Carousing Champion

Mathais's page

104 posts. Organized Play character for Peter nielson.


Full Name

Mathais Thulmann

Race

Special Abilities:
Spells - 1st 7/7, 2nd 5/5, 3rd 2/5, 4th 3/3; Bane 13/15; Judgement 2/4; Weap Master 8/10; Sieze the Init 8/8

Classes/Levels

Consumables:
CLwand 37/50; Extend Rod x2 3/6; First Aid Gloves 5/10; Fly Potion 1/1
Active Effects:
Judgement Destruction/Justice; Quick Draw

Gender

Stats:
HP 58/80; AC 24/12/23; CMD 22; Saves 8/4/12; Init +12; Perc +21

Size

6'3"/175 Inquisitor 11; 69693-2

Age

78

Special Abilities

See Description

Alignment

LG

Deity

Iomaede

Location

Absolom

Languages

See Description

Occupation

Librarian

Strength 16
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 20
Charisma 9

About Mathais

Mathais
Male aasimar inquisitor of Iomedae 11 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (human, native)
Init +12; Senses darkvision 60 ft.; Perception +21
--------------------

Defense:

--------------------
AC 24, touch 12, flat-footed 23 (+8 armor, +1 deflection, +1 Dex, +4 shield)
hp 80 (11d8+19)
Fort +8, Ref +4, Will +12
Defensive Abilities stalwart; Resist acid 5, cold 5, electricity 5

--------------------
Offense:

--------------------
Speed 30 ft.
Melee GMW+2 Ghost Touch Longsword +11/+6 (1d8+11/19-20) or
. . GMW+2 Adamantine Longsword +11/+6 (1d8+11/19-20)
Ranged GMW+2 Composite Longbow +11/+6 (1d8+5/×3)
Special Attacks greater bane (16 rounds/day), judgment 4/day (2 simultaneous), weapon master (11 rounds/day)
Spell-Like Abilities (CL 11th; concentration +10)
. . 1/day—daylight
Inquisitor Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect alignment, discern lies (11 rounds/day)
Inquisitor Spells Known (CL 11th; concentration +16)
. . 4th (3/day)—battlemind link[UM] (DC 19), divine power, freedom of movement
. . 3rd (5/day)—dispel magic, heroism, magic vestment, greater magic weapon
. . 2nd (5/day)—align weapon, cure moderate wounds, communal protection from evil[UC], see invisibility, silence (DC 17)
. . 1st (7/day)—bless, cure light wounds, forbid action[UM] (DC 16), lend judgment[UM] (DC 16), shield of faith, true strike
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, light, read magic
. . Domain War (Tactics subdomain)

--------------------
Statistics:

--------------------
Str 16, Dex 12, Con 12, Int 16, Wis 20, Cha 9
Base Atk +8; CMB +8; CMD 23
Feats Improved Initiative, Improved Monster Lore[UM], Lookout[APG], Outflank[APG], Point-blank Shot, Power Attack, Shake It Off[UC], Vital Strike, Weapon Focus (longsword)
Traits blessed touch, reactionary
Skills Bluff +3, Climb +7, Diplomacy +5, Heal +10, Intimidate +13, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (local) +9, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +6, Perception +21, Profession (librarian) +19, Sense Motive +19, Spellcraft +17, Survival +12, Swim +6, Use Magic Device +1; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Common, Daemonic, Draconic, Elven, Hallit, Kelish
SQ monster lore +10, scion of humanity, seize the initiative, solo tactics, stern gaze +5, track +5
Combat Gear cold iron arrows (50), extend metamagic rod (lesser), extend metamagic rod (lesser), potion of fly (2), scroll of arcane sight (x2), comprehend languages, consecrate, daylight (x2), dimensional anchor, dispel magic (x2), invisibility purge, lesser (x2) restoration, see invisibility (x3), silence (x2), wand of cure light wounds; Other Gear +2 mithral agile breastplate, +2 mithral heavy steel shield, +3 ghost touch longsword, adamantine longsword, composite longbow (+3 Str), mwk cold iron dagger, bane baldric, belt of giant strength +2, first aid gloves, handy haversack, headband of inspired wisdom +2, ring of protection +1, swarmbane clasp, candle (5), flint and steel, retraining cost (worth 1,120 gp), silver holy symbol of Iomedae, spell component pouch, 92 gp, 7 sp, 5 cp

--------------------
Tracked Resources:

--------------------
Breath of Life (2) - 1/2
cold iron arrows - 0/50
Cure Critical Wounds (1) - 0/1
Cure Light Wounds (5) - 0/5
Cure Light Wounds, Mass (1) - 0/1
Cure Moderate Wounds (2) - 0/2
Cure Serious Wounds (1) - 0/1
Daylight (1/day) - 0/1
Discern Lies (11 rounds/day) (Sp) - 0/11
Extend metamagic rod (lesser, 3/day) - 3/3
Extend metamagic rod (lesser, 3/day) - 1/3
First aid gloves (10 charges) - 5/10
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) - 0/16
Masterwork cold iron dagger - 0/1
Potion of fly - 0/1
Scroll of Many things (Comp Language x2, Consecrate, Daylight, Lesser Res x2, See Invisibility x3, Silence x2, Arcane Sight x2, Daylight x2, Dimensional Anchor, Dispel Magic x2, Invisibility Purge) - 0/1
Second Judgment (4/day) (Su) - 0/4
Seize the Initiative (8/day) (Su) - 0/8
Teamwork Feat (change 5/day) - 0/5
Wand of cure light wounds - 0/50
Weapon Master (11 rounds/day) (Su) - 0/11

--------------------
Special Abilities:

--------------------
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend metamagic rod (lesser, 3/day) (x2)
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Tactics)
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +10 (Ex) +10 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Seize the Initiative (8/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swarmbane clasp Weapon/natural att deal full dam to swarms, and immune to the distraction ability of swarms.
Track +5 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Master (11 rounds/day) (Su) As a swift action, temporarily gain a combat feat you qualify for.