Ezer Hazzebaim

Cernan7's page

80 posts. Organized Play character for Beat It Flat.


Full Name

Cernan

Race

Aasimar/HP 48/AC 20/FF 18/T 12/Fort +6/Ref +5/Wil +11/Init +7/

Classes/Levels

Inquisiter 9/Cmb +7/Cmd 19/

Gender

Male

Size

med

Special Abilities

Bane(+2/2d6)9rds/day,Daylight 1/day,Discern Lies 9rds/day,judgement 3/day

Alignment

NG/Lightning arc 8/day,teamwork change 5/day

Deity

Shelyn

Languages

Celestial,Common,Draconic

Strength 12
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 20
Charisma 9

About Cernan7

Cernan
Aasimar inquisitor of Shelyn 9 ( Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 48 (9d8)
Fort +6, Ref +5, Will +11
Resist acid 7, cold 7, electricity 12
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Offense
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Speed 30 ft.
Melee +1 cold iron horsechopper +8/+3 (1d10+2/×3) or
+1 cold iron longsword +8/+3 (1d8+2/19-20) or
+1 fortuitous keen silversheen fauchard +8/+3 (1d10+2/15-20) or
cestus +7/+2 (1d4+1/19-20) or
dagger +7/+2 (1d4+1/19-20) or
fauchard +7/+2 (1d10+1/18-20) or
longsword +7/+2 (1d8+1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 cold iron horsechopper, 10 ft. with +1 fortuitous keen silversheen
fauchard, 10 ft. with fauchard)
Special Attacks bane (9 rounds/day), judgment 3/day (2 simultaneous)
Spell-Like Abilities (CL 9th; concentration +8)
1/day—daylight
Domain Spell-Like Abilities (CL 9th; concentration +14)
8/day—lightning arc (1d6+4 electricity)
Inquisitor Spell-Like Abilities (CL 9th; concentration +14)
At will—detect alignment, discern lies (9 rounds/day)
Inquisitor Spells Known (CL 9th; concentration +14)
3rd (4/day)— communal align weapon ACG, anti-summoning shield (DC 18), cure serious wounds ,
invisibility purge
2nd (5/day)— align weapon , blistering invective UC (DC 17), focused scrutiny ACG, see invisibility
1st (7/day)— bane (DC 16), comprehend languages , divine favor , ear-piercing scream UM (DC 16), lend
judgmentUM (DC 16)
0 (at will)— acid splash , detect magic , disrupt undead , read magic , siftAPG, stabilize
Domain Air
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Statistics
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Str 12, Dex 14, Con 10, Int 13, Wis 20, Cha 9
Base Atk +6; CMB +7; CMD 19
Feats CosmopolitanAPG, Escape Route UC, Exotic Weapon Proficiency (fauchard), Martial Weapon
Proficiency (longsword), Outflank APG, Paired Opportunists APG, Precise Strike APG, Tandem Trip UC
Traits criminal, unscathed
Skills Climb +4, Diplomacy +5, Disable Device +16, Disguise +3, Heal +9, Intimidate +15, Knowledge
(arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (geography) +2,
Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +2, Knowledge
(planes) +9, Knowledge (religion) +7, Linguistics +12, Perception +19, Sense Motive +21, Spellcraft +7,
Stealth +5, Survival +9, Use Magic Device +1; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Grippli, Jistka, Osiriani, Tien,
p1
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Undercommon, Varisian, Vudrani
SQ monster lore +5, solo tactics, stern gaze +4, track +4
Combat Gear wand of cure light wounds , wand of endure elements (50 charges) , wand of enlarge
person (50 charges) , wand of shield of faith (50 charges) , wand of true strike (50 charges) , bottled
lightningUE (10), weapon blanch (adamantine) APG (2); Other Gear +1 mithral mountain pattern armor UC,
light steel shield, +1 cold iron horsechopper ARG, +1 cold iron longsword , +1 fortuitous keen silversheen
fauchard, cestus APG, dagger, fauchard, longsword, amulet of natural armor +1 , lesser talisman of
freedomOA, lesser talisman of life's breath OA, swarmbane claspUE, air bladder UE, air bladder UE, air
bladderUE, air bladder UE, backpack, courtier's outfit, earplugs APG, flint and steel, grappling hook, inquisitor's
kitUE, jewelry UE, masterwork thieves' tools, silk rope (50 ft.), smoked goggles APG, swarmsuit APG, swim fins,
trail rations (6), waterskin (2), weapon cord APG, wrist sheath, spring loaded (2), 18,946 gp, 1 sp, 7 cp
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Special Abilities
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Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (12) You have the specified Energy Resistance against Electricity attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air
creatures, and are resistant to electricity damage.
Lightning Arc 1d6+4 electricity (8/day) (Sp) As a standard action, ranged touch attack deals electricity
dam to foe in 30 ft.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same
target.
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.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the
higher result
Track +4 Add the listed bonus to Survival checks made to track.