Arcane Experimenter

Deldri's page

241 posts. Organized Play character for Qstor.


Full Name

Deldri

Race

Gnome Inquis 7| HP 47 | AC 24; Tch 13; FF 23 | F +6; R +4; W +10 | CMB +5; CMD 17 | Speed 15 ft | Init +6 | Stealth +1 | Perc +17

Classes/Levels

Inquisitor 7

Gender

Male

Size

Small

Special Abilities

Judgment

Alignment

N Good

Deity

Nivi Rhombodazzle

Languages

Abyssal, Common, Draconic, Gnome, Goblin, Ignan, Orc, Sylvan, Undercommon

Strength 12
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 20
Charisma 12

About Deldri

Deldri
Male gnome inquisitor of Nivi Rhombodazzle 7 (Pathfinder RPG Advanced Player's Guide 38)
NG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +17
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Defense
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AC 24, touch 13, flat-footed 23 (+8 armor, +1 deflection, +1 Dex, +3 shield, +1 size)
hp 47 (7d8+9)
Fort +6, Ref +4, Will +10; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee +1 cold iron light hammer +8 (1d3+2)
Ranged light crossbow +7 (1d6/19-20)
Special Attacks bane (10 rounds/day), judgment 3/day
Spell-Like Abilities (CL 7th; concentration +8)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 7th; concentration +12)
8/day—copycat (7 rounds)
Inquisitor Spell-Like Abilities (CL 7th; concentration +12)
At will—detect alignment, discern lies (7 rounds/day)
Inquisitor Spells Known (CL 7th; concentration +12)
3rd (2/day)—invisibility purge, prayer
2nd (4/day)—cure moderate wounds, effortless armor[UC], invisibility, knock
1st (6/day)—bless, detect evil, divine favor, expeditious retreat, shield of faith
0 (at will)—detect magic, detect poison, disrupt undead, guidance, light, stabilize
Domain Trickery (Thievery[APG] subdomain)
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Statistics
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Str 12, Dex 12, Con 12, Int 10, Wis 20, Cha 12
Base Atk +5; CMB +5; CMD 17
Feats Extra Bane[UC], Favored Judgment[UM], Judgment Surge[UM], Outflank[APG], Righteous Healing[UC], Shielded Caster[APG]
Traits deft dodger, devotee of the green
Skills Acrobatics -2 (-10 to jump), Climb +0, Disguise +5, Heal +9, Intimidate +4, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (local) +1, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +5, Perception +17, Sense Motive +12, Spellcraft +6, Survival +12; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Gnome, Goblin, Ignan, Orc, Sylvan, Undercommon
SQ gnome magic, monster lore +5, solo tactics, stern gaze +3, track +3
Combat Gear runestone of power (1st)[ACG], scroll of restoration, wand of cure light wounds, alchemist's fire; Other Gear +3 scale mail, +2 light wooden shield, +1 cold iron light hammer, light crossbow, headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, flint and steel, sheriff's whistle[ARG], silk rope (50 ft.), riding dog, pack saddle, shovel, 2,594 gp, 9 sp
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Special Abilities
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Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Extra Bane May use bane ability 3 additional times per day
Favored Judgment (Kobolds) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Inquisitor Domain (Thievery)
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Righteous Healing Heal more when you have a judgment active
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Track +3 Add the listed bonus to Survival checks made to track.