Sir Fallon Nightly, Special Inquisitor to the King

Description:

Race: Human
Gender: Male
Class (level): Gestalt Spirit Ranger/Witchhunter 9th
Alignment: Lawful Good Chaotic Good
Experience: 63170
Next Level: 71000
Age: 36 years
Background/Life-Paths:

  • City Born
  • Student
  • Guard
  • Sergeant
  • Captain
  • Pilgrim

Stats

Hit Points: (9d10+27) = 81
Str: 11
Dex: 16
Con: 14
Int: 14
Wis: 18
Cha: 15
Cash: 0gp, 0sp
Languages: Gael, Perbashket [Literate]
AC: 20 (3 Dex, 1 dodge, 6 armor, 0 shield)
CMD: 23 (25 vs. Disarm)
Damage Reduction: DR 1/—

Attack: +9 melee, +12 ranged

  • BAB: +9
  • CMB: +9
    • Greataxe: +9 melee
      • Damage: 1d12 damage, x3 Crit
    • Dogslicers: +7/7/2 melee
      • Damage: 1d6 damage, 19-20/x2 Crit
    • Dagger: +10 melee
      • Damage: 1d4+2d6+1 damage, 19-20/x2 Crit

Saves:

  • Fort: +8
  • Ref: +10
  • Will: +11
    • +4 vs. Arcane spells and spell-like abilities
    • +2 vs. Illusions and Divination
    • +1 vs. Confusion, Insanity, Madness, and Wisdom damage and drain.
    • Fire Resistance 10

Speed:

  • Land Speed: 30-ft.
  • Initiative: +3

Skill Points: 90

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Skills: Includes -3 armor penalty

  • Acrobatics (9 ranks): +12
  • Bluff (2 ranks): +7
  • Diplomacy (2 rank): +7
  • Disguise (2 ranks): +7
  • Heal (2 rank): +9
  • Intimidate (2 rank): +7
  • Knowledge [arcana] (3 ranks): +8
  • Knowledge [local] (3 rank): +8
  • Knowledge [history] (3 rank): +8
  • Knowledge [religion] (3 rank): +8
  • Knowledge [the planes] (3 ranks): +8
  • Perception (9 ranks): +18
  • Perform [storytelling] (2 rank): +9
  • Profession [beggar] (1 rank): +8
  • Profession [scribe] (1 rank): +8
  • Profession [astrologer] (2 ranks): +9
  • Ride (5 ranks): +7
  • Sense Motive (9 ranks): +18
  • Spellcraft (9 ranks): +14
  • Stealth (9 ranks): +12
  • Survival (9 ranks: +16
    • +20 to Track

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).


Feats

Battle Scars [Bonus]
After a lifetime of wounds, your skin has become rigid and tough.
Prerequisite: Middle age or older
Benefit: You gain DR 1/–. This stacks with other DR/– you possess.

Alertness
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Dodge
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Burning Blade
Prerequisite: Dex 13, BAB +1, Dodge, Acrobatics 1 rank
Benefits: Once per encounter, as a swift action, can can cause fire to trail from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per character level.

Flame’s Blessing
Prerequisite: Burning Blade, Acrobatics 4 ranks
Benefits: You gain fire resistance 5. This fire resistance increases as you gain ranks in Acrobatics. At 9 ranks, you gain fire resistance 10. At 14 ranks, you gain fire resistance 20. At 19 ranks, you gain immunity to fire.

Fire Riposte
Prerequisite: BAB +6, Burning Blade
Benefit: Once per encounter, when a creature successfully strikes you with a melee or natural weapon, you can make a touch attack against the attacker as an immediate action. If your attack hits, your target takes 4d6 points of fire damage.

Witch Hound
The character can recognize arcane spellcasters as if by smell.
Prerequisite: Wis 13, Alertness.
Benefit: A Witch Hunter with this feat gains the Scent ability with regard to witches, their spells, and their spell-like abilities. This ability can be used in any situation in which scent would normally apply. The scents of spells or other magical effects linger in an area after the spell’s duration expires, as per detect magic.
In addition, the character can determine whether a creature possesses arcane magical abilities, but not divine abilities, simply by being in its presence for a few moments. On a successful Perception (scent) check against a DC 20, the character senses the creature’s arcane magical aura, if any, as well as its relative strength. He does not know the precise power level of the creature’s magical abilities, but the DM can give a rough idea by comparing it to other such abilities the character has encountered (as per detect magic).
This ability can be countered through the use of spells like nondetection, mage’s private sanctum, and mind blank, as well as any spell or effect which masks scents.

Disruptive [Bonus]
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Quick Draw [Bonus]
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Two-Weapon Fighting [Bonus]
Prerequisite: Dex 15.
Benefit: 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. See Two-Weapon Fighting.

Endurance [Bonus]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.


Traits

Lastwall Cavalry Rider [Regional Trait]
Benefit: You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you.

Deft Dodger [Combat Trait]
Benefit: You gain a +1 trait bonus on Reflex saves.

Defy Madness [Faith Trait]
Benefit: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.

Savant [Social Trait]
Benefit: Chose a performance type (Storytelling). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Skeptic [Magic Trait]
Benefit: You gain a +2 trait bonus on all saving throws against illusions.

Carefully Hidden [Racial Trait]
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Iron Grip [Religion Trait]
Benefit: When a creature attempts to disarm you, it suffers a –2 penalty on the attack roll.

Seeking Adventure [Campaign Trait]
Benefit: You begin the game with a Wayfinder.


