Knight of Ozem

Davin Sunfury's page

12 posts. Alias of Monkeygod.

Full Name

Davin Sunfury


Exalted Aasimar


Inquisitor 18/Paladin 8/ Warpriest 16/Mystery Cultist 10(Gestalt)/Champion 2(Mythic)













Strength 20
Dexterity 16
Constitution 20
Intelligence 20
Wisdom 40
Charisma 32

About Davin Sunfury

Basic Info:
Init+20, Senses Perception+64, Darkvision 60ft. Aura Aura of Good, Aura of Resolve

AC 44 (+14 Armor, +3 Dex, +5 Deflection, +5 Natural Armor,+7 Shield) HP 377, Fort+37, Ref+26, Will+47, Defensive Abilities Aura of Resolve, Divine Grace, Divine Health, Stalwart. Resist Acid 5, Cold 5, Electricity 5.

Speed 30ft, Melee+45/+45/+40/+35/+30/Holy Scourge(2d6+23+2d6[vs evil]17-20/x3) Ranged+26/+26/+26 Windstrike(1d8+7+1d6 Electricity/x3+2d10 Electricity)

Inquisitor Spells Known 0 Create Water, Detect Magic, Guidance, Read Magic, Resistance, Sift. 1 Cure Light Wounds, Deadeye's Lore, Detect Undead, Expeditious Retreat, Longshot, Shield of Faith, True Strike, Unerring Weapon, Wrath. 2 Acute Senses, Flames of the Faithful, Litany of Defense, Perceive Cues, Spiritual Weapon, Tactical Acumen. 3 Countless Eyes, Litany of Righteousness, Magic Circle Against Evil, Magic Vestment, Righteous Vigor, Searing Light. 4 Battlemind Link, Cure Critical Wounds, Dismissal, Divine Power, Holy Smite, Judgement Light. 5 Flame Strike, Lend Greater Judgement, Righteous Might, Spell Resistance. True Seeing 6 Blade Barrier, Greater Dispel Magic, Heal, Holy Word, Undeath to Death.

Inquisitor Spells per day 1:9, 2:9, 3:8, 4:8, 5:8 6:8

Warpriest Spells typically prepared 1 Aspect of the Falcon, Detect Aberration, Hunter's Howl, Lead Blades, Longstrider. 2 Arrow Eruption, Barkskin, Hunter's Eye, Owl's Wisdom 3 Bloody Claws, Instant Enemy, Strong Jaw

BAB+20, CMB+14, CMD 38

Feats Alignment Channel(b), Channeling Scourge, Detect Expertise, Extended Bane, Extend Spell, Favored Judgement(Evil Outsiders, B), Greater Weapon Focus(Longsword, B), Greater Weapon Specialization(Longsword, B), Horse Master, Improved Critical(Longsword, B), Instant Judgement, Judgement Surge, Leadership(b), Quicken Spell, Selective Channel, Weapon Focus(Longsword, B), Weapon Specialization(Longsword, B)


Skills Diplomacy+60, Heal+44, Intimidate+33, Knowledge(Arcana)+34, Knowledge(Dungeoneering)+26, Knowledge(Nature)+26, Knowledge(Planes)+36, Knowledge{Religion)+34, Perception+64, Sense Motive+52, Spellcraft+19, Survival+44

Special Qualities and Unique Abilities:

Mythic Power 6/day for 1d6

Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Amazing Initiative At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Champion Strike: Sudden Attack

Champion Path Abilities: Mythic War Power.

Mythic Feats Improved Critical(Longsword)

Racial Features:
Adv Wis(4)

Adv Cha(4)

Heavenborn(3): Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.

Lightbringer(2): Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Fly/will (6)

Enlarge Person/will (2)

Aegis of Twilight Glory(+3 Mithral Breastplate, Moderate Fortification, Greater Shadows), Bastion of Flames(+3 Mithral Heavy Steel Shield, Animated, Fire Resistance), Windstrike(+1 Seeking, Shocking Burst Oathbow of Distance), Demonwrack(+4 Holy, Guiding Elven Curve blade of Speed), Belt of Physical Perfection+6, Greater Bracers of Archery, Iomedae's Endurance(Cloak of Minor Displacement, Cloak of Resistance+5), Efficient Quiver, Greater Arrows of Slaying x5, Searing Arrows x5, Sizzling Arrows x5, Crown of the Holy Warrior(Headband of Mental Superiority+6(HA,K:P, K:R, Circlet of Persuasion)

Class Features:

War Domain

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level(+9) for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier(18/day)

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level(18 Rounds). These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.


Monster Lore: 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.

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).

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.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.