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Sarith's page

8 posts. Alias of Llaelian.

Full Name





Inquisitor 15












Common, Abyssal, Infernal, Giant

Strength 12
Dexterity 28
Constitution 16
Intelligence 14
Wisdom 19
Charisma 8

About Sarith

Init +18 (9Dex +4Wis +5Mythic); Senses: Darkvision 60'; Perception +25
AC 36, touch 22, flat-footed 29 (9Armor+2 MagVest, 3 N. Armor, 9 Dex, 3 Deflection)
HP 163 (15d8+45Con+15fav+25 mythic); Currently 163
Fort +17(9+3+5), Ref +19(5+9+5), Will +19(9+4+5+1 trait), +2 vs [evil] spells and abilities
CMD 44 (10 +9 Dex, +1 Str, +11 BAB, +3 Def)
SQ DR 5 Fire, Cold, Electricity, feather fall.
Spd 40 ft. (30+10 travel domain)
Melee +1 spiked gauntelet +20/+20/+15 (1d4+10/20/*2)
Ranged +3 Holy Composite Lonbow (Str+1) +25(2 arrows)/+25/+25/+20 (1d8+4+2d6)
With Deadly Aim and Mythic Rapid shot and Precision *1: +20 (2 arrows)/+20 (RS1)/+20 (RS2)/+20 (Prec)/15 (1d8+10+2d6, 19/20, *3)
CMB 12
Special Attacks: Spells, Bane(su), Judgement(su), Detect alignment at will, Discern lies 15 rd/day Remaining 15/15
Str 12, Dex 28 (15 +2 Race +3lvl +4Belt +4Mythic ), Con 16 (12 +4Belt), Int 14(12+2race), Wis 19(15 +4Circlet), Cha 8(10 -2Race)
Base Atk 11; CMB 12; CMD 34 (+9 Dex, +1 Str, +11 BAB, +3 Def)

Repel Sin (tiefling: +2 saves vs spells and effect with the evil descriptor), Indomitable faith

Point blank shot (1st), Precise shot (3rd), Rapid shot (5th), Many shot (7th), Improved precise shot(9th), Weapon Finesse(11th), Weapon Focus Longbow (13th), Snap shot(15th), Mythic Rapid shot (mythic 1st), Dual Path (mythic 3rd), Mythic Weapon Finesse (mythic 5st)

Teamwork Feats:
Lookout(3st), Escape route(6th), Shake it off (9th), Target of opportunity(12th), Enfilading Fire(15th).

Mythic abilities:

Mythic Tier 5
Mythic power Remaining 8/8

Mythic Path Champion: +25 HP, Distant Barrage (Ex): You can expend one use of mythic power to make a ranged attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a distant barrage, you ignore all cover and concealment the target possesses (except total cover) and add your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.

Dual Path: Hierophant: Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class.

Mythic surge (1d8)

Mythic initiative: +5 Init

Mythic attributes: +4 Dex

Mythic Saves: If due to a non mythic creature ability, no effect if save succeeded, full effect if not.

Mythic abilities: Armor mastery(1st), Mythic spells (2nd), Precision (3rd), To the death (5th), Fleet Warrior (5th)

Mythic spells (2): magic vestment (add a +1 or less than 4000 GP ability; for 2 mythic power, +2 or less than 15 000 GP), cure critical wounds (8d8 +2/lvl damage, 4 ability points).


Acrobatics 9(0 Ranks,9 Dex)
Appraise 2 (0 Rank ,2 Int)
Bluff 12(8 Rank,3 CS,-1 Cha, 2 race)
Climb 5 (1 Rank,3 CS,1 Str)
Craft (Bows) 6 (1 Rank,3 CS,2 Int)
Disguise 6(4 Rank,3 CS,-1 Cha)
Escape Artist 9(0 Rank, 9 Dex)
Fly 10(1 Rank, 9 Dex)
Heal 8(1 Rank,3 CS,4 Wis)
Intimidate 24(15 Rank,3 CS,-1 Cha, 7 Class)
Knowledge (arcanna) 8(3 Rank,3 CS,2 Int) +4 monster
Knowledge (dungeoneering) 8(3 Rank,3 CS,2 Int) +4 monster
Knowledge (local) 4(2 Rank, 2 Int) +4 monster
Knowledge (nature) 7(2 Rank,3 CS,2 Int) +4 monster
Knowledge (planes) 20(15 Rank,3 CS,2 Int) +4 monster
Knowledge (religion) 8(5 Rank,3 CS,3 Int) +4 monster
Perception 25(15 Rank,3 CS,4 Wis, +3Falcon aspect)
Ride 13(1 Rank, 3 CS, 9 Dex)
Sense Motive 28(14 Rank,3 CS,4 Wis, +7 class)
Spellcraft 14(9 Rank,3 CS,2 Int)
Stealth 25 (11 Rank,3 CS,9 Dex, 2 race)
Survival 17(10 Rank,3 CS,4 Wis) +7 track
Swim 5(1 Rank,3 CS,1 Str)


