Sheriff Belor Hemolock

Sarma's page

114 posts. Organized Play character for TriOmegaZero.


Race

Male Human Inq8 HP44/61 AC19(24) TC12(17) FF17(22) CMD23 F+9 R+5 W+10 Init+5 Spd40 Bane 3/8 Judgement1/3 Chronicles.

About Sarma

Sarma
Male human (Tian-La) inquisitor of Keltheald 8 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +5; Senses Perception +14
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 61 (8d8+18)
Fort +9, Ref +5, Will +10
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Offense
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Speed 40 ft.
Melee +2 halberd +13/+8 (1d10+9/×3) or
. . club +11/+6 (1d6+5)
Ranged shortbow +8/+3 (1d6/×3)
Special Attacks bane (8 rounds/day), judgment 3/day (2 simultaneous)
Domain Spell-Like Abilities (CL 8th; concentration +11)
. . At will—dimensional hop (80 feet/day)
Inquisitor Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect alignment, discern lies (8 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—clay skin (DC 16), daylight, communal resist energy[UC]
. . 2nd (5/day)—blistering invective[UC] (DC 15), invisibility, see invisibility, tongues
. . 1st (5/day)—cure light wounds, divine favor, remove fear, shield of faith, weapons against evil
. . 0 (at will)—acid splash, detect magic, detect poison, guidance, light, read magic
. . Domain Travel (Exploration[APG] subdomain)
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Statistics
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Str 20, Dex 14, Con 14, Int 14, Wis 16, Cha 12
Base Atk +6; CMB +11 (+13 trip); CMD 23 (25 vs. trip)
Feats Combat Expertise, Escape Route[UC], Furious Focus[APG], Ghostslayer, Improved Trip, Power Attack, Tandem Trip[UC]
Traits fate's favored, world traveler
Skills Acrobatics +1 (+5 to jump), Bluff +5, Climb +9, Diplomacy +12, Disguise +6, Heal +7, Intimidate +16, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (nobility) +3, Knowledge (planes) +9, Knowledge (religion) +9, Perception +14, Profession (sailor) +7, Ride +5, Sense Motive +18, Spellcraft +13, Stealth +8, Survival +10, Swim +8
Languages Abyssal, Celestial, Common, Hon-la, Tien
SQ door sight, monster lore +3, solo tactics, stern gaze +4, track +4
Combat Gear clockwork key, wand of cure light wounds; Other Gear +1 mithral agile breastplate[APG], +2 halberd, arrows (16), club, shortbow, aegis of recovery[UE], belt of physical might +2 (Str, Con), cloak of resistance +1, greater talisman of freedom[OA], headband of inspired wisdom +2, wayfinder[ISWG], inquisitor's kit[UE], silk rope (50 ft.)
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Special Abilities
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Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ghostslayer Swift action: Imbued weapon can damage incorporeal creatures as if magical.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor Domain (Exploration)
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Track +4 Add the listed bonus to Survival checks made to track.

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