Mistress Kayltanya

Artic Fox's page

79 posts. Organized Play character for GM Sapphire Fox.


Race

Dhampir Inquistor of Besmara| lvl9| CN

Classes/Levels

Ac 23 T 13 FF 22| HP 75/75|F9 R6 W11|Init +10|

About Artic Fox

Artic Fox
Female dhampir inquisitor (kinslayer) of Besmara 9 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 98, Pathfinder RPG Bestiary 2 89)
CN Medium humanoid (dhampir)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 22 (+8 armor, +2 deflection, +1 Dex, +2 natural)
hp 75 (9d8+27)
Fort +9, Ref +6, Will +11; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance; SR 13
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 icy burst adamantine nodachi +11/+4 (1d10+13/18-20 plus 1d6 acid and 1d6 cold)
Special Attacks bane (9 rounds/day), judgment 3/day (2 simultaneous), judgment of slayer's brand, sudden shift
Domain Spell-Like Abilities (CL 9th; concentration +12)
. . At will—master's illusion (9 rounds/day)
Inquisitor Spell-Like Abilities (CL 9th; concentration +12)
. . At will—discern lies (9 rounds/day)
Inquisitor (Kinslayer) Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—dispel magic, inflict serious wounds (DC 16), remove curse, selective invisibility
. . 2nd (5/day)—darkness, inflict moderate wounds (DC 15), invisibility, lesser restoration
. . 1st (6/day)—bane (DC 14), heightened awareness[ACG], inflict light wounds (DC 14), returning weapon[UC], true strike
. . 0 (at will)—create water, detect magic, disrupt undead, guidance, resistance, stabilize
. . Domain Trickery (Deception[APG] subdomain)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 12, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 23
Feats Furious Focus[APG], Improved Initiative, Martial Weapon Proficiency (nodachi), Outflank[APG], Power Attack, Toughness
Traits reactionary, undead slayer
Skills Acrobatics -1 (+3 to jump), Bluff +2, Intimidate +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +3, Knowledge (engineering) +0, Knowledge (geography) +0, Knowledge (history) +0, Knowledge (local) +0, Knowledge (nature) +3, Knowledge (nobility) +0, Knowledge (planes) +4, Knowledge (religion) +9, Perception +17, Profession (sailor) +15, Sense Motive +7, Spellcraft +11; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ branding ray, greater brands (branding ray[ARG], holy brand[ARG]), monster lore +3, resist level drain, solo tactics, stern gaze +4, track +4, undead sense
Combat Gear deliquescent gloves[UE], wand of inflict light wounds (50 charges); Other Gear +2 restful spell resistance (13) mithral chainmail, +1 icy burst adamantine nodachi[UC], amulet of natural armor +2, belt of giant strength +2, boots of striding and springing, cloak of resistance +2, ring of protection +2, 8,200 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Branding Ray (Range: 20 feet) Slayer's brand can be used as a ranged touch attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Holy Brand (Su) You can brand creatures with the evil subtype.
Inquisitor (Kinslayer) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Judgment of Slayer's Brand (1d6+0 damage) (Su) Brand undead with positive energy on melee hit and sense it's location as using locate creature.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master's Illusion (9 rounds/day, DC 17) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
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.
Spell Resistance (13) You have Spell Resistance.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Track +4 Add the listed bonus to Survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Sense (At will) (Sp) Detect undead at will. Gain bonus equal to Inquisitor level to identify vampires.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.