Drow Priest

Calumny Tas'Vere's page

184 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Calumny Tas'Vere

Race

HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16

Classes/Levels

Inquisitor 8

Gender

Sort of drow/half-elf (Chelaxian) female

Size

Medium (6' tall, 165 lbs.)

Age

26

Alignment

N

Deity

Calistria

Languages

Common, Elven, Infernal, Undercommon

Strength 13
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 16
Charisma 10

About Calumny Tas'Vere

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

[dice=Perception]1d20+16[/dice]

[ spoiler=Status]
HP 68/68
AC 22/24, touch 16, flat-footed 18/20
Fort +10*, Ref +6*, Will +12* (+2 vs. enchantments); CMD 22; SR 19
Divine retribution (DC 16) 0/6; Judgments 0/3; Bane 0/8; Discern lies 0/8
Arrows: 0/40; cold iron arrows 0/29; bolts 0/20; elf-bane arrows 0/3
Spells: 0/5 (first-level); 0/5 (second level); 0/3 (third level);
Dancing lights [], darkness [], faerie fire []
Consumables: Gravity Bow ring 0/3
Effects: anti-toxin
Destruction judgment (+2 damage); Healing judgment (2 pts. fast healing); Justice judgment (+2 to hit); Protection judgment (+2 to saves)
[/spoiler]

---

Favored Class: Inquisitor, Magus
XP: 23,000/23,000 (fast track)
Initiative: +7
Speed: 30 feet

Attacks:

BAB: +6/+1
Melee: +7/+2
Ranged: +10/+5
CMB: +7

Morningstar:
[dice=Morningstar]1d20+7[/dice]
[dice=Damage]1d8+1[/dice]
[dice=Morningstar]1d20+2[/dice]
[dice=Damage]1d8+1[/dice]
Critical: x2; Type: B/P
** +1 to hit evil outsiders

Whip:
[dice=+1 Whip]1d20+7[/dice]
[dice=Damage]1d3+2[/dice]
[dice=+1 Whip]1d20+2[/dice]
[dice=Damage]1d3+2[/dice]
Critical: x2; Type: S
disarm, nonlethal, reach, trip

Dagger (2):
[dice=Dagger]1d20+7/+10[/dice]
[dice=Damage]1d4+1[/dice]
[dice=Dagger]1d20+2/+5[/dice]
[dice=Damage]1d4+1[/dice]Critical: 19-20/x2; Type: P/S

+1 adaptive composite longbow (rapid shot):
[dice=+1 adaptive composite longbow (rapid shot)]1d20+11-2[/dice]
[dice=Damage]1d8+2[/dice]
[dice=+1 adaptive composite longbow (rapid shot)]1d20+11-2[/dice]
[dice=Damage]1d8+2[/dice]
[dice=+1 adaptive composite longbow (rapid shot)]1d20+6-2[/dice]
[dice=Damage]1d8+2[/dice]
Critical: 20/x3; Range: 100'; Type: P
** +1 to hit evil outsiders
** Deadly aim? (-2 attack roll, +4 dmg)

+1 adaptive composite longbow within 30 ft.:
[dice=+1 adaptive composite longbow (rapid shot, point blank)]1d20+11+1-2[/dice]
[dice=Damage]1d8+2[/dice]
[dice=+1 adaptive composite longbow (rapid shot, point blank)]1d20+11+1-2[/dice]
[dice=Damage]1d8+2[/dice]
[dice=+1 adaptive composite longbow (rapid shot, point blank)]1d20+6+1-2[/dice]
[dice=Damage]1d8+2[/dice]
Critical: 20/x3; Range: 100'; Type: P
** +1 to hit evil outsiders
** Deadly aim? (-2 attack roll, +4 dmg)

+1 Hand crossbow:
[dice=+1 hand crossbow]1d20+11[/dice]
[dice=Damage]1d4+1[/dice]
Critical: 19-20/x2; Range: 30'; Type: P
Bolts: 20
** +1 to hit evil outsiders
** Deadly aim? (-2 attack roll, +4 dmg)

