Full Name |
Eowithe Mourngrym |
Race |
Human Inquisitor of Asmodeus 3/slayer 3 HP:26/33 AC:19/10/11 Perception: +9 Initiative: +11 F:+5 R:+5 W:+7 ; +1 vs divine spells |
About Eowithe Mourngrym
Eowithe Mourngrym
Human implacable stalker inquisitor of Asmodeus 3/slayer 3/gestalt 3
LE Medium humanoid (human)
Init +11; Senses sense fear 30 feet; Perception +9
Aura fear aura (15 ft., DC 9)
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Defense
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AC 19, touch 10, flat-footed 11 (+2 Dex, +1 natural, +1 dodge, +4 armor, +1 shield)
hp 33 (3d10+3)
Fort +5, Ref +5, Will +7; +1 trait vs. divine spells
Defensive Abilities Resist acid2, cold 2, electricity 2, fire 2, sonic 2 Damage Resistance 1
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Offense
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Speed 20 ft.
judgment 1/day, sneak attack +1d6, studied target +1 (1st, move action)
Melee
Dagger +7 1d4+4
Falchion +7 2d4+6
unarmed strike +7 (1d3+4 nonlethal)
Ranged
Light Crossbow +5 1d8
Special Attacks judgment 1/day, studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6, DC: 13 + spell level)
. . 1st (3/day)—bane (DC 14), cause fear (DC 14), protection from good, Stunning Barrier
. . 0 (at will)—bleed (DC 13), daze (DC 13), detect magic, read magic, sift[APG]
. . Domain Torture inquisition[UM]
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Statistics
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Str 18, Dex 15, Con 10, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +7; CMD 20/17FF
Feats
Combat Expertise
Combat Reflexes
Deadly Aim
Die Hard
Dodge
Endurance
Great Fortitude
Improved Initiative (from slayer talent: combat trick)
Iron Will
Power Attack
Seething Hatred (good outsiders)
Bonus Teamwork
Precise Strike +1d6 precision damage if flanking
Traits
desecration You receive +1 trait bonus on all saving throws against divine spells.
indomitable faith
reactionary
Skills
Acrobatics +6
Appraise +1
Bluff -1
Climb +8
Diplomacy -1
Disguise -1
Escape Artist +2
Fly +2
Heal +3
Intimidate +9
Knowledge (geography) +6
Knowledge (local) +6
Knowledge (planes) +6
Knowledge (religion) +6
Perception +9
Ride +2
Sense Motive +10
Stealth +9
Survival +3 (+5 to follow tracks)
Swim +4
Perform (dance) +2
Languages Common
Gear
silver unholy symbol of Asmodeus
iron circlet ( hat of disguise )
potion of shield of faith +2 (2)
scroll of cure light wounds (x2) (CL 2nd)
oil (5)
armored coat
buckler
dagger
falchion
light crossbow
adventurer's sash
bedroll
belt pouch
flint and steel
hemp rope (50 ft.)
masterwork backpack
mess kit
pot
scroll case
silver holy symbol
soap
spell component pouch
trail rations (5)
waterproof bullseye lantern
waterskin
247 gp, 6 sp
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Tracked Resources
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Detect Alignment (At will) (Sp) - 1/1
Judgment (1/day) (Su) - 1/1
Studied Target +1 (move action, 1 at a time)
Torturer's Touch (6/day, DC 14) (Sp) - 6/6
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Special Abilities
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Terrifying Inevitablility If able to see or hear creature with any level of fear: DR is doubled
[b] Right Behind You : As swift action, teleport upto 30ft to unoccupied space, adjacent to creature known to be shaken, frightened or panicked.
[b] Fear Aura DC 9: affect all creatures 5 fewer HD in 15ft, Will Save or be frightened for 1 minute. Success is shaken, if within 15ft
[b] +2 to Inimidate, Stealth, Survival to follow tracks.
[b]Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 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.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (2) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Energy Resistance, Sonic (2) You have the specified Energy Resistance against Sonic energy under specific conditions.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Inquisitor Domain (Torture Inquisition) Deities: Asmodeus
Granted Powers: Only through pain can truth and justice come to the surface. And if that doesn't work, at least you've enacted divine vengeance.
Judgment (1/day) (Su)
Destruction: +2 weapon damage
Healing: Fast Healing 2
Justice: +1 Attack Rolls
Piercing: +2 to overcome SR
Protection: +1 to Acid
Purity: +1 to Saves
Resiliency: +1 to DR
Resistance: +4 to resistance to one energy type
Smiting: weapons treated as magic for bypassing DR
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Seething Hatred (Favored Enemy [Good Outsiders]) Bonus dmg from studied target is doubled vs. selected creature type.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Torturer's Touch (6/day, DC 14) (Sp) As touch of fatigue, but it is a pain effect.
Track +1 Add the listed bonus to Survival checks made to track.