About Angrim the Tickler
1st Fighter: Endurance, Weapon Focus (Whip) (Fighter Bonus)
Angrim the Tickler
Fort +14, Ref +4, Will +6
+2 racial bonus on saving throws against poison, spells, and spell-like abilities
Melee Tickler +11 (1d4+7 x2) 15' reach or Power Attack +9 (1d4+11 x2)
Ranged Heavy Crossbow +7 (1d10 19-20x2) 120 ft. range
Space 5 ft., Reach 5 ft.
Starting at 1st level, 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.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
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. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill)
Lore of Escape (Ex):At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Stern Gaze (Ex):Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex):At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
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.
Track (Ex):At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Hide Tracks (Ex):At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.
Eat Sin (Su):At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.
In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.
At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
This ability replaces an inquisitor’s domain.
Bravery (Ex):Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex):Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
1st (3/Day)- Expeditious Retreat, Persuasive Goad, Disguise Self
Feats:Endurance, Diehard, Great Fortitude, Power Attack, Weapon Focus (Whip), Weapon Specialization (Whip), Whip Mastery
Traits:Heirloom Weapon (Proficiency, Scorpion Whip), Reactionary
Skills:Bluff +7 (6 ranks, -3 cha, 1 wis, 3 class), Intimidate +7 (6 ranks, -3 Cha, +4 class), Perception +8 (4 ranks, 1 Wis, 3 class), Sense Motive +5 (1 rank, 1 Wis, 3 class), Stealth +2 (1 rank, 2 Dex, 1 wis, 3 class, -5 ACP), Survival +5 (+6) (1 rank, 1 Wis, 3 class), Swim +3 (1 rank, 4 Str, 3 class, -5 ACP)
Racial Modifiers: +2 Con, +2 Wis, -2 Cha, Slow and Steady, Defensive Training, Hardy, Stability, Greed, Stonecutting, Darkvision, Hatred, Weapon Familiarity
+1 Hellknight Plate 50 lbs. - 3,150 GP
+1 Undead Bane Scorpion Whip 3 lbs. - 8,355 GP (paid 5,355 GP)
Backpack (Masterwork) 4 lbs. - 50 GP
Total Weight:91 lbs.
Angrim the Tickler is a heretic and an outcast. Growing up in the shadowy land of Nidal with a Pain Taster for a father, agony has been his constant companion. The difference between his family and the other sadistic priests in Pangolais was the practice of sin eating. Angrim's father Vemberr initiated him into their particular form of the practice when he was still a young dwarf. It involves slowly killing something, and then feasting upon its heart in order to devour the sins it committed in life. The worse the sinner, the tastier the sins. The sensation of devouring the evil in a creature after bringing it to a slow and painful demise is highly addictive, and soon became Angrim's primary motivation in life. His learned to ignore good creatures and save his depredations for the truly wicked. Not out of any concern for the innocents' wellbeing, but rather as a practical matter of only consuming the most delicious of sins.
Angrim went along with the Kuthite rituals and self mutilations for most of his life, secretly disgusted with their pettiness and uselessness. He joined the inquisition and used his position within the church to find the most perverted servants of Zun Kuthon. With the assistance of his father, he would secretly murder and consume them. Eventually he was caught out by his fellow inquisitors, and barely escaped Nidal with his life. Vemberr was mortally wounded during the escape, before he died he left his prized scorpion whip to Angrim. Left alone Angrim traveled south through Cheliax seeking out the most depraved beings he could find, then killing and eating them. He never stays in one place for long, always moving on after a kill. One of his most delicious conquests to date was a Hellknight of the Order of the Scourge, whose armor Angrim now wears. Over the years he worked his way east, then north through Molthune and recently into Nirmathas. As his power has grown, so has his addiction. He considers himself a receptacle for the pain of the world, blessed by Zon Kuthon with the ability to bring agony to those who have brought the most pain to others. By consuming it and bringing it into himself, he seeks to serve the Midnight Lord.
Angrim was traveling north through the Backar forest when he came upon a small village. All the citizens of the village were slaughtered in the streets, disemboweled and partially eaten. None were spared, not even the women and children. Sensing a tasty evil afoot, Angrim investigated the scene. He located the tracks of both wolves and men and followed them a few miles to the next village. He hid in the forest around the village and watched as a troupe of Molthunite soldiers rounded up all the villagers into the town square. Their apparent leader shifted into a hybrid werewolf and began to eat the villagers. As this was happening, he noticed the bite marks on the other soldiers, and remembered that it was a full moon that night.
Not wasting any time, he sprang into the group of men, ripping the soldiers to shreds with Tickler. As he fought through the soldiers, their werewolf leader rushed towards him howling and slavering. He fended off the lycanthrope with his shield, and lashed it repeatedly with his father's enchanted whip. The battle was long and closely matched, Angrim was severely wounded. As his whip rapped around the werewolf's throat choking the life from the beast the townsfolk raised a ragged cry. Oh god, not again… He thought, pasting a smile across his scarred misshapen face. The people shared what little goods they had with him, and hailed him as a hero. He convinced them he needed to specially dispose of the corpse, and they gave him use of a barn. Once inside he ate the creature's sins, and disposed of its corpse. Sated from his meal, he spent the night in front the local bar's fireplace. When he awoke, there was a note slid under his hand on his chest. Opening it he found an invitation to an organization called the Nightfall Scion. It promised him all the monsters he could kill. Intrigued Angrim made his way to the remote location in the Mindspin Mountains to await contact.
Angrim is ugly. His face is smashed and lopsided, covered in layers of faint scars. His thin hair and beard are white and brittle from a childhood of malnutrition. At four and half feet tall, he's nearly as broad as he is long. His torso, arms and legs are covered in the 'scarred' black plate mail of a Hellknight of the Order of the Scourge. At his side is a wicked looking segmented whip, lined with razor sharp metal spikes. He wears a heavy crossbow strapped to the side of his large pack, and a thick black painted wooden shield over that. Covering everything is a long thick black cloak, whose hood is frequently pulled all way the up to hide his scarred visage from casual view.
Angrim is polite, yet somewhat cold. As a psychopath, he lacks the emotions of other normal sentients. To compensate for this he has learned to act 'normal'. He's always the picture of etiquette, and feigns interest in everyone else. He's nonjudgmental and relatively quiet, leading others to frequently trust him with their secrets. He never breaks laws unless he's sure he won't get caught, and is meticulous and careful at all times. Logic and addiction are his guides, not getting caught his number one rule. He's willing to work well with others as long as it furthers his own goals.