Race Abilities
  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:

Ranger Spells: Save DC 14 + spell level; Caster level 6th

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability (Caster level 8th). In addition, he can call upon these spirits to cast any 2 Ranger spells that he is capable of casting, without having to prepare the spell.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

  • Undead: +4
  • Goblins: +2

Track (Ex): A ranger adds half his level (+4) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result (+11). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

  • Forest: +4
  • Underground: +2

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Devoted Strike (Ex): When the witch hunter takes an attack action to make a single attack as a standard action, he may focus all his zeal and ardor to make that attack a devoted strike. This may be a melee or ranged attack. The witch hunter makes two attack rolls for a devoted strike, and uses the better of the two results. If the attack hits, it also gains a bonus to damage equal to the witch hunter’s Wisdom modifier (+4). A witch hunter may use this ability a number of times per day equal to 3 + his Wisdom modifier (7/day).

Witch Sense (Ex): After a witch hunter spends time in a terrain, wilderness area, or community, he can determine if a witch has been in the same area recently. A witch hunter must be in a specific terrain, wilderness area, village, town, or city for 24 hours in order to use witch sense. After that time, the witch hunter makes a Perception check with a DC of 30 – (level or hit dice of the highest level witch present in the area within 24 hours) – (number of witches in the area currently). On a successful check, the witch hunter is aware that one or more witches have been present during the past day. The witch hunter does not learn any further information about the witch or witches other than the certainty of their recent presence.
The witch hunter may use witch sense twice per day.

Detect Curse (Ex): At 3rd level a witch hunter gains detect curse. This functions as the detect magic cantrip, except the witch hunter detects and receives information about curses rather than magic. If the curse is also a spell (such as bestow curse), the witch hunter gains exactly the information detect magic would reveal. If the curse is not also a spell (such asMummy Rot), instead of learning the spell’s level he learns the curse’s save DC and instead of learning it’s school of magic he learns its frequency.
Once a witch hunter has focused this ability on a cursed creature or object for 4 rounds, he may make a Knowledge (religion) check to determine the effect of the curse. The DC of this skill check is 10 + (curse’s save DC).

Spellbane (Su): At 5th level the witch hunter can attempt to use the spellbane power as a standard action. The witch hunter makes a melee touch attack. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell (+8 check). A witch hunter may have a number of successful uses of spellbane per day equal to 3 + his Wisdom modifier (7/day).

Bias Against the Arcane (Ex): The witch hunter gains a +4 bonus to all saving throws against arcane spells and spell-like abilities. (Unless otherwise defined, spells drawn from arcane spellcaster class lists are considered arcane spells, and the spell-like abilities of creatures able to cast arcane spells are considered arcane spell-like abilities.) If a witch hunter gains a bonus from an arcane spell, spell-like ability, or a supernatural ability from a class that grants arcane spells, he received only half its numerical value (minimum +0).

Witch Bane (Ex): The witch hunter gains a +1 bonus to weapon attack rolls made against witches, and a successful attack deals an additional 2d6 hit points of damage.

Revealing Blow (Su): If the witch hunter hits a foe with a devoted strike, he immediately makes a dispel check (+8 check) against any illusion spell or spelllike ability on the target. On a successful check, the illusions end.

Liberating Blow (Su): If the witch hunter hits a foe with a devoted strike, he immediately makes a single dispel check (+8 check) against all enchantment (charm) spells or spell-like abilities the target has cast on other creatures. On a successful check, the enchantments end.

Cursebreaker (Su): At 9th level the witch hunter can use the cursebreaker power as a standard action. The witch hunter makes a melee touch attack. If it is successful, the target is affected by the cursebreaker, which functions as the remove curse spell. This counts as a one use of the witch hunter’s spellbane power.

Witch Focus (Ex): The witch hunter is always studying lore regarding witches and, in time, learns their powers and weaknesses better than anyone else. At 9th level the witch hunter gains a +1 sacred bonus to all attack rolls, Knowledge checks, and dispel checks (including those from spellbane, cursebreaker, and greater spellbane) made in regards to a witch or a witch’s powers, as well as a +1 competence bonus to AC against attacks made by witches.


Equipment

Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.

Gear

  • Masterwork Vital Guard Breast Plate (+2 AC vs. Crit confirmation rolls)
  • Masterwork Silversheen Greataxe
  • Silver and Sapphire Holy Symbol of Mitra
  • Belt of Mighty Constitution +2
  • Wayfinder
  • Standard Adventurer’s Pack
    • Bedroll, Torches, Wooden Stakes, Rope, etc.
  • Elixer of Truth
  • 2 Dogslicers
  • 5 Stingchucks
  • 3 days Goblin Rations
  • Sakkarot’s +1 Vicious Dagger
  • +1 Thundering Heavy Repeating Crossbow
  • 3 Heavy Repeating Crossbow Clips (5 bolts each)

Resources
  • Knighthood
    • Small Cottage, 40 Acres of Land
      • 2 Men-at-Arms
      • 4 Laborers
  • Affiliation: Knights of Alerion
    • 20% discount on Horses, Armor, and Religious Supplies

Contacts

9 contacts

  • Location
    • Contact: profession, how you know them
Bio:

Lost hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.
A character who has lost a hand incurs the following penalties:

  • -5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
  • -4 penalty on grapple checks;
  • Must make a caster level check to cast spells with somatic components;
  • Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm.
  • Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.

Sir Fallon Nightly, Special Inquisitor to the King

The World of Tel-Avi Brand_Darklight SirKnightly