Tiefling

Bazresh Izzakesh's page

663 posts. Organized Play character for Hawkwen Agricola.


Full Name

Bazresh Izzakesh

Race

Teifling

Classes/Levels

Inquisitor 9

Gender

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7

Size

Med

Age

74

Alignment

N

Deity

Saranae

Languages

Common, Abyssal, Infernal

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 7

About Bazresh Izzakesh

Bazresh Izzakesh
PFS# 65114-9
Devil-spawn tiefling inquisitor of Sarenrae 9
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 25, touch 14, flat-footed 23 (+8 armor, +1 deflection, +2 Dex, +1 insight, +3 natural)
hp 68 (9d8+20)
Fort +9, Ref +6, Will +12
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 gold plated scimitar +11/+6 (1d6+5/18-20) or
. . dagger +10/+5 (1d4+4/19-20) or
. . mwk cold iron morningstar +11/+6 (1d8+4) or
. . mwk cold iron scimitar +11/+6 (1d6+4/18-20)
Ranged +1 adaptive composite longbow +9/+4 (1d8+5/×3)
Special Attacks bane (9 rounds/day), judgment 3/day (2 simultaneous)
Spell-Like Abilities (CL 9th; concentration +7)
. . At will—deathwatch
Inquisitor Spell-Like Abilities (CL 9th; concentration +14)
. . At will—detect alignment, discern lies (9 rounds/day)
Inquisitor Spells Known (CL 9th; concentration +14)
. . 3rd (4/day)—daylight, hunter's eye, prayer, searing light
. . 2nd (5/day)—align weapon, blistering invective (DC 17), cure moderate wounds, flames of the faithful (DC 17)
. . 1st (7/day)—bless, divine favor, persuasive goad (DC 16), shield of faith, wrath
. . 0 (at will)—create water, daze (DC 15), detect magic, disrupt undead, resistance, stabilize
. . Domain Conversion inquisition
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 21, Cha 7
Base Atk +6; CMB +12; CMD 25
Feats Armor Of The Pit, Enfilading Fire, Point-blank Shot, Power Attack, Precise Shot, Precise Strike, Target Of Opportunity, Vital Strike
Traits armor expert, illuminator
Skills Bluff +12, Climb +8, Diplomacy +20, Heal +11, Intimidate +20, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +8, Knowledge (religion) +8, Perception +17, Sense Motive +21, Spellcraft +5, Stealth +10, Survival +10
Languages Abyssal, Common, Infernal
SQ monster lore +5, solo tactics, stern gaze +4, swaying word, track +4
Combat Gear cold iron arrows (35), oil of invisibility, potion of fly, potion of protection from evil (2), scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, lesser restoration, scroll of remove curse, scroll of remove disease, wand of cure light wounds, antiplague, antitoxin, holy water (4), weapon blanch (silver) (2); Other Gear +2 mithral breastplate, +1 adaptive composite longbow, +1 gold plated scimitar, dagger, mwk cold iron morningstar, mwk cold iron scimitar, dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +1, handy haversack, headband of inspired wisdom +2, ioun torch ioun stone, ring of protection +1, wayfinder, bandolier, earplugs, flint and steel, grappling arrow, lock, good, lock, good, mwk manacles, mwk manacles, silk rope (50 ft.), traveler's outfit, whetstone, wooden holy symbol of Holy Symbol , wrist sheath, spring loaded, 168 pp, 7 gp, 4 sp, 5 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Swaying Word (1/day, DC 19) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +4 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.

Background:
Bazresh Izzakesh was born in Cheliax like so many of his kind. He never knew his real parents, being adopted at birth by a kindly human couple. His adopted parents were fervent followers of Saranae and ran an underground temple in Cheliax. As a youth Baz was brought up within the tenants of Saranae's faith and blossomed under the tutelage. The church always worked against the devil-worshippers of Cheliax and Baz helped often, using his heritage to infiltrate sects of worshippers. He learned much of the workings of devils and demons to a lesser extent. Eventually his parents temple was discovered and his parents and many of their followers were captured, tortured and put to death. After his parents death, Baz swore to uphold Saranae's faith and left Cheliax. He wandered for a time before finally settling in Absalom. He eventually learned of the Pathfinders and joined their ranks to help further his knowledge of how to battle against devils, demons and the foes of Saranae.