We played the finale. Big, complicated fight with some cool stuff tying it back to previous adventures: some of the mooks exploded into candy (from the haloween plane).
And Brus got to kill Limen, just like he told Dimfuzz he would. “I am going to kill him with this”, he said, “unless I find something bigger”. In the end – he did find something bigger: Shub-Liminel with an Enlarge Person spell. Limen had an Anti-life Shell up, but with a reach of 15′ Brus was able to get him.
Did we win? The ending was just a shade ambiguous. Perhaps the whole thing – Coin included – was all just a big game put up by Limen himself. But, our characters ended the adventure levelled up and with bags of loot. All’s well that ends well.
Well – inquisitor is ok as a class. The specific picks I made to get travel domain made it quite a bit better. There was some rules adjudication needed for some of the teamwork feats, and the Surmount Affliction spell is useless without the rule that it’s the one spell that you can drop even when you are under the effect of one of the conditions it addresses.
It’s a bit monk-y: fighter with kick-butt will saves, so can deal with things that a fighter can’t. But really: can’t heal like a cleric, can’t fight like a fighter, can’t cast like a bard, and the sucky reflex save is crippling. The class would come into its own in urban adventures, I think.
Brus was a hell of a lot of fun as a character, but the class was complicated to play and not good enough at the things that it did do. The main reason Brus was as good as he was was that the DM gave him a weapon with book value completely off the scale.
As always, Brus will be shredded. I levelled him up to 15, just to see how the story ends – spells Ghostbane Dirge, Mass, and Instrument of Agony. Like Fallback Strategy, it sits there waiting to be used for 1 minute a level. Will save, but a free action in combat and the effect (nauseated) is very, very worthwhile. For his feat, I drew on his human heritage and took Defiant Luck.
And with the money from Limen, Shub-Liminel will be upgraded to being Cruel as well as Vicious, because it just has to be done 🙂 .
Bye Brus! It was awesome. For the record, here’s how he looks at level 15:
Brus Reckoner #15
Male half-orc fighter 1/inquisitor of Yog-Sothoth 14 (Pathfinder RPG Advanced Player’s Guide
N Medium humanoid (human, orc)
darkvision 60 ft., scent; Perception +12
26, touch 13, flat-footed 26 (+9 armor, +2 deflection, +1 insight, +2 natural, +2 shield)
154 (15 HD; 14d8+1d10+32)
+12; -4 penalty vs. odor-related effects
40 ft. (30 ft. in armor)
Melee shub liminel
+16/+11/+6 (1d8+20/×4 plus 2d6) or
bite +10 (1d4+6)
composite shortbow +11/+6/+1 (1d6/×3)
exploit weakness, greater bane (19 rounds/day), judgment 5/day (2 simultaneous)
Domain Spell-Like Abilities
(CL 14th; concentration +17)
At will—dimensional hop (140 feet/day)
Inquisitor Spell-Like Abilities
(CL 14th; concentration +17)
At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known
(CL 14th; concentration +17)
5th (2/day)—divine pursuitUM
, mass ghostbane dirgeAPG
(DC 18), unwilling shieldAPG
4th (4/day)—find quarryUC
, judgment lightUC
, leashed shacklesUM
(DC 17), stoneskin
3rd (5/day)—coordinated effortAPG
, cure serious wounds
, deadly juggernautUC
, dimensional anchor
2nd (6/day)—blistering invectiveUC
(DC 15), bloodhoundAPG
, instrument of agonyUC
, remove paralysis
, see invisibility
, surmount afflictionUM
1st (6/day)—deadeye’s loreUC
, divine favor
, expeditious retreat
, fallback strategy
, lend judgmentUM
(DC 14), wrathAPG
0 (at will)—brandAPG
(DC 13), create water
, detect magic
, read magic
Brutal Grappler, Cornugon Smash, Defiant LuckARG
, Divine InterferenceUM
, Escape RouteUC
, Intimidating Prowess, Judgment SurgeUM
, Power Attack, Quicken Spell-Like Ability (dimensional hop), Shake It OffUC
, Shared JudgmentUC
, Swap PlacesAPG
armor expert, brute (orc)
Climb +10, Handle Animal +2, Heal +10, Intimidate +36, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Perception +12 (+20 vs. smells), Ride +2, Sense Motive +25, Spellcraft +3, Stealth +3, Survival +25 (+29 to track using scent, You do not have to move at half your speed while tracking.), Swim +9; Racial Modifiers
+2 Intimidate, +4 to survival when tracking by scent
Abyssal, Common, Custom Language, Infernal, Orc, Undercommon
agile feet (6/day), monster lore +7, orc blood, solo tactics, stern gaze +7, track +7
Combat Gear potion of cure serious wounds
(2), potion of shield of faith +2
, wand of cure light wounds
; Other Gear +3 breastplate
, shub liminel
, arrows (20), composite shortbow, dusty rose prism ioun stone
, amulet of natural armor +2
, bane baldric
, belt of giant strength +4
, ring of force shield
, ring of protection +2
, backpack, bedroll, belt pouch, flint and steel, hemp rope (100 ft.), iron spike (2), iron unholy symbol, piton (2), torch (10), waterskin, material components for stoneskin * 3 (worth 250 gp), 137 gp, 7 sp, 4 cp
+4 to Survival when tracking by Scent
+4 to Survival when tracking by Scent.
Agile Feet (6/day) (Su)
For 1 rd, you ignore difficult terrain.
-1 Armor check penalty.
When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so).
Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet)
You can see in the dark (black and white vision only).
Defiant Luck (1/day)
Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Detect Alignment (At will) (Sp)
Detect chaos, evil, good, or law at will.
Dimensional Hop (28 5-ft inc/day) (Sp)
As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (14 rounds/day) (Sp)
Discern Lies at will
Sacrifice a spell to force an enemy to reroll a successful attack against your ally
You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Exploit Weakness (Ex)
With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 19 rounds/day) (Su)
Make the weapon you are holding a bane weapon.
Inquisitor Domain (Travel)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment Surge (1/day)
Gain improved versions of your judgments
Monster Lore +7 (Ex)
+7 to Knowledge checks when identifying the weaknessess of creatures.
Half-orcs count as both humans and orcs for any effect related to race.
Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6
You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Dimensional Hop [28 5-ft inc/day] [Sp], 3/day)
Spell-like ability is cast as a swift action up to 3/day.
Ring of force shield
An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Detect opponents within 15+ feet by sense of smell.
Second Judgment (5/day) (Su)
Variable bonuses increase as the combat continues.
Shake It Off
Gain +1 to all saving throws per adjacent ally
Extend a judgment to an adjacent ally instead of enacting a second judgment.
Solo Tactics (Ex)
Count Teamwork feats as if your allies had the same ones.
If you succeed at a Fort or Will save for reduced effect, you take none instead.
You can trade places with an ally with this feat during your movement.
Add the listed bonus to survival checks made to track.
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