M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18
About Terrill Mayern
Male half-elf inquisitor of Desna 10
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +18
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Defense
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AC 28, touch 16, flat-footed 25 (+8 armor, +1 deflection, +2 Dex, +1 dodge, +2 luck, +1 natural, +3 shield)
hp 77 (10d8+24)
Fort +11, Ref +7, Will +12; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft.
Melee +1 keen elven curve blade +13/+8 (1d10+8/15-20) or
. . cold iron heavy mace +12/+7 (1d8+5) or
. . dagger +12/+7 (1d4+5/19-20)
Ranged mwk composite longbow +10/+5 (1d8/×3)
Special Attacks bane (15 rounds/day), judgment 4/day (2 simultaneous)
Domain Spell-Like Abilities (CL 10th; concentration +13)
. . At will—dimensional hop (100 feet/day)
Inquisitor Spells Known (CL 10th; concentration +13)
. . 4th (1/day)—forceful strike (DC 17), stoneskin
. . 3rd (4/day)—dispel magic, heroism, greater magic weapon, searing light
. . 2nd (5/day)—blistering invective[UC] (DC 15), brow gasher[UC], invisibility, litany of defense[UC], communal protection from evil[UC], lesser restoration, tongues, weapon of awe[APG] (DC 15)
. . 1st (6/day)—bless, cure light wounds, divine favor, ear-piercing scream[UM] (DC 14), expeditious retreat, litany of sloth[UC], shield of faith, unerring weapon[UC]
. . 0 (at will)—acid splash, daze (DC 13), detect magic, guidance, light, read magic
. . Domain Travel
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Statistics
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Str 20, Dex 14, Con 14, Int 8, Wis 16, Cha 10
Base Atk +7; CMB +12; CMD 29
Feats Additional Traits, Dodge, Outflank[APG], Power Attack, Precise Strike[APG], Shake It Off[UC], War Blessing[ACG], Weapon Focus (elven curve blade)
Traits armor expert, elven reflexes, fate's favored, friend in every town
Skills Acrobatics +2 (+6 to jump), Climb +9, Diplomacy +7, Heal +7, Intimidate +18, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (planes) +5, Knowledge (religion) +5, Perception +18, Sense Motive +15, Spellcraft +3, Stealth +6, Survival +8, Swim +9; Racial Modifiers +2 Perception
Languages Common, Elven
SQ agile feet (6/day), elf blood, liberation, lucky presence, monster lore +3, solo tactics, stern gaze +5, track +5
Combat Gear cold iron arrows (20), jingasa of the fortunate soldier, oil of bless weapon, potion of fly, potion of touch of the sea, potion of water breathing, scroll of disguise self, hide from undead, magic weapon, protection from evil, scroll of remove blindness/deafness, scroll of remove paralysis, snapleaf, wand of cure light wounds, wand of shield of faith (45 charges), armor ointment, smokestick, tanglefoot bag, weapon blanch (ghost salt), weapon blanch (silver); Other Gear +2 mithral breastplate, +2 buckler, +1 keen elven curve blade, arrows (40), cold iron heavy mace, dagger, mwk composite longbow, amulet of natural armor +1, bane baldric, belt of giant strength +2, boots of speed, cloak of resistance +2, headband of inspired wisdom +2, ioun torch ioun stone, ring of protection +1, belt pouch, belt pouch, chalk (5), hemp rope (50 ft.), masterwork backpack, pathfinder's kit, spell component pouch, sunrod, torch (3), 36 pp, 7,614 gp, 1 sp, 1 cp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Bane (+2 / 2d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Boots of speed (10 rounds/day) Affected by haste
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (20 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 (10 rounds/day) (Sp) Discern Lies at will
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fate's Favored Increase luck bonuses by 1.
Inquisitor Domain (Travel) Increase your base speed by 10 feet.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Liberation (Su) As a swift action, gain freedom of movement for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lucky Presence As a standard action, touched ally can roll attack, save, ability or skill check 2x (take high). Ends once used or after 1 minute.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scroll of disguise self, hide from undead Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +5 Add the listed bonus to survival checks made to track.
War Blessing Touch an ally and grant it a tactical advantage for 1 minute. At the start of each round, select from: +10’ land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws.
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PFS Info:
PFS#: 80015-1
Chronicles:
1: Intro 1: First Steps—Part I: In Service to Lore
2: Intro 2: First Steps—Part II: To Delve the Dungeon Deep
3: #4–15: The Cyphermage Dilemma
4: #3-18: The God's Market Gamble
5: #0-3: Murder on the Silken Caravan
6: #0-35: Voice in the Void
7: #4-09: The Blakros Matrimony
8: #3-21: Temple of Empyreal Enlightenment
9: #3-19: The Icebound Outpost
10: #4-EX: Day of the Demon
11: Siege of the Diamond City
12: #4-14: My Enemy's Enemy
13-15: The Midnight Mirror
16: #5-07: Port Godless
17: #5-24: Assault on the Wound
18: #5-23: Cairn of Shadows
19: #4-17: Tower of the Ironwood Watch
20: #4-23: Rivalry’s End
21: #22: Fingerprints of the Fiend
22: #2-10: Fury of the Fiend
23: #6-00: Legacy of the Stonelords
24: #1-38: No Plunder, No Pay
25: #5-05: The Elven Entanglement
26: #6-04: The Beacon Below
27: #1-36: Echoes of the Everwar 1: Prisoner of Skull Hill
(started slow track)
28: #1-42: Echoes of the Everwar 2: The Watcher of Ages
29: #1-44: Echoes of the Everwar 3: Terror at Whistledown
Boon Summary
Debt of Cyphers: +2 to Diplomacy to gather info in Riddleport
Riddleport Respect: +2 to Intimidate in Riddleport
Evenhanded Investigator: +2 to Diplomacy when dealing with guards and officials in Absalom
Scholar of the Gates Ajar: +2 on Knowledge (planes or religion) vs daemons, demons & devils
Siege-Hardened: +1 dam vs demons
Savior of the Shadowblooded: +2 to Diplomacy with fetchlings
Light of Hope: grant self darkvision for 10 minutes (cross off)
Return the Favor: have body and gear recovered by a rescue team at no cost (cross off)
Secrets of Creation: cast greater magic weapon at +1 CL
Charted Pillars: +2 to Know (geography) and Survival in Pillars of the Sun
Relic Guardian: protect unattended object; cause opponent to re-roll sunder maneuver
Pathfinder’s Excellence (combat): get to roll an attack twice (2 uses)
Pathfinder’s Excellence (resilience): gain extra hit points, gain DR vs Aspis, or heal ability damage (2 uses)
Honored Guests of the Hall: +1 to Knowledge checks in Absalom when I ask a Caydenite cleric
Protector of Whistledown: +1 to Cha-based checks with gnomes
Hero of Sothis: Amulet of Glory, +10 to one initiative check (cross off)
Judgments:
Destruction: +4 damage
Healing: fast healing 4
Justice: +3 attack, +6 to confirm crits
Piercing: +4 concentration and vs SR
Protection: +3 AC, +6 vs crits
Purity: +3 saves, +6 vs curses, diseases poisons
Resiliency: DR 3/magic
Resistance: 8 vs one energy type
Smiting: weapons count as magic, good, adamantine vs DR
Useful Pastes:
Remember: greater magic weapon adds +1 to attack and damage rolls.
Prep for Scenarios: Greater Magic Weapon, Lucky Presence, sometimes Stoneskin