Drinking & Dragons

User:Askewnotion/PCs/Corrin of Luminance

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Corrin.jpg
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Rogue 1, Fighter 1, Paladin 4, Shadowbane Inquisitor 2 (ECL 3)
Race:Human (Half Celstial)
Alignment: LG | Size: M
Patron Deity:
Abilities Assumes 31 point buy
Str 19 +4 | Dex 16 +3 | Con 18 +4 | Int 14 +2 | Wis 13 +1 | Cha 18 +4
Abilities Daryl 24+3d4
Str 12+1d4 | Dex 14+1d4 | Con 12+1d4 | Int 10 | Wis 10 | Cha 14

Defense

AC: 14 / Touch: 13, Flatfooted: 11
(+3 Dex, +1 Natural)

DR / 5 magic

SR 11

HP: ___ / HD: 1d6+7d10+__

Initiative: +__ / Speed: 30' land, 60' glide (good)

Fort: __ / Reflex: __ / Will: __
+4 vs Poison
Immune to Disease

Attacks

  • Unarmed +__ / 1d3+__ / 20x2 / b
  • Touch +__ / Ranged Touch +__

Space/Reach: 5 ft./5 ft. Base Attack: +7

Feats

  • Human: Two Weapon Fighting (PHB, p102)
    Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
  • 1st: Oversize Two Weapon Fighting (CA, p111)
    When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand (see page 160 of the Player’s Handbook).
  • F1: Exotic Weapon Proficiency: Bastard Sword
  • 3rd: Power Attack
  • 6th: Two Weapon Defense

Skills (No Int modifier to SP added)

ACP =

Strength
  • Athletics (2 ranks)
Climb
Jump
Swim
Intelligence
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks
Psicraft
Spellcraft
Other
Languages: Low Coryani, Ss’ressen, and Cancerese
Dexterity
  • Acrobatics (3 ranks)
Balance
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide
Move Silently
Wisdom
  • Heal (0 ranks)
  • Notice (4 ranks)
Listen
Spot
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Constitution
  • Concentration (0 ranks)
Autohypnosis
Concentration
Charisma
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (1 ranks)
Bluff
Disguise
  • Influence (11 ranks)
Diplomacy
Intimidate
  • Perform (0 ranks)
  • Use Magic (0 ranks)
Use Magic Device
Use Psionic Device
Knowledges
Religion (11 auto ranks)

Special Abilities

Racial Traits

  • Glide (Ex): See here for more detials.
  • Smite Evil (Su): Once per day may smite evil, dealing 1 extra damage.
  • Spell-like Abilities (Sp): CL 1, DC 15
Protection from Evil 3/day
Bless
  • Darkvision (Ex): 60'
  • Immunity to Disease
  • DR / 5 Magic
  • SR 11
  • +4 vs Poison

Rogue

  • Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
  • Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Paladin

  • Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
  • Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level.
  • Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
  • Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus.
  • Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
  • Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159.)

Shadowbane Inquisitor

  • Absolute Conviction (Ex): Should a shadowbane inquisitor’s alignment ever change from lawful good for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.
  • Pierce Shadows (Su): A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to shed a holy radiance. This light brightly illuminates an area in a radius of 20 feet plus 5 feet per class level of the inquisitor. The light is centered on the inquisitor and sheds no shadowy illumination beyond its border. This radiance lasts for 10 minutes per inquisitor class level.
  • Sacred Stealth (Su): Starting at 2nd level, a shadowbane inquisitor can channel some of his divine spell power to become stealthier. To do this, he must lose a prepared divine spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). He gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus (if any) plus the level of spell given up in this manner. At 7th level, the bonus increases to +8.
  • Smite (Su): Once per day, a shadowbane inquisitor of 2nd level or higher can attempt to smite a creature that he judges to be corrupt with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per inquisitor class level. Unlike with a paladin’s smite evil ability, an inquisitor relies only on his own judgment when determining what creatures to use this ability against. How an inquisitor uses this ability exemplifies his outlook on the world. The more suspicious and uncompromising an inquisitor is, the more likely he is to feel that a creature should be struck down.