Su)
Darkvision (120 feet)
Discern Lies (9 rounds/day) (Sp)
Detect alignment (at will) (Sp)
Enlarge Person (1/day) (Sp)
Invisibility (1/day) (Sp)
Monster Lore +5 (Ex)
Slow and Steady
Solo Tactics (Ex)
Track +4


+Second Judgement (3/day) (Su)

Judgement of Sacred Destruction +4 (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane bonus on
all weapon damage rolls. This bonus increases by +1 for every three inquisitor
levels she possesses.

Judgement of Sacred Healing 4 (Su)
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.

Judgement of Sacred Justice +2 (Su)
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane 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.

Judgement of Sacred Piercing +4 (Su)
This judgment gives the inquisitor great focus and makes her spells more
potent. This benefit grants a +1 sacred/profane 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.

Judgement of Sacred Protection +2 (Su)
The inquisitor is surrounded by a protective aura, granting a +1 sacred/profane
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

Judgement of Sacred Smiting (Magic, Law) (Su)
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. At 10th level the Inquisitor's weapons also count as adamantine for purposes of overcoming damage reduction.


Inquisitor Spell DC: 15 + spell level
CL: 9 (vs. SR: +9, Concentration: +14)
Melee Touch +7 Ranged Touch +10

Inquisitor 0: 6/*x0
Light, Detect Magic, Create Water, Detect
Poison, Sift, Stabilize

Inquisitor 1: 5/7x1
Cure Light Wounds (DC 16),
Divine Favor (DC 16),
Disguise Self (DC 16),
Deadeye's Lore (DC 16),
Expeditious Retreat (DC 16)

Inquisitor 2: 4/5x2
Restoration, Lesser (DC 17),
Protection from
Evil, Communal (DC 17),
Find Traps (DC 17),
Remove Paralysis (DC 17)

Inquisitor 3:4/4x3
Cure Serious Wounds (DC 18),
Magic Vestment (DC 18),
Resist Energy, Communal (DC 18),
Daybreak Arrow (DC 18)

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