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15 posts. Organized Play character for Bane88.


Full Name

Bane Darkhand

Classes/Levels

Inquisitor 1 | AC 17 | Init +0 | Perception +6 | Fort +4 Ref + 0 Will +4

About Bane Darkhand

Bane Dahrkand
Oni-Spawn Tiefling Inquisitor 1 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 natural)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee spear +4 (1d8+6/×3)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—alter self
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—touch of law
Inquisitor Spells Known (CL 1st; concentration +3):
1st (2/day)—cause fear (DC 13), divine favor
0 (at will)—detect magic, guidance, light, read magic
Domain Law
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Statistics
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Str 18, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 14
Feats Armor of the Pit[ARG]
Traits armor expert, bully
Skills Disguise +1, Intimidate +7, Knowledge (religion) +5, Perception +6, Sense Motive +7, Spellcraft +5, Stealth +1, Survival +6
Languages Common, Elven, Infernal
SQ judgement 1/day, monster lore +2, stern gaze
Other Gear scale mail, spear, inquisitor's kit, 68 gp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.