Omen Morris

Description:

OMEN MORRIS    CR 4
Male Half-Elf Inquisitor 5
NG Medium Humanoid (Elf, Human)
Init + 8; Senses Low-Light Vision; Perception + 12


DEFENSE

AC 19, touch 14, flat-footed 16   (+ 5 armor, + 3 Dex, + 1 deflection)
hp 34 (5d8); Judgement of Sacred Healing 2
Fort + 5, Ref + 5, Will + 8
Defensive Abilities Judgement of Sacred Protection + 2; DR Judgement of Sacred Resiliency 2: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity + 2, Judgement of Sacred Resistance 4 (-Choose-)

OFFENSE

Spd 35 ft.
Melee + 1 Mace, Light + 5 (1d6+ 3/20/x2) and
   + 1 Mace, Light + 5 (1d6+ 2/20/x2) and
   Unarmed Strike + 6 (1d3+ 2/20/x2)
Special Attacks Bane (+ 2 / 2d6) (5 rounds/day) (5 rounds/day), Battle Rage (6/day), Judgement of Sacred Destruction + 2, Judgement of Sacred Justice + 2, Judgement of Sacred Piercing + 2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Battle Rage (6/day), Detect Alignment (At will), Discern Lies (5 rounds/day)
Inquisitor Spells Known (CL 5, + 5 melee touch, + 6 ranged touch):
2 (3/day) Hold Person (DC 15), Castigate (DC 15), Perceive Cues (DC 15)
1 (5/day) Command (DC 14), True Strike, Detect Evil, Wrath (DC 14)
0 (at will) Read Magic, Light, Detect Magic, Brand (DC 13), Disrupt Undead, Sift

STATISTICS

Str 12/14, Dex 17, Con 10, Int 12, Wis 17, Cha 8
Base Atk + 3; CMB + 5; CMD 19
Feats Allied Spellcaster, Fleet, Skill Focus: Sense Motive (Adaptability), Two-weapon Fighting, Weapon Finesse
Traits Reactionary, Sacred Touch
Skills Bluff + 6, Climb + 9, Diplomacy + 6, Disguise + 3, Heal + 7, Intimidate + 1, Knowledge: Geography + 2, Knowledge: History + 2, Knowledge: Local + 2, Knowledge: Nobility + 2, Knowledge: Religion + 5, Knowledge: The Planes + 5, Perception + 12, Ride + 7, Sense Motive + 16, Spellcraft + 8, Stealth + 10, Survival + 7, Swim + 6 Modifiers Monster Lore
Languages Common, Dwarven, Elven
SQ Elf Blood, Inquisitor Domain: War, Judgement (2/day) (Su), Ring of Sustenance, Solo Tactics (Ex), Teamwork Feat (change 3/day), Track + 2
Combat Gear + 1 Mace, Light, + 1 Mace, Light, Elven Chain Shirt; Other Gear Belt of Giant Strength, + 2, Cloak of Resistance, + 1, Potion of Cure Moderate Wounds (3), Potion of Protection From Evil, Potion of Remove Curse, Potion of Remove Disease, Potion of Remove Paralysis, Potion of Restoration, Lesser, Ring of Protection, + 1, Ring of Sustenance

SPECIAL ABILITIES

Allied Spellcaster + 2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.
Bane (+ 2 / 2d6) (5 rounds/day) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Battle Rage (6/day) (Sp) Grant + 2 to a melee damage rolls.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Inquisitor Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction + 2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice + 2 (Su) Attack bonus
Judgement of Sacred Piercing + 2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection + 2 (Su) AC bonus
Judgement of Sacred Purity + 2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Choose (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore + 3 (Ex) + 3 to Knowledge checks when identifying the weaknesses of creatures.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track + 2 + 2 to survival checks to track.

Bio:

“The gods don’t make you do stupid things, they just provide the setup and watch you act out your part.”
-Omen, explaining to a captured heretic how he was caught.

Born to an Elven mother and human father, Omen is so-named because he was a half-drow born to an Elven mother. His mother believed that her son being born half-drow was an omen of her own impending transformation, and the day after he was born she abandoned her husband and son and returned to her tribe hoping that in seeking the song once more she would stop the transformation. For his part, Omen’s father grew angry and resentful, and quickly lost the ability to look at his son without seeing the abandonment he felt and feeling a deep sadness. Omen was dropped off at the temple of Iomedae as a newborn and raised by the church’s priests. His elven heritage gave him a natural prediliction for stealth and finesse that the priests fostered by training him as an inquisitor. When he came of age the immediately began sending him all across the heartlands and midlands hunting down dangerous criminals and seeking out enemies of the faith.

Omen Morris

Eternal Vigil Soliptic