Kelvos the Wormtouched

Immitis Secta's page

3 posts. Organized Play character for RyanH.

Full Name

Immitis Secta


Aasimar 36007-2


Inquisitor 2 Fighter 1 | AC 17 T 11 FF 16 | HP 21/21 | F +5 R +1 W +5 | Init +3 | Perc +11








Chaotic Good




Celestial, Common, Draconic



Strength 15
Dexterity 13
Constitution 10
Intelligence 12
Wisdom 15
Charisma 16

About Immitis Secta

Immitis Secta 3rd Level "Relentless Path"
Male Aasimar Fighter 1 Inquisitor 2
CN Medium Outsider (native)
Init +3; Senses Perception +11


AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 21 (1d10+2d8+2); judgement of sacred healing 1
Fort +5, Ref +1, Will +5; +2 circumstance vs. blinded or dazzled
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)


Speed 30 ft.
Melee Bardiche, "Splitter" +5 (1d10+3/19-20/x2) and
. . Dagger +4 (1d4+2/19-20/x2) and
. . Gladius, "Wolfbane" +5 (1d6+1/19-20/x2)
Ranged Rp. light crossbow +3 (1d8/19-20/x2)
Special Attacks agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Daylight (1/day), Detect Alignment (At will)
Inquisitor Spells Known (CL 2):
1 (3/day) Cure Light Wounds, Litany of Sloth, Litany of Weakness
0 (at will) Guidance, Stabilize, Disrupt Undead, Brand (DC 12), Sift


Str 15, Dex 13, Con 10, Int 12, Wis 15, Cha 16
Base Atk +2; CMB +4; CMD 15
Feats Combat Reflexes (2 AoO/round), Persuasive, Power Attack -1/+2
Traits Extremely Fashionable (Intimidate), Observant (Perception)
Skills Acrobatics -1, Bluff +4, Climb +3, Diplomacy +12, Escape Artist -2, Fly -2, Intimidate +13 (+15 circumstance vs. evil creatures), Knowledge (arcana) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+7 to identify the abilities and weaknesses of creatures), Perception +11, Profession (torturer) +6, Ride -2, Sense Motive +7, Spellcraft +5, Stealth +2, Survival +6 (+7 to track), Swim -1; Racial Modifiers +2 Diplomacy, +2 Perception, monster lore
Languages Celestial, Common, Draconic
SQ domains (travel), halo, judgement (1/day), track
Combat Gear Wand of cure light wounds, Alchemist's fire (4), Antiplague (2), Antitoxin (2), Bladeguard (2), Oil (2), Smelling salts (3), Vermin repellent (4); Other Gear Masterwork Breastplate, Bardiche, "Splitter", Dagger, Gladius, "Wolfbane", Repeating crossbow bolts (25), Rp. light crossbow, Sling bullets (20), Backpack (empty), Bedroll, Flint and steel, Holy symbol, wooden (Desna), Manacles, Silk rope, Smoked goggles, Smoked goggles, Tindertwig (21), Trail rations (5), Waterskin, Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 2749 GP, 6 SP

Special Abilities:

Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Inquisitor 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.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Track +1 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.

Appearance: Tall and slender, silvery-white haired, pale with ice-blue eyes, Immitis is obviously Aasimar. Quiet and stand off-ish yet one can sense potential wrath and tension. With flavor of ancient greek warriors Immitis wears a chain shirt, pale grey clothing, and yields a mace. Immitis’ appearance tells you little more about him.

Religion: Immitis worships Desna the goddess of freedom, luck, travel and journeys. His personal goals are for exploration, knowledge, discovery and acquisition of relics. He is fervently dedicated to these causes and will use whatever means to further these ends in honor of Desna. He hopes to dedicate these skills to a worthy pathfinder faction (Grand Lodge, Osiron?) seeking relics and knowledge.


PAX ’11 Inner Sea Tour - Inspired to join the Pathfinder Society through a mentorship with a cleric who toured the inner sea (during PAX ’11). She instilled the lust for exploration and artifacts and introduced him to the society. Because of Immitis’ “the-ends-justify-the-means” attitude, the cleric chose to part ways with him.