Fighter

Talmira Dimlun's page

59 posts. Alias of Ravagwen Darksbane.


Full Name

Talmira

Race

Dhampir

Classes/Levels

4th Kin slayer

Gender

Female

Size

Medium

Age

121

Special Abilities

Detect Undead

Alignment

Lawful Neutral

Deity

Asmodeous

Languages

Common

Strength 10
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 16
Charisma 12

About Talmira Dimlun

Init +6; Senses Darkvision (60 ft.), Low-Light, Perception +12,

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex, )
hp 27 (4d8)+8
Fort +5, Ref +4, Will +7

Speed 20 ft.
Ranged crossbow +1 (repeating heavy) +7 (1d10+1/19-20), within 30 ft. +8 (1d10+2)
Melee masterwork mace (heavy) +4 (1d8)
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze, Torturer's Touch,
Spell-Like Abilities: detect undead ( 1/day)
Known Inquisitor Spells (CL 4th, concentration +7):
2nd (2/day) - blistering invective (DC 15) , cure moderate wounds (DC 15)
1st (4/day) - cure light wounds (DC 14) , ear-piercing scream (DC 14) , inflict light wounds (DC 14) , interrogation (DC 14)
0th (at will) - bleed (DC 13) , brand (DC 13) , detect magic , disrupt undead , stabilize (DC 13) , virtue

Base Atk +3; CMB +3; CMD 16
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Point-Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics -3, Acrobatics (Jump) -7, Bluff +3, Climb -6, Diplomacy +6, Disguise +1, Escape Artist -3, Fly -3, Heal +8, Intimidate +11, Knowledge (Arcana) +5, Knowledge (Arcana/ID monster) +8, Knowledge (Dungeoneering) +5, Knowledge (Dungeoneering/ID monster) +8, Knowledge (Planes) +5, Knowledge (Planes/ID monster) +8, Perception +12, Perform (Untrained) +1, Ride -3, Sense Motive +5, Spellcraft +6, Stealth +2, Survival +7, Survival (Follow or identify tracks) +9, Swim -2,
Languages Common
SQ Cunning Initiative, Darkvision, Detect Alignment, Judgment (Sacred), Low-Light Vision, Manipulative, Monster Lore, Solo Tactics, Spell-Like Ability, Torturer's Presence, Track,
Possessions masterwork Adamentine breastplate; explorer's outfit; wand of inflict light wounds; masterwork mace (heavy); Crossbow +1 (Repeating Heavy) [ Bolts, Repeating, Crossbow (5) (x20); ]; Backpack, Masterwork ; Spell Component Pouch [ Black Smear; Purple Worm Poison; Shadow Essence; Small Centipede Poison; Terinav Root; Alchemist's Fire (Flask) (x2); ];

Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Darkvision
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Slayer's Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature.
Greater barnd- Holy brand
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 2 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Light Sensitivity
Low-Light Vision
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Resist Level Drain
Solo Tactics (Ex) All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Spell-Like Ability (Sp) Dhampirs can use detect undead 1/day as a spell-like ability.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.
Torture Inquisition
Torturer's Presence (Ex) You gain a +2 bonus when using the Intimidate skill. This is in addition to your bonus for Stern Gaze.
Torturer's Touch (Sp) You may use touch of fatigue as a spell-like ability. Creatures that are immune to pain effects are immune to this touch. You can use this ability 6 times per day.
Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Undead Resistance