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Camper

Daumari's page

488 posts. Alias of Heaven's Agent.


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About Daumari

BACKGROUND:
"Much of my past is hazy. I recall growing up in a temple of Sarenrae, my family consisting of a human mother and older sister. I also remember the gnoll raid that took that life from me. Though my other memories remain elusive, disturbing visions of that night haunt my dreams. The temple's clergy slaughtered by the savage beast men, the buildings lit aflame as I hid under an overturned cart, my mother slaughtered before my eyes, my sister hauled away in slave chains."

"I was discovered nearly dead by a Varisian caravan some time after the attack. I had blocked out most of my memories, even having forgotten my own name; to this day it seems those thoughts will be forever lost to me. I was welcomed by my new family, given a new name and title, and trained as a guard and informant."

"I attribute the event that changed my direction in life to the Dawnflower herself. An acolyte of Sarenrae came to my clan's caravan, seeking to pawn his possessions in order to fund a growing pesh addiction. I recognized one of the items he had come to trade immediately, a small hand-carved wooden holy symbol of his goddess. Its lines, simple and straightforward, were identical to the holy symbol worn by my mother on the night of her death, a gift to her from my sister."

"I confronted the acolyte, forced him to reveal how he came to possess the item. He hastily told me it had been a gift from his uncle, a high-ranking member of Sarenrae's clergy. I claimed the item as my own and, after several weeks of contemplation, I decided to seek my own answers. I am still unsure of the events that transpired the night my first life was taken from me, but the acolyte's uncle must be involved somehow. I prayed to the Dawnflower for guidance, convinced that she would lead me to the knowledge I desired, and bid farewell to my clan. I donned the wooden holy symbol as an outward sign of my new-found faith, and set out on my own."

"I've learned of an expedition to the ruins of fallen Kelmarane, have been told that the area is swarming with beast men. I do not know if my answers lie in the ruined city, but it is a place to start. A man named Garavel is leading the group north, and as long as his goals lead him against the savage race I will bear my hammers in his service."

- Daumari, Child of the Sundered Star

Daumari, Child of the Sundered Star
Male half-elf inquisitor 7
CG medium humanoid (elf)
Favored Class inquisitor, fighter
Deity Sarenrae
Init +5; Senses low-light vision; Perception +14

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DEFENSE
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AC 25, touch 15, flat-footed 21 (+3 Dex, +9 armor, +1 shield, +1 dodge, +1 deflection)
hp 59 (7d8+14); Remaining 46; Non-Lethal Damage 0
Fort +7, Ref +5, Will +7; +2 racial bonus vs. enchantment spells and effects
Immune sleep

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OFFENSE
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Speed 30 ft. (30 ft. base, light armor)
Melee mw fortress-style meteor hammer +8 (1d10+2; 19-20x2, reach)
Melee mw meteor storm-style meteor hammer +6/+6 (1d10+2/1d10+1; 19-20x2)
Melee mw scimitar +8 (1d6+2/18-20x2)
Melee +1 heavy mace +8 (1d8+3/18-20x2)
Ranged mw composite longbow +8 (1d8+2/x3)
Special Attacks judgement 3/day (2 times remaining), bane 7 rounds/day
Spell-Like Abilities
5/day - discern lies
5/day - touch of good
At Will - detect alignment
Inquisitor Spells Known (CL 7th; concentration +9)
3rd (1/day) - dispel magic, searing light
2nd (4/day) - flames of the faithful, resist energy, see invisibility, silence
1st (5/day) - cure light wounds, divine favor, expeditious retreat, shield of faith, true strike (3 spells remaining)
0 (at will) - create water, detect magic, disrupt undead, light, read magic, sift
Domain Good

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STATISTICS
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Str 14, Dex 16, Con 14, Int 14, Wis 15, Cha 8
Base Atk +5; CMB +7; CMD 22
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (meteor hammer), Mobility, Outflank, Precise Strike, Two-Weapon Fighting
Traits Adopted, Threatening Defender, World Traveler [Knowledge (local)]
Skills Acrobatics +8, Bluff +9, Climb +4, Diplomacy +8, Intimidate +12, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +6, Perception +14, Sense Motive +15, Spellcraft +12, Survival +12 (+15 to follow or identify tracks)
Languages Common, Osiriani, Elven, Gnoll
SQ elf blood, monster lore, stern gaze +3, cunning initiative, track +3, solo tactics
Carrying Capacity 58/116/175; Load 121.0 lb
Combat Gear wand of cure light wounds (10 charges), potion of cure moderate wounds, vial of silversheen, ring of protection +1, belt of mighty constitution +2, silver holy symbol of Sarenrae
Other Gear +1 heavy mace, masterwork meteor hammer, masterwork scimitar, masterwork composite longbow (+2 Str) with 14 arrows, +3 mithral chainmail, masterwork breastplate, traveler's outfit, backpack, bedroll, winter blanket, flint and steel, tent, 8 days trail rations, 3 torches, 4 waterskins, teak box bearing the symbol of Sarenrae containing wooden holy symbol, pouch of assorted gemstones (2500 gp), 6350 gp, 5 sp

LEVEL CHOICES:
Level 1 inquisitor; Favored Class Bonus +1 Skill Rank
  • Alternate Racial Trait: Ancestral Arms (APG 17)
  • Feats: Dodge, Exotic Weapon Proficiency (meteor hammer)
  • Traits: Adopted, Threatening Defender, World Traveler [Knowledge (local)]
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank, Knowledge (religion) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 rank, Survival 1 rank
  • Domain: Good
  • Spells: expeditious retreat, shield of faith, create water, detect magic, disrupt undead, light

    Level 2 inquisitor; Favored Class Bonus +1 Skill Rank

  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (nature) 1 rank, Knowledge (planes) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: cure light wounds, sift

    Level 3 inquisitor; Favored Class Bonus +1 Skill Rank

  • Feats: Mobility, Precise Strike
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (arcana) 1 rank, Knowledge (dungeoneering) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: true strike, read magic

    Level 4 inquisitor; Favored Class Bonus +1 Skill Rank

  • Stat Point: Wisdom
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Intimidate 2 ranks, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: see invisibility, silence

    Level 5 inquisitor; Favored Class Bonus +1 Skill Rank

  • Feats: Two-Weapon Fighting
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Intimidate 2 ranks, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: flames of the faithful
  • SKILL MODIFIERS:
    Acrobatics +8 (7 Rank, +3 Dex, -2 ACP)
    Bluff +9 (6 Rank, -1 Cha, +3 Trained, +1 circumstance)
    Climb +4 (1 Rank, +2 Str, +3 Trained, -2 ACP)
    Diplomacy +8 (6 Rank, -1 Cha, +3 Trained)
    Intimidate +12 (7 Rank, +3 Trained, -1 Cha, +3 Morale)
    Knowledge (arcana) +7 (2 Rank, +3 Trained, +2 Int)
    Knowledge (dungeoneering) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (local) +7 (1 Rank, +3 Trained, +2 Int, +1 Trait)
    Knowledge (nature) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (planes) +7 (2 Rank, +3 Trained, +2 Int)
    Knowledge (religion) +6 (1 Rank, +3 Trained, +2 Int)
    Perception +14 (7 Rank, +2 Wis, +3 Trained, +2 racial)
    Sense Motive +15 (7 Rank, +2 Wis, +3 Trained, +3 morale)
    Spellcraft +12 (7 Rank, +2 Int, +3 Trained)
    Survival +12 (7 Rank, +2 Wis, +3 Trained)



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