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Rill the Grippli

Grippli Sacred Hunstmaster Inquisitor Level 2

Rill's family once ruled a small area of river land, but scattered when an army of orcs invaded as part of their war against human neighbors. Rill knows a sister named Twilla has joined a bandit gang, and a brother named Flalo was executed by humans on trumped-up charges. He has no idea where the others are, or even if they are alive. He worries his elderly and slower grandparents were enslaved.

As the youngest spawn of many noble siblings, he spent much of his childhood time keeping out of the way in the kitchens, when not being taught etiquette and fencing. He dreams of becoming a famous monster hunter. He has no formal religious training but has developed a personal devotion to Calistra as he prays for revenge against his family's persecutors.

Ability Scores
Strength 10 (Modifier: 0)
Dexterity 18 (Modifier: 4)
Constitution 10 (Modifier: 0)
Intelligence 14 (Modifier: 2)
Wisdom 16 (Modifier: 3)
Charisma 8 (Modifier: −1)

Darkvision 60 feet

Movement speed 30, climb 20

Base Attack Bonus 0

Initiative Bonus 7 = DEX Mod 4 + WIS Mod 3

Hit Points 13
Armor Class 20 = 10 + DEX Mod 4 + 1 Size + 4 armor + 1 shield

Fortitude Save 3 = Base 3 + CON Mod 0
Reflex Save 4 = Base 0 + DEX Mod 4
Will Save 6 = Base 3 + WIS Mod 3

Concentration Check Bonus 4 = CL 1 + WIS Mod 3

CMB 0 = BAB 1 + STR Mod 0 − 1 Size

CMD 14 = 10 + BAB 1 + STR Mod 0 + DEX Mod 4 − 1 Size

To Hit Bonus 6 = 1 BAB + DEX Mod 4 + 1 Size

Grippli, artist unknown Orisons: (5 available at once) Light, Guidance, Detect Poison, Create Water, Detect Magic

Level One Spells: (3 per day) Bless and Divine Favor, Cure Light Wounds

Feats: Weapon Finesse

Inquisitor Abilities: Conversion Inquisition, Monster Lore, Stern Gaze, Cunning Initiative, Detect Alignment, Track

Traits: Beast Bond, Armor Expert

Languages: Common, Grippli, 3 others

Future Orisons: Read Magic

Future First Level Spells: Shield of Faith, Protection from Evil, Wrath

Future Second Level Spells: Brow Gasher, Castigate, Focused Scrutiny, Litany of Duty

Future Third Level Spells: Heroism, Deadly Juggernaut

Note that Castigate will be his only offensive spell, with DC 15 = 10 + WIS Mod 3 + Level 2

Future Feats: Combat Expertise and Improved Spell Sharing at level 3, Pack Flanking at level 5, Outflank at level 6, Planar Focus at level 7.


Rapier +6 with damage 1d4

Light Crossbow +6 with damage 1d6 (move action to load)

Whip +6 with damage 1d2

Unarmed Strike +6 with damage 1d2

Carried Equipment (21 lbs): harness for Fisher, rapier (1 lb), whip (1 lb), light crossbow with 10 bolts (2 + 1 lbs), hide armor (13 lbs), quickdraw light steel shield (3 lbs), 26 gold

Stored Equipment (29 lbs): Inquisitor's kit (26 lbs), fishing kit (3 lbs)

Future Equipment: masterwork kikko armor, masterwork quickdraw light steel shield, repeating crossbow. Proficient with a rapier (Grippli) and whip (Calistra).

Acrobatics 1 = DEX Mod 4 − 3 armor penalty
Bluff 8 = WIS Mod 3 + 2 Ranks + 3 Class
Climb 9 = STR Mod 0 + 1 Rank + 3 Class + 8 Racial − 3 armor penalty (can always take 10)
Diplomacy 10 = WIS Mod 3 + 2 Ranks + 2 Racial + 3 Class
Handle Animal 8 = CHA Mod −1 + 1 Rank + 1 Trait + 3 Class + 4 Link (+2 more with harness on Fisher)
Intimidate 11 = WIS Mod 3 + 2 Ranks + 2 Racial + 1 Stern + 3 Class
Perception 8 = WIS Mod 3 + 2 Ranks + 3 Class
Profession Cook 7 = WIS Mod 3 + 1 Rank + 3 Class
Sense Motive 9 = WIS Mod 3 + 2 Ranks + 1 Stern + 3 Class
Stealth 9 = DEX Mod 4 + 1 Rank + 3 Class + 4 Size − 3 armor penalty (as a Grippli, gain +4 more in marsh and forest)
Survival 7 = WIS Mod 3 + 1 Rank + 3 Class
Swim 1 = STR Mod 0 + 1 Rank + 3 Class − 3 armor penalty

Total Skill Ranks: 8 = 1 × (6 Inquisitor + 2 INT Mod)

Each level increase bluff, diplomacy, intimidate, perception, sense motive, and three others. Want one point in acrobatics, escape artist, ride, heal, and the six monster lore knowledges.


Ask Simon to get Monkey Fish, Obscuring Mist, See Invisibility, Hold Person, Knock, and Silence.


Bobcat Animal Companion

Bobcat photo, by OutdoorHub

Fisher is a Small Cat animal companion with Movement 50' and 3 Hit Dice.

It has the special qualities low-light vision, scent, link, and share spells. It can learn Skirmisher tricks.

Bite Attack: +8 with damage 1d4 + 1 STR Mod (with CMB +1 Trip)

Two Claw Attacks: +8 with damage 1d2 + 1 STR Mod

Ability Scores
Strength 12 (Modifier: 1)
Dexterity 21 (Modifier: 5)
Constitution 13 (Modifier: 1)
Intelligence 2 (Modifier: -4)
Wisdom 12 (Modifier: 1)
Charisma 6 (Modifier: -2)

Skills
Climb 13 = STR Mod 1 + 1 Rank + 3 Class + 8 Racial (can always take 10)
Stealth 12 = DEX Mod 5 + 1 Ranks + 3 Class + 4 Size
Swim 5 = STR Mod 1 + 1 Ranks + 3 Class

Hit Points: 24 = (8 + 8 + 5) + (3 × 1 CON Mod)

Armor Class 16 = 10 + 1 natural armor + 5 DEX Mod

Saving Throws: Fortitude 4 / Reflex 8 / Will 2

To Hit: +8 = 2 BAB + 5 DEX Mod + 1 Size

CMB: +2 = 2 BAB + 1 SIZ Mod − 1 Size

Feats: Weapon Finesse, Agile Maneuvers

Future Feats: Favored Focus

Commanding a trained animal is DC 10, a free action for animal companions.

Known Tricks: Attack ×2, Heel, Rattling Strike (twice per day)

Future Tricks: Down at level 3, Vengeance Strike at level 6