Demon Slayer

Warden Jax's page

187 posts. Organized Play character for Daxter.


Race

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

Alignment

NG

Deity

Shelyn

Languages

Common, Ignan

Strength 15
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Warden Jax

Jax
Male Ifrit Outsider(Native) Inquisitor of Shelyn 4
Init: +8; Senses Perception +8 Darkvision 60
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DEFENSE
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AC 18 touch 13 flat-footed 15 (5 armor + 3 dex)
hp 33 (4d8 + 10)
Fort +8, Ref +5, Will +6
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OFFENSE
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Spd 30 ft.
Melee +1 Glaive +6 (1d10+4/x3)
Ranged Alchemist's Fire +6 (1d6/20/x2)
Masterwork Composite Longbow(Str+2) +6 (1d8+2/x3)
Spell-Like Abilities
At-Will - Detect Evil, Detect Good, Detect Chaos, Detect Law
1/day - Burning Hands(DC12)
Inquisitor Spells Known (CL4 Concentration +5)
2nd (1/day):Cure Moderate Wounds, Lesser Restoration
1st (4/day):Cure Light Wounds, Divine Favor, Remove Fear, Shield of Faith
0 (at will):Brand, Detect Magic, Detect Poison, Guidance, Light, Stabilize

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STATISTICS
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Str 15 Dex 16, Con 14, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 18
Feats: Elemental Strike, Power Attack, Precise Strike
Traits: Fiery Glare, Resilient, Intense Artist(Dance, Stringed Instruments)
Skills: Climb +6, , Intimidate +10, Knowledge(Arcana) +6, Knowledge(Dungeoneering) +6, Knowledge(Nature) +6, Knowledge(Planes) +6, Knowledge(Religion)+6, Perception +8, Perform(Stringed Instruments) +8, Sense Motive +8, Survival +5
Languages: Common, Ignan
Combat Gear: +1 Glaive, Alchemist's Fire(x2), +1 Mithral Shirt, Inquisitor's kit, Masterwork Lute, Courtier's Outfit(W/jewelry), Silver Holy Symbol.

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SPECIAL ABILITIES
Wildfire Heart: Jax gains a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Spell-Like Ability:Jax can use burning hands 1/day as a spell-like ability
Fire-Starter: Jax derives sadistic satisfaction from watching others burn. Anytime he causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round.
The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
Darkvision: Jax can see in the dark up to 60 feet.
Defense Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Judgement 2/day: Jax can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, he receives a bonus or special ability based on the type of judgment made.
Monster Lore: Jax adds his wisdom modifier(+1) on knowledge checks in addition to his intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: Jax adds half his inquisitor level to all intimidate and sense motive checks(min 1).
Track +1:
Cunning Initiative: Jax adds his wisdom modifier to initiative checks.
Solo Tactics: All of the Jax’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.