E6 -- Character sheet: Gotz von Unheim (1 posts)

thread created on 11/25/15 at 13:43

Character sheet: Gotz von Unheim

John Smith, 11/25/15 13:43
Character sheet: Gotz von Unheim

Gotz von Unheim


Race: Tiefling (Ausura Spawn)
Asura-Spawn +2 Dexterity, +2 Wisdom, -2 Intelligence

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings
exhibit either powerful, toothy maws or dangerous claws. Two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
This racial trait replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried
on their persons as a swift action. This racial trait replaces fiendish sorcery.

Alignment: Lawful Evil
Age: 90
S:12 D:16 C:12 I:10 W:17 Ch:12 F:3 R:3 W:5
HP: 9
AC: 15


Blood Stalker (Tiefling)/(Racial): You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.

Prehensile Whip(Equipment): You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

A Friend in Low Places: Ignore the penalty to Perception checks normally applied in the Lower Wards.

(13)Stealth (1rk,3c,2rc,7a)
(6)Intimidate (1rk,3c,1a,1cf)
(5)Climb (1rk,3c,1a)
(3)Sense Motive(1rk,3c,3a,1cf)
(5/9)Handle Animal(1rk,3c,1a)
(7)Sleight of Hand(1rk,3c,3a)

Languages: Common, Infernal
Fiendish Heritage
Liar's Soul. You are aware of and can choose the result of any attempt to detect your alignment

Create Water

1st Lvl:
Expiditous retreat
Hunter's Lore

Outfit, Explorer's
(25gp)Studded leather (+3 a, +5dx, -1ac, w:20)
(6gp)Whip(x3) (1d3, w:2, disarm, nonlethal, reach, trip)
(50gp)Crossbow, heavy (1d10, 19-20 x2, 120ft, w:8)
(2gp)Bolt(s), crossbow (10) (w:2)
(4gp)Mace, light (1d6, b, w:4)

Domain: Animal(Fur)
Deity weapon: Whip

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this
animal companion is equal to your level -3.

Archetype: Heretic

Lore of Escape (Ex)
At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom
modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.

Hide Tracks (Ex)
At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her
take a -5 penalty on rolls to find or follow her tracks.

Archetype: Sacred Huntsmaster

Animal Companion (Ex)
At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the
hunter class feature of the same name, using her inquisitor level as her hunter level.

Maximilian (dog)
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Feats: Skill focus Stealth
(10)Stealth(1r,3c,3a, 3f)

Hunter Tactics (Ex)
At 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion.
The companion doesn't need to meet the prerequisites of these teamwork feats.

Animal Focus (Su)
At 4th level, a sacred huntsmaster can take on the aspects of an animal as a swift action. This ability
works as the hunter's animal focus class feature, with her inquisitor level serving as her hunter level.

Character sheet: Gotz von Unheim