
Race |
Female LE Human (Tiefling) Inquisitor | AC:20 (T:13 FF:17) | F +7, R +5, W+8 | Init +7 | Perc +11, Stealth +11* | Speed 30' | CMB +6, CMD 19 | |
Classes/Levels |
HP: 40/41 | Spells 2/3, 2/5 | Bane: 5/8 | Active: None |
About Taissa Hellseeker
Taissa Hellseeker
Female devil-spawn tiefling inquisitor (sanctified slayer, urban infiltrator) of Asmodeus 5
LE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 41 (5d8+13)
Fort +7, Ref +5, Will +8
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 unholy reliquary siccatite (hot) heavy mace +7 (1d8+4+1 fire) or
. . cold iron dagger +6 (1d4+3/19-20)
Ranged mwk composite longbow +7 (1d8+3/×3)
Special Attacks bane (8 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 5th; concentration +3)
. . At will-deathwatch
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
. . At will-detect alignment, discern lies (5 rounds/day)
Inquisitor (Sanctified Slayer, Urban Infiltrator) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)-blistering invective[UC] (DC 15), inflict pain[OA] (DC 15), spiritual weapon
. . 1st (5/day)-burst bonds[APG] (DC 14), cure light wounds, ears of the city, expeditious retreat
. . 0 (at will)-acid splash, bleed (DC 13), brand[APG] (DC 13), detect magic, guidance, oath of anonymity
. . Domain Heresy inquisition
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 19
Feats Bludgeoner[UC], Enforcer[APG], Extended Bane[UM], Stealth Synergy[UC]
Traits bloody-minded, clever wordplay
Skills Bluff +14, Climb +7, Diplomacy +12 (+15 when gathering information), Disguise +5, Heal +7, Intimidate +15, Knowledge (local) +6, Perception +11, Ride +7, Sense Motive +15, Spellcraft +6, Stealth +11, Survival +9 (+11 track), Swim +7; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Elven, Infernal
SQ blessed infiltration, gifted detective, pass for human, solo tactics, stern gaze +2, track +2
Combat Gear wand of cure light wounds (47/50); Other Gear +1 unholy reliquary mithral shirt, +1 darkwood buckler, +1 unholy reliquary siccatite (hot) heavy mace, arrows (20), cold iron dagger, mwk composite longbow (+3 Str), cloak of resistance +1, sleeves of many garments[UE], bedroll, cleric's vestments, masterwork backpack[APG], Silk rope, thumbscrews (2), trail rations (5), wandermeal[UE] (5) weapon cord (2), 390 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (3/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Inquisitor (Sanctified Slayer, Urban Infiltrator) Domain (Heresy Inquisition)
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.
|