Hellknight

Edric Dayne's page

No posts. Alias of Deylinarr.


Full Name

Edric Dayne

Race

Human

Classes/Levels

Fighter (Two Handed) 2 / Inquisitor 10 / Cleric 1

Gender

Male

Size

M

Age

22

Alignment

Lawful Neutral

Deity

Pharasma

Location

Ustalav

Languages

Common, Varisian, Orc

Occupation

Investigator, Undead Hunter

Strength 23
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 8

About Edric Dayne

History:

Edric Dayne
Male Human Fighter (Two-Handed) 2 / Inquisitor of Pharasma 10 / Cleric 1
LN Medium Humanoid (Human)
Init +8; Perception +24, Darkvision 60'

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DEFENSE
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AC 27, touch 14, flat-footed 25 (+9 armor, +2 Dex, +1 enchantment, +3 natural, +2 deflection)
hp (2d10+10d8+7+24)Current: 101/101 +1+?
Fort + 16, Ref +6, Will +15

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OFFENSE
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Spd 20 ft.
Melee
Raven's Head +3 golden undead bane heavy mace (two-handed) +19/+14 (1d8+12, x2), +2d6 vs undead
- Power Attack/Furious Focus +19/+11 (1d8+21, x2), +2d6 vs undead
+1 Falchion(two-handed) +16/+11 (2d4+10, 18-20/x2)
- Power Attack/Furious Focus +16/+8 (2d4+19, 18-20/x2)
+1 Silvered Lucerne Hammer(two-handed) +16/+11 (1d12+9-1, x2) reach
- Power Attack/Furious Focus +16/+8 (1d12+18-1, x2) reach
Ranged
MW Light Crossbow +12/+7 (1d8, 19-20/x2) range 80

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STATISTICS
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Str 23, Dex 14, Con 14, Int 12, Wis 18, Cha 8
Base Atk +9; CMB +15 (+16 sunder); CMD 27 (+28 sunder)

Languages
Common
Varisian
Orc

Abilities:

Feats Judgment Surge (L1), Alertness (H), Power Attack (F1), Cleave (L3), Cleaving Finish (F2), Furious Focus (L5), Precise Strike (I3 Team), Extra Bane (L7), Outflank (I6 Team), Favored Judgment - Undead (L9), Channeling Scourge (L11), Stealth Synergy (I9), Weapon Focus - Mace(L13)

Traits Reactionary (+2 Initiative), Teacher’s Pet (+)2 Knowledge (Local), it is a class skill

Skills 92 Ranks(10*6Inq + 2*2Ftr + 2Cl + 13Int +13Human)
Monster Lore +4
+8 Bluff (1ranks +3class +4WIS)
+7 Diplomacy (5ranks +3class -1CHA)
+8 Heal (1ranks +3class +4WIS)
+22 Intimidate (10ranks +3class +4WIS +5stern)
+11 Knowledge (arcana) (7ranks +3class +1INT)
+11 Knowledge (dungeoneering) (7ranks +3class +1INT)
+5 Knowledge (history) (1ranks +3class +1INT)
+11 Knowledge (local) (5ranks +3class +1INT +2trait)
+11 Knowledge (nature) (7ranks +3class +1INT)
+13 Knowledge (religion) (9ranks +3class +1INT)
+13 Knowledge (planes) (9ranks +3class +1INT)
+24 Perception (13ranks +3class +4WIS +4feat)
+18 Sense Motive (4ranks +3class +4WIS +2feat +5stern)
+11 Spellcraft (7ranks +3class +1INT)
+5 Stealth (2ranks +3class +2DEX -2armor)
+12 Survival (5ranks +3class +4WIS), +17 when tracking/identifying tracks

