Casamir Azmeren

Zelkin Norwind's page

197 posts. Alias of RyckyRych.


Full Name

Zelkin Norwind

Race

Half-Elf

Classes/Levels

Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Gender

Male

Strength 18
Dexterity 14
Constitution 18
Intelligence 8
Wisdom 16
Charisma 7

About Zelkin Norwind

Stat Block:
Zelkin Norwind
Male half-elf inquisitor of Desna 14 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +28
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Defense
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AC 24, touch 12, flat-footed 23 (+11 armor, +1 deflection, +1 Dex, +1 natural)
hp 129 (14d8+56)
Fort +13, Ref +6, Will +13; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +2 elven curve blade +17/+12 (1d10+8/15-20)
Ranged darkwood composite longbow +12/+7 (1d8+4/×3)
Special Attacks exploit weakness, greater bane (14 rounds/day), judgment 5/day (2 simultaneous)
Domain Spell-Like Abilities (CL 14th; concentration +17)
At will—dimensional hop (140 feet/day)
Inquisitor Spell-Like Abilities (CL 14th; concentration +17)
At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known (CL 14th; concentration +17)
5th (2/day)—mass cure light wounds, resounding blow[APG] (DC 18), true seeing
4th (4/day)—cure critical wounds, forceful strike (DC 17), litany of escape[UC], litany of sight[UC]
3rd (5/day)—burst of speed[UC], cure serious wounds, daylight, dispel magic, magic circle against evil
2nd (6/day)—cure moderate wounds, lesser restoration, sacred bond[APG] (DC 15), see invisibility, spiritual weapon, tongues
1st (6/day)—cure light wounds, ear-piercing scream[UM] (DC 14), litany of sloth[UC] (DC 14), protection from evil, shield of faith, true strike
0 (at will)—create water, detect magic, detect poison, light, resistance, stabilize
Domain Travel
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Statistics
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Str 18, Dex 12, Con 16, Int 8, Wis 16, Cha 7
Base Atk +10; CMB +14; CMD 26
Feats Allied Spellcaster[APG], Critical Focus, Heavy Armor Proficiency, Improved Critical (elven curve blade), Intimidating Prowess, Judgment Surge[UM], Lookout[APG], Power Attack, Shake It Off[UC], Skill Focus (Perception), Swap Places[APG], Weapon Focus (elven curve blade)
Traits reactionary
Skills Climb +3, Heal +20, Intimidate +26, Knowledge (arcana) +3, Knowledge (dungeoneering) +7, Knowledge (nature) +3, Knowledge (planes) +3, Knowledge (religion) +7, Perception +28, Sense Motive +26, Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ agile feet (6/day), elf blood, monster lore +3, solo tactics, stern gaze +7, track +7
Combat Gear oil of daylight, snapleaf[UE], wand of cure light wounds, alchemist's fire (2), holy water (2); Other Gear +2 full plate, +2 elven curve blade, arrows (20), darkwood composite longbow (+4 Str), amulet of natural armor +1, cloak of resistance +1, handy haversack, ring of protection +1, crowbar, grappling arrow[UE], iron holy symbol[UE], silk rope (50 ft.), 781 gp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Critical Focus +4 to confirm critical hits.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (28 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 (14 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.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment Surge (1/day) Gain improved versions of your judgments
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgment (5/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.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Swap Places You can trade places with an ally with this feat during your movement.
Track +7 Add the listed bonus to survival checks made to track.