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Darius the Cursed's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Darius the Cursed

Darius the Cursed
Male aasimar inquisitor of Pharasma 4
NG Medium outsider (human, native)
Init +5; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 33 (4d8+10)
Fort +6, Ref +3, Will +7; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 trait bonus vs. death effects
Resist negative energy 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk heavy mace +6 (1d8+2) or
. . cestus +5 (1d4+2/19-20)
Ranged mwk repeating heavy crossbow +6 (1d10/19-20)
Special Attacks judgment 2/day
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—disrupt undead (+wis mod to dam)
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—defending bone, spiritual weapon
. . 1st (4/day)—divine favor, lend judgment[UM] (DC 14), litany of sloth[UC], shield of faith
. . 0 (at will)—acid splash, detect magic, guidance, read magic, resistance, stabilize
. . Domain Final rest inquisition
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 17, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Combat Reflexes, Dodge, Duck And Cover[APG]
Traits hard to kill, inured to death
Skills Acrobatics -1 (-5 to jump), Bluff +4, Climb +3, Diplomacy +8, Heal +8, Intimidate +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +11, Sense Motive +9, Spellcraft +6, Stealth +3, Survival +7 (+9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common, Elven
SQ deathless spirit, monster lore +3, scion of humanity, solo tactics, stern gaze +2, track +2
Combat Gear wand of cure light wounds; Other Gear +1 breastplate, +1 buckler, cestus, crossbow bolts (16), mwk heavy mace, mwk repeating heavy crossbow, wayfinder, backpack, bandolier, bandolier, bedroll, belt pouch, cold weather outfit, crowbar, iron holy symbol of Pharasma, spell component pouch, trail rations (10), waterskin, 1,835 gp
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a shield.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Inquisitor Domain (Final Rest Inquisition) Deities: Iomedae, Pharasma, Sarenrae
Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Inured to Death +2 to save vs. death effects.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +2 Add the listed bonus to survival checks made to track.