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<blockquote data-quote="Tinner" data-source="post: 5842842" data-attributes="member: 19667"><p>Try this on for size.</p><p>Improved Initiative plus the Inquisitor bonus to Init means you pretty much go before everyone.</p><p>The Killer trait lets your scythe do more damage. Too bad you have to dump a feat to be proficient in it. Grab Taldan Conscript as your next feat to add even more damage to your scythe attacks.</p><p></p><p>REV BOLYARD CR 6</p><p>Male Human (Taldan) Inquisitor 7</p><p>NG Medium Humanoid (Human)</p><p><strong>Init </strong>+12; <strong>Senses </strong>Perception +14</p><p>--------------------</p><p><strong>DEFENSE</strong></p><p>--------------------</p><p><strong>AC </strong>22, touch 15, flat-footed 17. . (+7 armor, +4 Dex, +1 dodge)</p><p><strong>hp </strong>66 (7d8+28); Judgement of Sacred Healing 3</p><p><strong>Fort </strong>+12, <strong>Ref </strong>+9, <strong>Will </strong>+12</p><p><strong>Defensive Abilities </strong>Judgement of Sacred Protection +2; <strong>DR </strong>Judgement of Sacred Resiliency 2: Magic; <strong>Resist </strong>Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire)</p><p>--------------------</p><p><strong>OFFENSE</strong></p><p>--------------------</p><p><strong>Spd </strong>30 ft.</p><p><strong>Melee </strong>+1 Keen Scythe +11 (2d4+8/19-20/x4)</p><p><strong>Special Attacks </strong>Bane (+2 / 2d6) (7 rounds/day), Bleeding Touch 3 rounds (7/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good)</p><p><strong>Spell-Like Abilities </strong>Bleeding Touch 3 rounds (7/day), Detect Alignment (At will), Discern Lies (7 rounds/day)</p><p><strong>Inquisitor Spells Known </strong>(CL 7, +10 melee touch, +9 ranged touch):</p><p>3 (2/day) <em>Cure Serious Wounds (DC 17), Deadly Juggernaut (DC 17)</em></p><p>2 (4/day) <em>Cure Moderate Wounds (DC 16), Brow Gasher, Find Traps (DC 16), Weapon of Awe (DC 16)</em></p><p>1 (5/day) <em>True Strike (DC 15), Cure Light Wounds (DC 15), Interrogation (DC 15), Litany of Sloth, Wrath (DC 15)</em></p><p>0 (at will) <em>Resistance (DC 14), Disrupt Undead, Detect Poison, Bleed (DC 14), Detect Magic, Guidance (DC 14)</em></p><p>--------------------</p><p><strong>STATISTICS</strong></p><p>--------------------</p><p><strong>Str </strong>20, <strong> Dex </strong>18, <strong> Con </strong>18, <strong> Int </strong>13, <strong> Wis </strong>18, <strong> Cha </strong>16</p><p><strong>Base Atk </strong>+5; <strong>CMB </strong>+10; <strong>CMD </strong>25</p><p><strong>Feats </strong>Circling Offense, Dodge, Improved Initiative, Martial Weapon Proficiency: Scythe, Mobility, Outflank, Spring Attack</p><p><strong>Traits </strong>Birthmark, Corpse Hunter, Inspired by Greatness: Wrath, Killer</p><p><strong>Skills </strong>Acrobatics +10, Climb +14, Diplomacy +13, Escape Artist +3, Fly +3, Heal +14, Intimidate +16, Perception +14, Ride +3, Sense Motive +17, Stealth +13, Swim +14<strong> Modifiers </strong>Monster Lore</p><p><strong>Languages </strong>Celestial, Common</p><p><strong>SQ </strong>Inquisitor Domain: Death, Judgement (3/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 4/day), Track +3</p><p><strong>Combat Gear </strong>+1 Keen Scythe, +1 Mithral Breastplate; <strong>Other Gear </strong>Cloak of Resistance, +3</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Bane (+2 / 2d6) (7 rounds/day) (Su)</strong> Make the weapon you are holding a bane weapon.