Palaveen

Kuran Abrath's page

239 posts. Organized Play character for Deussu.


Full Name

Kuran Abrath

Race

Tiefling

Classes/Levels

Inquisitor 2 | HP 21/21 | CMD 15 | AC 20, t 12, ff 18 | Fort +6 Ref +2 Will +6 (+2 vs. emotion) | Init +5, Perc +8

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Iomedae

Languages

Common, Infernal

Homepage URL

Link

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

About Kuran Abrath

Male Tiefling (Hellspawn) Inquisitor (sanctified slayer) 2
Lawful Good Medium Outsider (native)
Player Deus (2205-11)
Xp 4
Faction Silver Crusade
Prestige/Fame 6/6
Favored class Inquisitor (+1 hp)
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Init +5 (+2 dex, +3 wisdom)
Senses Darkvision 60 ft., Perception +7
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AC 20, touch 12, flat-footed 18; (+6 armor, +2 Dex, +2 shield)
hp 21 (2d8+6+2)
Fort +6, Ref +2, Will +6
Resistances Cold 5, Electricity 5, Fire 5
Special Defenses
. . Grief-filled +2 trait bonus on all saving throws against emotion spells and effects
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Speed 30 ft. (20 ft. with armor/backpack)
Melee
. . Normal Mwk Longsword +4 (1d8+2/19-20)
. . Normal Dagger +3 (1d4+2/19-20)
Ranged
. . Normal Shortbow +3 (1d6/x3)
Special attacks Studied Target (+1)
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Spells known
1st (3/day) — Protection from Evil, Bless, ??
Orisons (at will) — Detect Magic, Purify Food and Drink, Read Magic, Stabilize
Inquisition Persistence (Iomedae)
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Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Step Up (bonus), Following Step
Skills (ACP -5 or -7;6 sp/lv) Climb +7 (2)*, Diplomacy +1 (0), Heal +8 (2), Intimidate +0 (0), Knowledge (planes) +5* (2), Knowledge (religion) +5* (2), Perception +8 (2), Sense Motive +10 (2)
Traits Friendless, Grief-filled
Languages Common, Infernal
SQ
Darkvision (Ex, 60 ft.)
Pyrotechnics (Sp, 1/day)

Prehensile Tail (Ex):
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.

Studied Target (Ex):
A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Relentless Footing (Ex, 6/day):
As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

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On person Mwk Longsword (4 lb), Shortbow (2 lb), 20 arrows (3 lb), Steel Lamellar armor (35 lb), Heavy wooden shield (10 lb)
In backpack
. . Pathfinder's Kit (22 lb) This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone.
Wealth 26 gp
Encumbrance 54 lb. without backpack, 76 lb. with backpack (58 lb. light/116 lb. medium/175 lb. heavy)
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Notes
* = Monster Lore (an additional +3 when determining a creature's powers and weaknesses)