Cadwynn Ablamar, Inquisitor of Asmodeus, youngest son of Kyanus Ablamar, lowly lord in Isger
Female Human Inquisitor of Asmodeus 13 /Shadowdancer 3 (+5hp, +2sp, +3 lvl2 spell, +2 lvl3 spell, +1 lvl4 spell)
Lawful neutral Medium Humanoid (Human)
Player mosillan (37103-1)
Init +15 (+3 dex, +7 wis, +1 competence, +2 luck, +2 trait)
Senses Perception +33, Darkvision 70'
AC 26, touch 15, flat-footed -; (+3 dex, +1 dodge, +7 armor, +3 shield, +1 natural, +1 insight) (+3 profane 'judgement', +4 deflection 'shield of faith', +2 armor & +2 shield 'Magic Vestment', +4 dodge 'mobility', +1 circumstance 'swarm scatter')
hp 154 (16d8 + con 48 + toughness 16 + favored class 5)
Fort +20 (con +3, base +9, cloak +5, ioun +1, luck +2); (+2 morale 'Heroism', +3 profane 'judgement', +1 bonus 'shake it off')
Ref +18 (dex +3, base +6, cloak +5, ioun +1, luck +2); (+2 morale 'Heroism', +3 profane 'judgement', +1 bonus 'shake it off')
Will +24 (wis +7, base +9, cloak +5, ioun +1, luck +2); (+2 morale 'Heroism', +3 profane 'judgement', +1 bonus 'shake it off')
Speed 30ft, with armor(Mithral) 30ft
Melee +3 Transformative Heavy Mace +19/+14/+8 (1d8+7/x2) B
Melee +3 Transformative Rapier +19/+14/+8 (1d6+7/18-20/x2) P
Melee +3 Transformative Large Short Sword +17/+12/+6 (1d8+7/19-20/x2) S
Ranged +1 repeating light crossbow +14/+9/+4 (1d8+1/19-20/x2)
Bane +2 to attack rolls; +4d6+2 to damage
Flanking +4 to attack rolls; +1d6 to damage
Heroism +2 on attack rolls;
Judgements +3 on attack rolls; +5 to damage
Righteous Might +1 attack rolls; +2 to damage; 1d6>>1d8|1d8>>2d6; -2 AC|+2 NAT AC; DR 5/Good; CMB +3; CMD +2; +32 hp; +2 Fort|-1 Refl
Spells known (CL 13, Consentration +20 (+3 profane 'judgement'))
5th (1+1/day) (DC 22)- Righteous Might, Break Enchantment
4rd (3+1/day) (DC 21)- Stoneskin, Judgement Light, Restoration, Freedom of Movement, Greater Invisibility
3rd (4+1/day) (DC 20)- Dispel Magic, Searing Light, Magic Vestment, Heroism, Remove Curse, Remove Disease, Countless Eyes
2nd (5+2+1/day) (DC 19)- Hold Person(will N), Inflict Moderate Wounds(will H), Cure Moderate Wounds, Resist Energy, Tongues, Invisibility, Silence, See InvisibilityPoSK2
1st (5+2+1/day) (DC 18)- Command(will N), Inflict Light Wounds(will H), Lend Judgment, Shield of Faith, Cure Light Wounds, Litany of Sloth
Orisons (DC 17)- Brand(Fort N), Create Water, Guidance, Light, Read Magic, Detect Magic
Str 18 (16), Dex 16 (14), Con 16 (12), Int 10 (8), Wis 25 (17+4), Cha 8
Base Atk +11/+6/+1; CMB 19; CMD 33 (+3 profane 'Judgement', +4 deflection 'Shield of Faith')
Skills acp -1 (agile), (+2 luck, +2 morale)
Traits Asmodean Demon Hunter1, Fiendish Presence2
Languages Common, Infernal, Abyssal
SQ Judgement 5/day, Monster Lore, Stern Gaze, Relentless footing5 (Persistence Inquisition), Inner Strength6 (Persistence Inquisition), Cunning initiative, detect alingment, track, Solo tactics, Teamwork feat(Presice Strike, Outflank), Bane, Discern Lies7, Stalward, Greater Bane, Hide in plain sight, Evasion, Darkvision, Uncanny dodge, Trap Spotter, Shadow Illusion, Summon Shadow
On person +1 Darkwood Shield, +1 Repeating Light Crossbow, 20 bolts, +3 Transformative Heavy Mace, Traveler's Outfit, 2x Spring-loaded wrist sheath, Smoked Goggles, Stone of Good Luck, 2x Lesser extend metamagic rod,
In backpack Mwk Backpack, Bedroll, Grappling hook, rope 50ft (silk), Climbing kit
Ioun Stones: Cracked Dusty Rose Prism, Dusty Rose Prism, Ocher Rhomboid, Cracked Pale Green Prism, Deep Red Sphere, Pale Blue Rhomboid, Scarlet and Blue Sphere(Disable Device)
Encumbrance 60 lb. without backpack (100/200/300), 79 lb. with backpack (x/x/X)
Lawful Neutral Medium undead(incorporeal)
Senses Perception +8, Darkvision 60'
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 77 (CadwynnHP/2)
Fort +9, Ref +7, Will +10
Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d6 Strength damage)
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +11; CMB +13; CMD 24
Feats Dodge, Skill Focus (Perception)
1 You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
2 Your family routinely held court with pit fiends and erinyes when you were a child, and as a result, you learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
3 Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
4 Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
5 As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
6 Once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.
7 An inquisitor can discern lies (DC 19), as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
"Death by fire(ball) 14.1.2012. Palasi kuitenkin Asmodeuksen valtakunnasta materiaaliselle tasolle."
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