Full Name |
Daxius Veronius |
Race |
Human |
Classes/Levels |
Inquisitor of Iomedae 3 [HP 27/27, AC 19/12/17, F +4 R +3 W +5] |
Gender |
Male |
Size |
M |
Age |
18 |
Special Abilities |
Seize the Initiative 4/day (Tactics Domain), judgment 1/day, monster lore, stern gaze, detect alignment, teamwork feat, solo tactics |
Alignment |
LG |
Deity |
Iomedae |
Location |
Westcrown |
Languages |
Common, elven |
Occupation |
Servant at Temple of Asmodeus |
Strength |
14 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
10 |
About Daxius Veronius
At a full six feet tall and over two hundred pounds, Daxius cuts an imposing figure. His long brown hair is swept straight back, and he is always cleanly shaven. He tends to stare with his gold-flecked hazel eyes, brow furrowed. This judgemental intensity, combined with his bulky scale-mail and belt of weaponry has a tendency to put people on the defensive around him.
Daxius is a humorless hardass who places honorable demeanor above all else. He is convinced that Iomedae was the rightful successor to Aroden after his death and that his fellow Chelaxians' worship of Asmodeus is outright blasphemous. Daxius was trained in secret by an elven cleric of Iomdae called Arael. Arael brought the young Inquisitor books and taught him services in secret, in the cellars of an abandoned inn which he has bought and is slowly renovating. Daxius blames the appearance of the fell creatures of the night in Westcrown on the pervasive Devil worship, and plans to take the fight to them.
AC: 19
Touch: 12 FF: 17
HP: 10+8+9 = 27
BAB: +1
Fort: +3 base +1 Con = +4
Ref: +1 base +3 Dex = +2
Will: +3 base +2 Will = +5
Inquisitor Special Abilities:
Tactics Domain Granted Powers
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result.
This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
judgment 1/day
monster lore - add Wis mod on Knowledge skill checks to ID the abilities and weaknesses of creatures
stern gaze - morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level
Cunning Initiative: add Wisdom modifier on initiative checks, in addition to Dexterity modifier
Detect Alignment: At will, detect chaos, detect evil, detect good, or detect law.
Track: add half level on Survival skill checks made to follow or identify tracks
Teamwork Feat = As a standard action, choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned.
Solo Tactics - allies are treated as if they possessed the same teamwork feats as the inquisitor
Feats:
1st) Weapon Focus (longsword)
human bonus) Point Blank Shot
Precise Strike (Teamwork): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Skill Ranks (24) Total Ranks Ab Mod Misc
Climb (Str) +7 2 +2 -4 armor, -2 shield
Diplomacy (cha) +5 2 +0
Intimidate (Cha) +7 3 +0 +1 stern gaze
Kn (Dungeoneering)(Int) +7 3 +1
Kn (Planes) (Int) +6 2 +1
Kn (nobility) (Int) +7 2 +1 +1 trait
Kn (Religion) (Int) +6 2 +1 +1 trait
Perception (Wis) +9 3 +3
Sense Motive (Wis) +10 3 +3 +1 stern gaze
Survival (wis) +8 2 +3 (+1 to track, class)
Spells:
0th LVL: (6 known, unlimited/day) Detect Magic, Light, Read Magic, Stabilize
1st LVL: (4 known, 4/day) CLW, Divine Favor, Ear-Piercing Scream
Traits:
Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Shadow Child: Westcrown has long suffered under a peculiar curse, a blight that rises every night, bringing with it fell beasts that hunt the shadows. No one can say from whence these night-horrors come—though some blame the mysterious wizards of Nidal, other claim that it’s some curse laid by fallen Aroden, while still others suggest some shadowy mastermind manipulates an ebon brood from the depths of Westcrown’s northern ruins. Whatever the case, the people of Westcrown have long feared the night, but not you. You’re goal is to reclaim the darkness from the beasts that hide within. You’ve acclimated yourself to the dark, and thus act with greater precision in the shadow than most. When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.
3 gp
Scale mail 50 gp +5 +3 –4 25% 20 ft. 30 lbs.
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs.
Longsword 15 gp 1d8 19–20/x2 — 4 lbs. S
Club 1d6 x2 10 ft. 3 lbs. B
Longbow 75 gp 1d8 x3 100 ft. 3 lbs. P
18 arrows