Darvesch's page

660 posts. Alias of Jason Beardsley.





About Darvesch

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Darvesch Hellhammer
Male dwarf (gestalt) Fighter/Inquisitor 8 Favoured: Fighter (8 skill points)
1st tier Mythic: Champion, Heirophant
LG medium humanoid (dwarf)
Init +10; Senses darkvision 60', otherworldly insight; Perception +15
AC 27, touch 13, flat-footed 22 (armor +10, shield +3, dex +2, +1 natural, +1 deflection); +4 vs Giants
hp 101 (8d10+45)
Fort +12, Ref +5, Will +11 (+13 vs Fear); +2 vs poison, spell, spell-like abilities
Speed 30 ft
Melee +1 adamantine dwarven waraxe (+16/+11, 1d10+9/19-20x3)
Melee +1 adamantine dwarven waraxe (+13/+8, 1d10+15/19-20x3); power attack
Ranged javelin (30', +10, 1d6+5)
Special Attacks improved sunder, judgement, hatred, bane (7 rounds/day), mythic power (9/day, constitution), surge (1d6), sudden attack, recalled blessing

3/day - sacred bonus, 2 active judgements

destruction: +3 damage
healing: fast healing 3
justice: +2 attack
piercing: +3 concentration and SR checks
protection: +2 AC
purity: +2 saves
resiliency: DR 2/magic
resistance: resist 6 energy
smiting: magic good weapons

Spell-like Abilities
at will - detect alignment
7 rounds/day - discern lies

Inquisitor Spells Known (CL 8, Conc. +12)
3rd level (3/day) - keen edge, prayer, cure serious wounds
2nd level (5/day) - flames of the faithful, detect thoughts, cure moderate wounds, follow the bloody trail, silence
1st level (5/day) - form bloodstone, see the face, detect magic residue,cure light wounds, divine favour, lend judgement
0 level (at will) - brand, stabilize, detect bloodtrace, read the guilty face, light, read magic, direct the conversation, detect poison
Domain Exploration
Door Sight (su) 7/day
Str 21 (+5), Dex 15 (+2), Con 20 (+5), Int 14 (+2), Wis 18 (+4), Cha 10 (+0)
Base Atk +8; CMB +13; (+15 bull rush/overrun/sunder) CMD 25 (27 vs sunder)
Feats weapon focus (dwarven waraxe), step up [Ftr], following step [Ftr], precise strike* [Inq], power attack (-3/+6), weapon specialization (dwarven waraxe) [Ftr], cleave, improved initiative* [post bonus], improved sunder* [post bonus], step up and strike [Ftr], outflank [Inq], endurance [tree of life], craft magic arms and armour, improved critical [Ftr], dual path (heirophant)[mythic], feat of constitution [mythic flaw]
traits attentive, armour expert
Skills ACP -0
+2 acrobatics 0 ranks,
+2 appraise 0 ranks,
+0 bluff 0 ranks,
+5 climb 0 ranks,
+10 craft:weapons 5 ranks,
+4 diplomacy 1 ranks,
+0 disguise 0 ranks,
+2 escape artist 0 ranks,
+2 fly 0 ranks,
+9 heal 2 ranks,
+17 intimidate 6 ranks,
+12 knowledge (arcana) 7 ranks,
+12 knowledge (dungeoneering) 7 ranks,
+7 knowledge (engineering) 2 ranks,
+7 knowledge (local) 1 ranks,
+3 knowledge (nobility) 1 rank,
+12 knowledge (planes) 7 ranks,
+12 knowledge (religion) 7 ranks,
+15 perception 7 ranks,
+0 perform 0 ranks,
+2 ride 0 ranks,
+20 sense motive 8 ranks,
+7 spellcraft 2 rank,
speak (zuck),
+12 stealth 7 ranks,
+14 survival 7 ranks (+18 to track),
+10 swim 0 ranks;
Languages common, dwarven, malatestan, elven, zuck
Special Qualities stonecunning, weapon familiarity, bravery 2, armour training 2, weapon training: axes 1, monster lore +4, stern gaze +3, cunning initiative, track, solo tactics, teamwork feat (precise strike, outflank), second judgement, bonus hit points, hard to kill, otherworldly insight
Mythic Flaw artifact dependency (grimnon's axe)
Money 50 p, 382 g, 8 s, 5 c
Gear +1 adamantine dwarven waraxe, +1 mythral full plate, +1 mythral heavy shield, +2 belt of physical perfection, +1 ring of protection, ring of swimming, +1 amulet of natural armour, +1 cloak of resistance, javelin [5], backpack (tinderbox, bedroll, torch [5], oil [5], rope (50’ hemp), grappling hook, crowbar, rations [5]), belt pouch, waterskin, masterwork manacles


Darvesch takes after his father, despite living on the surface most of his adult life, his coal black hair remains dark as ever. He is only slightly taller than average height for his race, still short in comparison to the taller races. Not unattractive, but being battle-hardened as he has been, relationships of any sort don't come naturally or easy. He's rarely seen without his battle equipment, he's always ready for a fight.

Mythic Abilities

Base Mythic Abilities
  • Mythic Power (Su): 9/day
    Mythic Ability Score: Constitution
  • Mythic Flaw (Ex): Artifact Dependency (Grimnon's Axe)
  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

  • Feat of Constitution (Su): You can expend one use of mythic power to attempt a feat of Constitution, gaining a +20 circumstance bonus on any one Constitution ability check. Alternatively, you can use this ability to gain a +20 circumstance bonus to your Constitution score for a number of hours equal to your mythic tier, but only for the purpose of making Constitution checks against heat, cold, fatigue, and exhaustion.

  • Surge (Su): +1d6
    — You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

Champion Path Features

  • Sudden Attack — (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.

Hierophant Path Features

  • Divine Surge — Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class.

  • Path Ability — Otherworldly Insight (Ex): You can automatically detect the alignment of any outsider you see or any creature you witness casting a divine spell. If the creature worships a deity, you also learn which deity. Spells and effects that mask a creature’s alignment prevent the use of this ability as well. Whenever you cast a spell that affects creatures differently based on alignment, you can decide to have the spell affect creatures with a neutral alignment component (as it relates to the spell) as if they had the alignment component of your choosing. For example, when using holy smite, you could treat a lawful neutral creature as lawful good or lawful evil, a chaotic neutral creature as chaotic good or chaotic evil, and a neutral creature as neutral good or neutral evil.