+1 Hand crossbow (within 30 feet):
[dice=+1 hand crossbow (point blank range)]1d20+11+1[/dice]
[dice=Damage(point blank range)]1d4+1+1[/dice]
Critical: 19-20/x2; Range: 30'; Type: P
** +1 to hit evil outsiders
** Deadly aim? (-2 attack roll, +4 dmg)

Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 16 for half)]1d6+4[/dice]

Defense:

AC: 22 or 24 with shield (+4 Dex, +7 armor, +1 deflection, +2 shield in melee)
Touch: 16
Flat-footed: 18 or 20 with shield
CMD: 22 (10 +6 BAB +1 Str +4 Dex +1 deflection)
Armor: +1 mithril agile breastplate (Armor Bonus: +7; Max Dex: +5; Check Penalty: 0; Type: Light; Weight: 12.5 lbs.)
Shield: +1 buckler (Armor Bonus: +2; Max Dex: -; Check Penalty: -; Weight: 15 lbs.)

Fortitude save: [dice=Fortitude (with Shake It Off)]1d20+10+[/dice] (6 base, 3 Con, 1 cloak) +1/adjacent ally
Reflex save: [dice=Reflex (with Shake It Off)]1d20+6+[/dice] (2 base, 3 Dex, 1 cloak) +1/adjacent ally
Will save: [dice=Will (with Shake It Off)]1d20+12+[/dice] (6 base, +1 trait, 3 Wis, 1 cloak) +1/adjacent ally
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects

Class abilities:

Weapon/armor proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Domain: Vengeance inquisition
Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 17 for half)]1d6+4[/dice]
As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Reflex for half; DC = 10 + 1/2 the character's inquisitor level + her Wisdom modifier). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability.

Judgment (Su): 3/day
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

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.

Solo Tactics (Ex): At 3rd level, all of the inquisitor'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 her teamwork feats. Her 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.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Spells:

Concentration check: [dice=Concentration check]1d20+10[/dice]

Spells Known:
Orisons: daze (DC 13), detect magic, detect poison, guidance, read magic, resistance

1st level (5/day): ear-piercing scream, lend judgment, protection from evil, true strike, wrath

2nd level (5/day): blistering invective, cure moderate wounds, invisibility, weapon of awe

3rd level (3/day): dispel magic, greater magic weapon, heroism

Others to consider: Forced quiet; Terrible remorse

Feats:

Point-blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Bonus race feat)

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.(Permanent Bonus teamwork feat)

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). (Bonus teamwork feat)

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Other feats to consider: weapon finesse, spell focus, spell penetration, favored judgment, judgment surge, extended bane, extra bane, clustered shot

Skills:

7 ranks/level (6 for inquisitor +1 for Int)

Bluff (2 ranks, +3 class skill, +0 Cha)
[dice=Bluff]1d20+5[/dice]

Climb (1 rank, +3 class skill, +1 Str)
[dice=Climb]1d20+5[/dice]

Diplomacy (2 ranks, +3 class skill, +0 Cha)
[dice=Diplomacy]1d20+5[/dice]

Disguise (1 rank, +3 class skill, +0 Cha)
[dice=Disguise]1d20+4[/dice]

Heal (1 rank, +3 class skill, +3 Wis)
[dice=Heal]1d20+7[/dice]

Intimidate (3 ranks, +3 class skill, +4 stern gaze, +0 Cha)
[dice=Intimidate]1d20+10[/dice]

Knowledge (arcana)* (3 ranks, +3 class skill, +1 Int)
[dice=Knowledge (arcana)]1d20+7/10[/dice]

Knowledge (dungeoneering)* (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (dungeoneering)]1d20+6/9[/dice]

Knowledge (local)* (4 ranks, +1 Int)
[dice=Knowledge (local)]1d20+5/8[/dice]

Knowledge (nature)* (2 rank, +3 class skill, +1 Int)
[dice=Knowledge (nature)]1d20+6/9[/dice]

Knowledge (religion)* (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (religion)]1d20+6/9[/dice]

Knowledge (planes)* (5 ranks, +3 class skill, +1 Int)
[dice=Knowledge (planes)]1d20+9/12[/dice]

Linguistics (1 rank, +1 Int)
[dice=Linguistics]1d20+2[/dice]

