FOR WWW-COMBAT Currently @ the encounter Kirjaston Puolustus Kierros 27


After 27 RNDS:

HP: 83, max. 95
AC: 34, touch 17, flat-footed 28: (+9 armor, +4 shield, +5 Dex, + 1 natural, +4 deflection, +1 dodge)
(Haste, Sh. of Faith +4, Magic Vest. +3, Cat's Grace)

Melee +5 Rapier +29/+29/+24 [(1d6+13/15-20/x2)+4d6] + 3 to crit confirm
(HASTE, Judg. of Dmg & Att., Insp. Courage +2, Cat's Grace, Divine Favor,Weapon Foc)
Ranged +3 Shortbow +23/+23/+18 (1d6+12/20/x3)
(HASTE, Judg. of Dmg, Insp. Courage +2, Cat's Grace, Divine Favor, Point-Blank)

Fort +12, Ref +14, Will +14
Acrobatics: +23 (Cat's Grace)
Escape Artist: +15 (Cat's Grace)
CMB +15 (Haste, Insp. Cour. +2, Divine Favor +3); CMD 35 (Sh. of Faith +4, Judgement +3, Cat's Grace, Haste)
Heal: +9
Perception: +19

CONDITIONAL MODIFIERS:
+2 to saves vs fear
+1 to saves /adjacent ally; Currently: NONE (max +4)
+2 to saves vs enchantements

ONGOING BUFFS:
Haste (4/9 RNDS)
Divine Favor (4/10 RNDS)
Copycat (10/12 RNDS or until dispelled or destroyed)
Bane vs.Dinosauruses (7/12 RNDS)
Insp. Courage +2 (8/19 RNDS)
Cat's Grace +4 to Dex (ca. 7 mins in game time)
Shield of Faith +4 defl. AC (ca. 10 min in game time)
Judgements for Dmg & AC (duration of the encounter)
Magic Vestement +3 (12 hours in game time)

USED SPELLS:
6 x lvl 1; 3 x lvl 3, 2 x lvl 4

USED ARROWS: 3 (hits: 3 misses: 0)



CHARACTER SHEET



LIANDRIN SER-ADAI CR 11
Female Half-Elf Inquisitor 12
CN Medium Humanoid (Elf, Human)
Init +8; Senses Low-Light Vision; Perception +19


DEFENSE


AC 27, touch 15, flat-footed 23:(+7 armor, +4 shield, +4 Dex, +1 natural, +1 deflection)
hp 95 (12d8+12); Judgement of Sacred Healing 5
Fort +12, Ref +11, Will +14
Defensive Abilities Copy Cat (Su) (7/day), Judgement of Sacred Protection +3 / +6, Master's Illusion (12 rounds/day) (DC 20), Stalwart; DR Judgement of Sacred Resiliency 3 (Law); Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 10 (Fire)


OFFENSE


Spd 30 ft.
Melee +3 Rapier +17/+12 (1d6+5/15-20/x2)
Ranged +3 Shortbow +16/+11 (1d6+3/20/x3)
Special Attacks Greater Bane (+2 / 4d6) (12 rounds/day), Judgement of Sacred Destruction +5, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +5, Judgement of Sacred Smiting (Magic, Chaos, Adamant
Spell-Like Abilities Copy Cat (Su) (7/day), Detect Alignment (At will), Discern Lies (12 rounds/day), Master's Illusion (12 rounds/day) (DC 20)
Inquisitor Spells Known (CL 12, +13 melee touch, +13 ranged touch):
4 (4/day) Cure Critical Wounds (DC 18), Freedom of Movement (DC 18), Restoration (DC 18), Neutralize Poison (DC 18)
3 (5/day) Protection from Energy (DC 17), Magic Vestment (DC 17), Cure Serious Wounds (DC 17), Dispel Magic
2 (6/day) Resist Energy (DC 16), Cure Moderate Wounds (DC 16), Silence (DC 16), See Invisibility (DC 16), Remove Paralysis (DC 16)
1 (6/day) Divine Favor (DC 15), Shield of Faith (DC 15), Protection from Evil (DC 15), Expeditious Retreat (DC 15), Bless, Cure Light Wounds (DC 15)
0 (at will) Resistance (DC 14), Virtue, Stabilize, Detect Poison, Light, Detect Magic


STATISTICS


Str 12/14, Dex 18, Con 12, Int 10, Wis 17/19, Cha 12
Base Atk +9; CMB +11; CMD 26
Feats Allied Spellcaster, Combat Casting, Improved Critical: Rapier, Outflank, Point Blank Shot, Precise Strike, Shake It Off, Silent Spell, Skill Focus: Acrobatics (Adaptability), Weapon Finesse, Weapon Focus: Rapier
Traits Forlorn, Youthful Mischief
Skills Acrobatics +21, Bluff +6, Climb +9, Diplomacy +8, Disguise +6, Escape Artist +13, Fly +3, Handle Animal +4, Heal +9, Intimidate +7, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +4, Knowledge (Nature) +6, Knowledge (Planes) +4, Knowledge (Religion) +9, Perception +19, Ride +8, Sense Motive +14, Spellcraft +4, Stealth +9, Survival +8, Swim +5 Modifiers Monster Lore
Languages Common, Elven
SQ Cold weather outfit, Elf Blood, Inquisitor Domain: Trickery, Second Judgement (4/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 4/day), Track +6
Combat Gear +1 Mithral Breastplate, +3 Acid Resistance, Grt., Fire Resistance, Imp. Buckler, +3 Rapier, +3 Shortbow, Arrows (40); Other Gear Amulet of Natural Armor +1, Antiplague (vial) (3), Backpack (1 @ 3 lbs), Bedroll, Belt of Giant Strength, +2, Blanket, winter, Boots of the Winterlands, Cloak of Resistance, +2, Cold weather outfit, Headband of Inspired Wisdom, +2, Oil of Bless Weapon (8), Potion of Heroism, Rations, trail (per day) (35), Ring of Protection, +1, Rope, silk (50 ft.), Wand of Align Weapon, Wand of Comprehend Languages, Wand of Cure Moderate Wounds, Wand of Protection from Energy, Waterskin


SPECIAL ABILITIES


Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Copy Cat (Su) (7/day) (Sp) Create a single mirror image duplicate
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Greater Bane (+2 / 4d6) (12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 5 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +5 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Law (Su) DR/magic
Judgement of Sacred Resistance 10: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master's Illusion (12 rounds/day) (DC 20) (Sp) Use veil as a spell-like ability.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
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.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Silent Spell Cast a spell with no verbal components. +1 Level.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +6 +6 to survival checks to track.
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