</p><p><strong>Birthmark</strong> +2 save vs. charm & compulsion</p><p><strong>Bleeding Touch 3 rounds (7/day) (Sp)</strong> Melee touch attack deals 1d6 bleeding damage.</p><p><strong>Circling Offense</strong> +1 to AC vs larger foe's movement attacks of opportunity, if miss allies attack.</p><p><strong>Corpse Hunter</strong> You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.</p><p><strong>Detect Alignment (At will) (Sp)</strong> Detect chaos, evil, good, or law at will.</p><p><strong>Discern Lies (7 rounds/day) (Sp)</strong> Discern Lies at will</p><p><strong>Inquisitor Domain: Death</strong> Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.</p><p><strong>Inspired by Greatness: Wrath</strong> Cast Wrath at +1 caster level.</p><p><strong>Judgement (3/day) (Su)</strong> Variable bonuses increase as the combat continues.</p><p><strong>Judgement of Sacred Destruction +3 (Su)</strong> Weapon Damage bonus.</p><p><strong>Judgement of Sacred Healing 3 (Su)</strong> Fast Healing</p><p><strong>Judgement of Sacred Justice +2 (Su)</strong> Attack bonus</p><p><strong>Judgement of Sacred Piercing +3 (Su)</strong> Concentration and vs. SR bonus</p><p><strong>Judgement of Sacred Protection +2 (Su)</strong> AC bonus</p><p><strong>Judgement of Sacred Purity +2 (Su)</strong> Save bonus</p><p><strong>Judgement of Sacred Resiliency 2: Magic (Su)</strong> DR/magic</p><p><strong>Judgement of Sacred Resistance 6: Fire (Su)</strong> Energy Resistances</p><p><strong>Judgement of Sacred Smiting (Magic, Good) (Su)</strong> DR bypass</p><p><strong>Killer</strong> Add weapon's critical modifier to its critical bonus damage.</p><p><strong>Mobility</strong> +4 to AC against some attacks of opportunity.</p><p><strong>Monster Lore +4 (Ex)</strong> +4 to Knowledge checks when identifying the weaknessess of creatures.</p><p><strong>Outflank</strong> 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.</p><p><strong>Solo Tactics (Ex)</strong> Count Teamwork feats as if your allies had the same ones.</p><p><strong>Spring Attack</strong> You can move - attack - move when attacking with a melee weapon.</p><p><strong>Teamwork Feat (change 4/day)</strong> Swap your most recent Teamwork feat for another</p><p><strong>Track +3</strong> +3 to survival checks to track.</p></blockquote><p></p>
[QUOTE="Tinner, post: 5842842, member: 19667"] Try this on for size. Improved Initiative plus the Inquisitor bonus to Init means you pretty much go before everyone. The Killer trait lets your scythe do more damage. Too bad you have to dump a feat to be proficient in it. Grab Taldan Conscript as your next feat to add even more damage to your scythe attacks. REV BOLYARD CR 6 Male Human (Taldan) Inquisitor 7 NG Medium Humanoid (Human) [b]Init [/b]+12; [b]Senses [/b]Perception +14 -------------------- [b]DEFENSE[/b] -------------------- [b]AC [/b]22, touch 15, flat-footed 17. . (+7 armor, +4 Dex, +1 dodge) [b]hp [/b]66 (7d8+28); Judgement of Sacred Healing 3 [b]Fort [/b]+12, [b]Ref [/b]+9, [b]Will [/b]+12 [b]Defensive Abilities [/b]Judgement of Sacred Protection +2; [b]DR [/b]Judgement of Sacred Resiliency 2: Magic; [b]Resist [/b]Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire) -------------------- [b]OFFENSE[/b] -------------------- [b]Spd [/b]30 ft. [b]Melee [/b]+1 Keen Scythe +11 (2d4+8/19-20/x4) [b]Special Attacks [/b]Bane (+2 / 2d6) (7 rounds/day), Bleeding Touch 3 rounds (7/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good) [b]Spell-Like Abilities [/b]Bleeding Touch 3 rounds (7/day), Detect