Domains: Travel
Granted Powers: +10 speed
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Remaining 7/7

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per inquisitor level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Remaining 150/150

Bane/Greater Bane
As a swift action, activate bane on 1 weapon vs one category of enemies, +2 attack, +4d6 damage, duration 15 r/day (+5 Bane Baldric) Remaining 20/20

Activate 2 judgements as a swift action for the whole fight. Change one as a swift actionRemaining 5/5
Destruction: The inquisitor is filled with divine wrath, gaining a +6 profane bonus on all weapon damage rolls.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing. This causes the inquisitor to heal +6 points of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +4 profane bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +6 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +4 profane bonus to Armor Class. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +4 profane bonus on all saving throws. The bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 4/chaotic .

Resistance: The inquisitor is shielded by a flickering aura, gaining 12 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic, lawful and adamantine for the purposes of bypassing damage reduction (but not for reducing hardness).

Cunning Initiative Add Wis bonus to initiative
Monster Lore Add Wis bonus to monster knowledge

Track+7 to follow tracks

Stern Gaze +7 Sense motive and Intimidate

StalwartAt 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Exploit Weakness At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.[/b]


CL 15

0-level (DC 14), 6 known: Detect magic, Guidance, Light, Detect poison, Read magic, Create Water.
1st Level (DC 15), 6 known, remaining 6/6: Cure Light Wounds, Divine Favor, True strike, Protection from Evil, Expeditious retreat, Remove fear.
2nd Level (DC 16), 6 known, remaining 6/6: Invisibility, Silence, Spiritual Weapon, Energy Resistance, Bestow insight, Blistering invective.
3rd Level (DC 17), 5 known, remaining 6/6: Dispel Magic, Magic Vestment, Magic circle vs Evil, Invisibility purge, Prayer, Terrible Remorse.
4th Level (DC 18), 4 known, remaining 5/5: Death ward, Divine Power, Greater Invisibility, Cure critical wounds, Freedom of movement.
5th Level (DC 19), 4 known, remaining 3/3: Banishment, Righteous might, Spell resistance, Break enchantment.


Special magic Item:
Hat of disguise 1800 GP
Belt of Physical Might +2 (Dex, Con), 40 000 GP, 1 lb
Headband of Wisdom +4, 16000 GP, 1lb
Amulet of Natural Armor +3, 18000 GP,
Cloak of Resistance +5, 25000 GP, 1 lb
Bracers of Falcon’s aim: 4000 GP, 1lb
Ring of protection +3 and feather falling , 21 300 GP, -
Ring of sustenance 2500 GP, -
Bane baldric 10 000 GP, 1 lb
Mnemonic vestment 5000 GP, 1 lb

Efficient quiver 1800 gp, 3lbs,
rod of lesser metamagic extend 3000 GP, 1 lb
rod of lesser metamagic silent 3000 GP, 1 lb
wand of lesser restoration 4500 GP, 1 lb
Wad of cure light wounds (*2), 1500 GP
60 arrows, 60 blunt arrows, 2 grappling arrows : 8 gp

Handy Haversac 2000 GP, 5lbs

Grey and dark brown trousers and tunics
Bedroll 1 sp
Fishhook 1 sp
Rope, silk (100 ft.) 20 gp
Bag, waterproof 5 sp
Pouch, Belt 1 gp
Waterskin 1 gp
Flint and steel 1 gp
Whetstone 2 cp
Sewing needle 5 sp
String/twine, 50 ft. 1 cp
400 arrows 20 gp

Celestial Armor +3, 22 600 GP, 20 lbs (+5, +Deathless with extended magic vestment).
Composite longbow (+1 str) +3, Holy, 50 600 GP, 3 lbs
Spiked Gauntlet +1 2305 GP, 1 lbs

Total weight 38 lbs, 234 968 GP, light load (<43 lb).
Remaining : 5 032 GP

Early 1320-30 In the depths of Archen Woods lies a ruined elven wizard school. Specialized in conjuration, one of the magic items left in its vault started malfunctioning and summoned on its own a young Oni. Easily escaping the vault, the native outsider set out to explore the ruins and recover its treasure. Bolstered by her discoveries, she quickly gained in power and attracted a band of human followers devoted to her cause. Far from her own and with an unique opportunity, , she set out to conceive children with many of her followers and find herself at to increase their number and insure the loyalty of her band.

