About Hakka Tsadok
Hakka Tsudok
Male Half-Orc Inquisitor 6 Mythic Tier (Guardian, Trickster) 3
NG Medium Humanoid (human, orc)
Init +9; Senses darkvision; Perception +9
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Defense
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AC 23, touch 11, flat-footed 22 (+10 armor, +2 shield, +1 Dex)
hp 75 (6d8+12); judgement of sacred healing 3
Fort +9, Ref +5, Will +11
Defensive Abilities judgement of sacred protection +2; DR 5/epic, judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 6 (cold)
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Offense
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Speed 20 ft.
Melee +1 Scimitar +9 (1d6+5/18-20/x2)
Ranged Masterwork Composite longbow (Str +2) +6 (1d8+2/x3)
Special Attacks bane (+2 / 2d6) (6 rounds/day), judgement of sacred destruction +3, judgement of sacred justice +2, judgement of sacred piercing +3, judgement of sacred smiting (magic, good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (6 rounds/day)
Inquisitor Spells Known (CL 6):
2 (4/day) Tongues, See Invisibility, Acute Senses (DC 16), Follow Aura
1 (5/day) Bless, Divine Favor, Shield of Faith, Expeditious Retreat
0 (at will) Disrupt Undead, Acid Splash, Read Magic, Create Water, Detect Magic, Light
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 18, Cha 7
Base Atk +4; CMB +8; CMD 19
Feats Armor Proficiency (Heavy), Dual Path (m), Enforcer, Improved Monster Lore +3, Mythic Paragon (m), Shake It Off, Shield Wall
Traits Armor Expert, Blade of Mercy
Skills Acrobatics -3 (-7 jump), Bluff +4, Climb +6, Diplomacy +9, Escape Artist -3, Fly -3, Intimidate +19, Knowledge (arcana) +10 (+20 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +10 (+20 to identify the abilities and weaknesses of creatures, +12 to navigate underground), Knowledge (nature) +10 (+20 to identify the abilities and weaknesses of creatures), Knowledge (planes) +7 (+17 to identify the abilities and weaknesses of creatures), Knowledge (religion) +10 (+20 to identify the abilities and weaknesses of creatures), Perception +9, Ride -3, Sense Motive +15, Spellcraft +10, Stealth -3, Survival +9 (+12 to track, +11 to avoid becoming lost when using this), Swim +6 Modifiers monster lore
Languages Common, Draconic, Goblin, Orc
SQ amazing initiative, domains (conversion inquisition), hard to kill (die @ -28), judgement (2/day), mythic flaws (dependency [bread]), mythic magic, bless, path abilities (epic dr, extra mythic power, mythic spells), recuperation, solo tactics, surge[1d6], teamwork feat (change 4/day), track, trickster attacks (absorb blow, fleet charge)
Combat Gear Wand of cure light wounds; Other Gear +1 Full plate, +1 Buckler, +1 Scimitar, Arrows (100), Masterwork Composite longbow (Str +2), Belt of giant strength +2, Cloak of resistance +1, Fortifying stone, Handy haversack (4 @ 25.5 lbs), Ioun stone (dusty rose prism, cracked), Compass, Pathfinder's kit, 203 GP
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Special Abilities
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Absorb Blow (Su) You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon's breath, a spell, or a weapon.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Armor Expert -1 Armor check penalty.
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dependency (Bread) Select one specific type of food or drink (other than water). If you do not ingest the selected food or drink at least once per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Epic DR (Su) You gain DR 5/epic.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Fleet Charge (Ex) You can expend one use of mythic power to move up to your speed as a swift action.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su) DR bypass
Monster Lore +10 (Ex) +10 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Magic, Bless This spell's +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. In addition, each target of this spell can roll any one d20 roll twice and take the better result once during the duration of this spell. The target mus
Mythic Paragon (m) Your mythic tier is considered two higher.
Mythic Spells (Ex) You gain mythic spells like an archmage, using your tier as your archmage tier to determine the spells gained. You cannot select this path ability if you are an archmage or hierophant.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Shake It Off Gain +1 to all saving throws per adjacent ally
Shield Wall If you are wielding a shield and are adjacent to an ally with a shield and this feat, increase the bonus of your shield by +1, or +2 if the ally's shield is a large or tower shield.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Surge[1d6] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.