Alignment (At will), Discern Lies (7 rounds/day) [b]Inquisitor Spells Known [/b](CL 7, +10 melee touch, +9 ranged touch): 3 (2/day) [i]Cure Serious Wounds (DC 17), Deadly Juggernaut (DC 17)[/i] 2 (4/day) [i]Cure Moderate Wounds (DC 16), Brow Gasher, Find Traps (DC 16), Weapon of Awe (DC 16)[/i] 1 (5/day) [i]True Strike (DC 15), Cure Light Wounds (DC 15), Interrogation (DC 15), Litany of Sloth, Wrath (DC 15)[/i] 0 (at will) [i]Resistance (DC 14), Disrupt Undead, Detect Poison, Bleed (DC 14), Detect Magic, Guidance (DC 14)[/i] -------------------- [b]STATISTICS[/b] -------------------- [b]Str [/b]20, [b] Dex [/b]18, [b] Con [/b]18, [b] Int [/b]13, [b] Wis [/b]18, [b] Cha [/b]16 [b]Base Atk [/b]+5; [b]CMB [/b]+10; [b]CMD [/b]25 [b]Feats [/b]Circling Offense, Dodge, Improved Initiative, Martial Weapon Proficiency: Scythe, Mobility, Outflank, Spring Attack [b]Traits [/b]Birthmark, Corpse Hunter, Inspired by Greatness: Wrath, Killer [b]Skills [/b]Acrobatics +10, Climb +14, Diplomacy +13, Escape Artist +3, Fly +3, Heal +14, Intimidate +16, Perception +14, Ride +3, Sense Motive +17, Stealth +13, Swim +14[b] Modifiers [/b]Monster Lore [b]Languages [/b]Celestial, Common [b]SQ [/b]Inquisitor Domain: Death, Judgement (3/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 4/day), Track +3 [b]Combat Gear [/b]+1 Keen Scythe, +1 Mithral Breastplate; [b]Other Gear [/b]Cloak of Resistance, +3 -------------------- [b]SPECIAL ABILITIES[/b] -------------------- [b]Bane (+2 / 2d6) (7 rounds/day) (Su)[/b] Make the weapon you are holding a bane weapon. [b]Birthmark[/b] +2 save vs. charm & compulsion [b]Bleeding Touch 3 rounds (7/day) (Sp)[/b] Melee touch attack deals 1d6 bleeding damage. [b]Circling Offense[/b] +1 to AC vs larger foe's movement attacks of opportunity, if miss allies attack. [b]Corpse Hunter[/b] You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead. [b]Detect Alignment (At will) (Sp)[/b] Detect chaos, evil, good, or law at will. [b]Discern Lies (7 rounds/day) (Sp)[/b] Discern Lies at will [b]Inquisitor Domain: Death[/b] Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. [b]Inspired by Greatness: Wrath[/b] Cast Wrath at +1 caster level. [b]Judgement (3/day) (Su)[/b] Variable bonuses increase as the combat continues. [b]Judgement of Sacred Destruction +3 (Su)[/b] Weapon Damage bonus. [b]Judgement of Sacred Healing 3 (Su)[/b] Fast Healing [b]Judgement of Sacred Justice +2 (Su)[/b] Attack bonus [b]Judgement of Sacred Piercing +3 (Su)[/b] Concentration and vs. SR bonus [b]Judgement of Sacred Protection +2 (Su)[/b] AC bonus [b]Judgement of Sacred Purity +2 (Su)[/b] Save bonus [b]Judgement of Sacred Resiliency 2: Magic (Su)[/b] DR/magic [b]Judgement of Sacred Resistance 6: Fire (Su)[/b] Energy Resistances [b]Judgement of Sacred Smiting (Magic, Good) (Su)[/b] DR bypass [b]Killer[/b] Add weapon's critical modifier to its critical bonus damage. [b]Mobility[/b] +4 to AC against some attacks of opportunity. [b]Monster Lore +4 (Ex)[/b] +4 to Knowledge checks when identifying the weaknessess of creatures. [b]Outflank[/b] 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. [b]Solo Tactics (Ex)[/b] Count Teamwork feats as if your allies had the same ones. [b]Spring Attack[/b] You can move - attack - move when attacking with a melee weapon. [b]Teamwork Feat (change 4/day)[/b] Swap your most recent Teamwork feat for another [b]Track +3[/b] +3 to survival checks to track. [/QUOTE]
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