Perception (8 ranks, +3 class skill, +2 Keen Senses, +3 Wis)
[dice=Perception]1d20+16[/dice]

Ride (1 rank, +3 class skill, +4 Dex)
[dice=Ride]1d20+8[/dice]

Sense Motive (3 ranks, +3 class skill, +4 stern gaze, +3 Wis)
[dice=Sense Motive]1d20+13[/dice]

Spellcraft (8 ranks, +3 class skill, +1 Int)
[dice=Spellcraft]1d20+12[/dice]

Stealth (5 ranks, +3 class skill, +3 skill focus, +4 Dex)
[dice=Stealth]1d20+15[/dice]

Survival** (7 ranks, +3 class skill, +3 Wis)
[dice=Survival (+3 to track)]1d20+13[/dice]

Swim (1 rank, +3 class skill, +1 Str)
[dice=Swim]1d20+5[/dice]

* 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.

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

Other class skills
Craft (Int)
Ride (Dex)

Gear:

Combat Gear
-4 potions of cure light wounds
-1 antitoxin
3 elf bane arrows (240 gp)
4 human bane arrows (160 gp)
Ring of Gravity Bow (3/day) (~1,200 gp?) Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

Other Gear
Gloves of Dexterity +2 (4,000 gp)
+1 adaptive composite longbow (+2 Str)
Belt of physical might (+2 Str/Con)
Holy symbol (Calistria), wooden (1gp)
Morningstar
Whip
2 daggers
Masterwork longbow (375 gp)
+1 hand crossbow (2,400 gp)
+1 mithril agile breastplate (4,900 gp)
+1 buckler (1,155 gp)
Cloak of Resistance +1
Ring of protection +1

Backpack (2 gp, 2 lbs.)
-Bedroll (1 sp, 5 lbs.)
-Whetstone (2 cp, 1 lb.)
-Waterskin (1 gp, 4 lbs.)
-Daily clothes, traveler's outfit (1 gp, 5 lbs.)

3 Belt pouches (3 gp, 1.5 lbs.)
-Flint and steel (1 gp)
-5 Candles (5 cp)
-Sewing needle (5sp) and thread
-2 sunrods

560 gp, 10 sp, 4 cp

Party treasure

Traits:

Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Unshakeable: Your faith in yourself and your deity was all that kept you going during your father's darkest rages. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.

Racial abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

4th level attribute bonus: +1 to Con
8th level attribute bonus: +1 to Str

Story details:

Mission vs. Orvignato

Rules of the drow house

Zirnakaynin details

Mission to the drow city

Celwynvian map

Kwava's tale

Drow journal
It turned out to be a journal of sorts, written in a form of Undercommon, belonging to a Depora Azrinae. It contained a great many bits fo information. It was far too full to be read in a few moments, but what Anklebiter found was certainly interesting. There were sections that appeared to be ledgers, monetary amounts flowing to, but mostly from, the Goblin. Some items that were obviously shipping manifests - alchemical supplies, food, and spell components - sent to a place called the Devil's Elbow. There were some notes on the eldritch effects of the Blot, along with notes discussing "the strange and eldritch side effects from the charging of the glyphs on Devil's Elbow."

1 week after Skyfall
The people of Riddleport are eminently grateful for all that you have done during the rescue and recovery efforts, and it shows itself in many little ways. Goods are sold to you for less than you might expect, and bought from you for more. Fresh baked goods and meats are delivered to the Goblin daily, to help support those that are still recovering there. Fresh medical supplies are delivered to the Goblin as they become available, before all but the most influential of trade consortiums can purchase them. In all, the reputation of the Gold Goblin and its new owners rises dramatically in the week or so after Skyfall.

Devil's Elbow
The forested island is quiet as the ship approaches; no signs of life are immediately apparent. A low ridge forms a spine along the length of the island, its slopes covered with dense forest and its shores affording very few safe places to land. Two stone towers rise above the level of the surrounding trees along the top of the island’s ridge, one to the east and one at the island’s center. A thin plume of smoke rises from a point about midway between those two towers at the height of the island’s ridge.

[url=http://paizo.com/campaigns/DMBigrinsSecondDarkness/gameplay&page=78#3887]The drow's plans, per Eviana[/ooc]