SQ
Shattering Strike (Ex) +1 bonus to CMB and CMD on sunder attempts (and damage)
Heresy Inquisition (Ex): Use WIS instead of CHA for Bluff and Intimidate.
Blessed Infiltration (Ex): 4x per day can roll Bluff, Diplomacy, or Stealth twice and take better result.
Word of Anathema (Sp): 1x per day, speak a word of anathema against a single creature within 60 feet (Will negates, DC 19). This acts as bestow curse, lasts for 1 minute, target gets –4 penalty on attack rolls, saves, ability checks, and skill checks.
Channel Positive Energy: 1d6 heal / 5d6 harm, 2 (3 -1Cha) times per day, DC 13
Ward Against Death (Su): 11 rounds per day, emit 30' aura that wards against death. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Touch the Spirit World (Su): 7x per day, can empower a weapon to affect incorporeal creatures. Weapon deals half damage to incorporeal creatures, or full damage if it is a magic weapon. Lasts 11 rounds/day.
Judgment (Su) 4x per day, Second Judgment
Judgment of Sacred Destruction (Su) +4 Weapon Damage bonus (+5 Surge) another +1 vs undead
Judgment of Sacred Healing (Su) Fast Healing 4 (5 Surge)
Judgment of Sacred Justice (Su) +3 Attack bonus (+3 Surge, 2x to confirm crit) another +1 vs undead
Judgment of Sacred Piercing (Su) +4 Concentration and vs. SR (+5 Surge) another +1 vs undead
Judgment of Sacred Protection (Su) +3 AC bonus (+3 Surge, 2x vs critical confirms) another +1 vs undead
Judgment of Sacred Purity (Su) +3 Save bonus (+3 Surge, 2x vs curses, diseases, and poison) another +1 vs undead
Judgment of Sacred Resiliency (Su) DR 3/chaotic (3/chaotic Surge) another +1 vs undead
Judgment of Sacred Resistance (Su) 8pts Energy Resistances (10pts Surge)
Judgment of Sacred Smiting (Su) DR bypass: magic, choose alignment, adamantine
Monster Lore (Ex) +4 to knowledge checks to identify abilities and weaknesses or creatures
Stern Gaze +5 to Intimidate and Sense Motive
Cunning Initiative (Ex) +4 to initiative
Detect Alignment (Sp) At will, can detect chaos, detect evil, detect good, or detect law. Can only use one at a time
Track (Ex) add half Inq level (+5) to Survival checks made to follow or identify tracks
Solo Tactics (Ex) all allies are treated as if they possessed the same teamwork feats for the purpose of determining bonuses from teamwork feats. Allies do not receive bonuses unless they possess the feats themselves. Positioning and actions must still meet the prerequisites listed in the teamwork feat.
Teamwork Feat bonus teamwork feat. As a standard action, can choose to learn a new one in place of the most recently learned bonus feat. In effect, loses the bonus feat in exchange for the new one. Can change 4x per day.
Bane(Su) can imbue weapon with Bane ability as swift action (additional +2, +2d6 damage). Must select one creature type (and subtype if needed). Can change as swift action. 10+3 rounds per day.
Discern Lies (Sp) can Discern Lies as per spell 10 rounds per day as immediate action.

Spellcasting:

Inquisitor Spells (CL9)
Per Day: 0-level = unlimited, 1-level = 6, 2-level = 5, 3-level = 4, 4-level = 2

0-level (DC14): Acid Splash, Detect Magic, Disrupt Undead, Guidance, Light, Sift
1-level (DC15): Compel Hostility, Divine Favor, Expeditious Retreat, Keep Watch, Protection from Evil, Litany of Sloth
2-level (DC16): Blistering Invective, Flames of the Faithful, Ghostbane Dirge, Spiritual Weapon, Resist Energy (+1 fav class), Silence (+1 fav)
3-level (DC17): Dispel Magic, Searing Light, CSW, Invisibility Purge
4-level (DC18): Judgment Light, Forceful Strike

Cleric (CL1)
Per Day: 0-level = unlimited (3 prepared), 1-level = 2+1

0-level (DC13): Mending, Spark, Stabilize
1-level (DC14): Liberating Command, Stone Shield, deathwatch (dom)

Worn/Carried:

Combat Gear 1 potion CLW, 1 potion Lesser Restoration, 1 vial holy water; 1 vampire slayer kit
Other Gear
+1 mithril Full Plate armor (+10AC, +3 max DEX, -2 checks, 25% arcane failure, treat as medium armor)
Amulet of Natural Armor +3
Cloak of Resistance +1
Ring of Protection +2
Belt of Giant Strength +2
Headband of Wisdom +2
Quick Runners Shirt
Raven Bracers
Raven's Head
+1 Silvered Lucerne Hammer
+1 Dagger
MW Light Crossbow
-20 +1 bolts
2 Dagger (2 lb)
1 Light Hammers (2lbs)
Belt Pouch (1.5 lbs)
- whetstone
-flint and steel
Belt Pouch (2.5 lbs)
- flask (empty)
- 1 sun rod
- scroll Deathwatch
- 2 potions Blur
Backpack (19lbs loaded)
- 10’ chain with superior lock
- Healer’s Kit
- 50’ Silk Rope
- Bedroll
- 2 scroll cases (empty)
- flask (empty)
- flint and steel
- rations (6 days)
Waterskin (2 lbs)

COIN:
PP: 100
GP: 3910
SP: 9
CP: 15

Raven's Head:

Gold-plated +3 undead bane heavy mace.

A wielder with the ability to channel positive energy gains the Channel Smite feat while wielding it the wielder does not already possess the feat. In the hands of a cleric of Pharasma, it gains the Disruption weapon special ability, and the wielder can use the Channel Smite feat as if a cleric of four levels higher (+2 on the DC and +2d6 damage) and an extra three times per day.