Abra Lopati

Edmund DeCarth's page

487 posts. Organized Play character for RxGus.


Full Name

Edmund DeCarth

Race

CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny

Classes/Levels

Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Gender

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 |

About Edmund DeCarth

GMs + Party Members:

GM: Thanks you for taking your time to lead us through an adventure!

If there is ever anything that I can do as a player to be 'better'- please let me know. I sincerely appreciate discussion and feedback about my characters, posting style, and even formatting!

Botting Instructions:

Pretty simple. Stay away from the front and shoot arrows!

Standard Action
[dice=+1, DA, Precise]1d20+11[/dice]
[dice=Damage, MC +2]1d8+7[/dice]

Rapid Shot, Deadly Aim
[dice=+1, DA, Precise]1d20+11[/dice]
[dice=Damage, MC +2]1d8+9[/dice]
[dice=+1, DA, Precise]1d20+11[/dice]
[dice=Damage, MC +2]1d8+9[/dice]

If within 30 feet, +1/+1

If Bane (5 rounds daily, swift)
+2 hit, +2 Damage, +2d6 extra damage

If Aspect of Bull , +2 Str(5 mins/daily, swift)
+1 to each damage (adaptive longbow)

If possible, keep Kissan between Edmund and any bad guys. Kissan never provides cover for Edmund, and Edmund gets a +1 to hit if the enemy is threatened by Kissan (+2 if Kissan is flanking with someone).

7 times a day, Edmund can spend an immediate action after Kissan is hit to Use Bolster Companion. Immediate +4 to AC, and if Kissan is still hit, the damage is halved.

Edmund DeCarth
Male human inquisitor (infiltrator, sacred huntsmaster) of Desna 7 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 45)
CG Medium humanoid (human)
Init +11; Senses Perception +13
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Defense
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AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +6 Dex, +1 natural)
hp 50 (7d8+12)
Fort +8, Ref +10, Will +10; +7 vs. abilities that detect lies or force the truth, +4 dodge bonus vs. allies spells that have this feat
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Offense
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Speed 40 ft.
Melee cold iron dagger +7 (1d4+2/19-20) or
. . cold iron morningstar +7 (1d8+2)
Ranged +1 composite longbow +9/+9 (1d8+7/×3)
Special Attacks bane (7 rounds/day)
Inquisitor Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect alignment
Inquisitor (Infiltrator, Sacred Huntsmaster) Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—channel vigor, second wind
. . 2nd (4/day)—anticipate thoughts[OA] (DC 15), focused scrutiny[ACG], communal protection from evil[UC], lesser restoration
. . 1st (5/day)—bless, comprehend languages, divine favor, expeditious retreat, heightened awareness[ACG], shield of faith, wrath[APG]
. . 0 (at will)—create water, detect magic, guidance, light, sift[APG], stabilize
. . Domain Travel
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Statistics
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Str 14, Dex 22, Con 12, Int 9, Wis 16, Cha 7
Base Atk +5; CMB +7; CMD 24
Feats Coordinated Shot[ACG], Deadly Aim, Friendly Fire Maneuvers, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits beast bond, reactionary
Skills Acrobatics +10 (+14 to jump), Bluff +5, Climb +6, Diplomacy +8, Handle Animal +9, Heal +7, Intimidate +2, Knowledge (nature) +3, Knowledge (religion) +3, Perception +13, Ride +17, Sense Motive +9, Stealth +11, Survival +7, Swim +6
Languages Common
SQ agile feet (6/day), animal companion (tiger named Kissan), animal focus (7 minutes/day), animal focuses (bat[ACG], bull[ACG], falcon[ACG]), forbidden lore, hunter tactics, misdirection, necessary lies
Combat Gear blunt arrows[APG] (20), cold iron arrows (50), silver arrows (5), smoke arrows[APG] (2), wand of cure light wounds, wand of heightened awareness (50 charges), acid (2), holy water, holy weapon balm[ACG] (2), weapon blanch (adamantine)[APG] (2), weapon blanch (ghost salt); Other Gear +1 mithral chain shirt, mwk buckler, +1 composite longbow (+1 Str), cold iron dagger, cold iron morningstar, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +2, ioun torch ioun stone[APG], ring of protection +1, grappling arrow[UE], piton (3), silk rope (50 ft.), 5,280 gp, 2 sp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (tiger named Kissan)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Focus (7 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Inquisitor (Infiltrator, Sacred Huntsmaster) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Misdirection (Lawful Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +7 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.