In 1346 of Sarith, 7th son of Svilna (Oni-mage) and Malar her body guard, (a human fighter) was thus born in the in the Archwood. From his birth, Sarith was trained as were his sisters and brothers from different father in the duties of protecting their mother.
However, Svilna masterplan was derailed by the appearance of the portals all over Faerun in 1374. In 1376, when a Devil army appeared at the gates of Archenbridge, the Oni-mage offered her services and was part of the successful assault on the town. Rewarded by the Devils at the head of the army, she was raised at a commanding position and left to govern the town in their name while the army was going to take over other towns of the Dalelands. Despite all her intelligence, her greed prevented her from seeing the truth. Her position was just a plot to lure a rival Demon army to the town to be albe to attack it from behind. Indeed, within a month, a Demon army set siege to the fortified town and got ready to storm it. The few devils left with Svilna were far from sufficient to defend the city and she had no choice but to try to escape alone, leaving her band behind. However, her desperate use of a teleportation device was far from successful and she disappeared in a maelstrom of negative energy. During the demonic assault, most of the band was captured and killed with the exception of Sarith who managed to escape the city keep thanks to his father sacrifice. Alone and in a hostile city, Sarith, still a kid by tiefling standards took refuge in the lowest districts. Hungry and lost, he tried to hide into an opened but empty building only to be found by an old man, sweeping the floor.

Unfazed by his looks, the man listened to the desperate tiefling plea and laughed, thanking his god for this turn of fate. I will protect you, he said, but you will be my god’s weapon and together, we will administer justice and vengeance to all. The get of a demon, turned against them, what a turn of fate!
The old man, Ulnar, was more resourceful than he looked and trained in many different arts and craft, from war to tactics, from guile to magic. He even said he knew how to craft magical items even if he could not. But most of all, he was highly devoted to his god, Hoar, the god of justice and revenge he said.
During the next 20 years, Ulnar trained Sarith both in the physical and spiritual arts and crafts, for the old man was also transmitting all the rituals, prayers and knowledge about his god. And he was careful to keep Sarith hatred of the Demons and Devils who killed his family intact.
At first, they stayed in Archenbridge but eventually set out to different locations in the Dalelands and out. There, with the demon domination, Sarith appearance was the best disguise. In many of the places where they stopped, Ulnar found contacts or caches where magical equipment was stored. Eventually returning to Archenbridge, they were ready to start their revenge: identify those who had played a role in Sarith’s mother betrayal and in his father death. Over the next years, the weakest of those were found and killed and Sarith grew in power and experience.
In 1407, when the gods’ powers could again be sent to their priests, Ulnar revealed himself to be a high priest of Hoar. Ulnar and Sarith exulted because they could now start fighting the strongest of their foes bolstered by divine magic.
In the next two years, they managed to track all of their foes down to the last one, a powerful belier devil. This devil, the one to engineer Sarith’s mother betrayal and one of the most intelligent of his kind had seen through the pattern of killing and was waiting for them, when they thought they had managed to surprise him. Fortunately, Sarith and Ulnar were not alone in this fight and had brought a powerful party of Hoar followers. Both parties were evenly matched and fell to each other blows until the Devil managed to kill Ulnar and to gravely injure Sarith. With his last breath, Sarith threw himself into the last intact devil head, getting bitten to death while he killed the beast.

Short for a human and barely reaching 5'3 for 120 lbs, Sarith would look more like his father if not for the long ratlike tail and the almond shaped pupil-less eyes and pointed ears. These traits mark him clearly as a tiefling.

What he has not got in height is present in cold determination and thirst for revenge and justice. Revenge and justice not only for himself against the Demons and Devils that killed his father or plotted her mother downfall but also for all those of the material plane that had to suffer for the evil armies invasion. As long as he breathes, he will look for those behind that and then they will have to answer.