Sheriff Belor Hemolock

Sarma's page

68 posts. Organized Play character for TriOmegaZero.


Male Human Inq6 HP17/39 AC19(18) TC12(11) FF17 CMD19(21 Trip) F+7 R+5(4) W+9 Init+5(4) Spd40 Bane 4/6 Judgement1/2 Chronicles.

About Sarma

Male human (Tian-La) inquisitor of Keltheald 6 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +5; Senses Perception +12
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 39 (6d8+6)
Fort +7, Ref +5, Will +9
Speed 40 ft.
Melee +1 halberd +9 (1d10+7/×3) or
. . club +8 (1d6+4)
Ranged shortbow +6 (1d6/×3)
Special Attacks bane (6 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—blistering invective[UC] (DC 15), invisibility, see invisibility, tongues
. . 1st (5/day)—cure light wounds, divine favor, shield of faith, weapons against evil
. . 0 (at will)—acid splash, detect magic, detect poison, guidance, light, read magic
. . Domain Travel (Exploration[APG] subdomain)
Str 18, Dex 14, Con 12, Int 13, Wis 16, Cha 12
Base Atk +4; CMB +8 (+10 trip); CMD 20 (22 vs. trip)
Feats Combat Expertise, Escape Route[UC], Furious Focus[APG], Improved Trip, Power Attack, Tandem Trip[UC]
Traits fate's favored, world traveler
Skills Acrobatics +1 (+5 to jump), Bluff +5, Climb +8, Diplomacy +10, Heal +7, Intimidate +13, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +7, Knowledge (religion) +7, Perception +12, Profession (sailor) +7, Sense Motive +15, Spellcraft +10, Stealth +5, Survival +7, Swim +7
Languages Celestial, Common, Hon-la, Tien
SQ door sight, monster lore +3, solo tactics, stern gaze +3, track +3
Combat Gear clockwork key, wand of cure light wounds; Other Gear +1 mithral agile breastplate[APG], mwk chain shirt, +1 halberd, arrows (16), club, shortbow, aegis of recovery[UE], cloak of resistance +1, headband of inspired wisdom +2, wayfinder[ISWG], inquisitor's kit[UE], silk rope (100 ft.), 12,170 gp
Special Abilities
Bane (+2 / 2d6, 6 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.
Discern Lies (6 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.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor Domain (Exploration)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
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.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 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 +3 Add the listed bonus to Survival checks made to track.

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