Malthur Wilk's page

10 posts. Alias of Jestem.


Full Name

Malthur Wilk

Race

Half Elf

Classes/Levels

Inquisitor 2

Gender

Male

Size

Medium

Age

40

Alignment

LN

Strength 12
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 14
Charisma 16

About Malthur Wilk

Movement and Sight:

Vision: Low-light
Speed: Walk 30 ft.
Languages: Common, Elven, Taldane

Skills and Feats:

-------------------------- Skills --------------------------
Skill Total
Diplomacy 11
Knowledge (Planes) 7
Knowledge (Religion) 7
Perception 9
Sense Motive 7
Spellcraft 5

-------------------------- Feats ---------------------------
Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.

Skill Focus (Diplomacy)
Armor Proficiency, Light
You are skilled at wearing light armor.

Armor Proficiency, Medium
You are skilled at wearing medium armor.

Shield Proficiency
You are trained in how to properly use a shield.

Simple Weapon Proficiency

Combat:

-------------------------- Combat --------------------------

AC: 16
Touch AC 12
Flat footed AC 14

Initiative: +5

BAB: +1

Melee tohit: +2

Ranged tohit: +3

Fortitude: +5
Reflex: +2
Will: +5

Unarmed attack:
to hit: +2
damage: 1d3+1
critical: 20/x2

Composite Shortbow STR:
to hit: +3
damage: 1d6
critical: 20/x3
range: 70 ft.

Spear:
to hit: +2
damage: 1d8+1
critical: 20/x3
special properties: Extra damage when set against a charging character

Spear (Thrown):
to hit: +3
damage: 1d8
critical: 20/x3
range: 20 ft.
special properties: Extra damage when set against a charging character

Equipment:

------------------------- Equipment ------------------------
Name QTY LBS
Armored Coat 1 20lbs
Assisting Glove 1 1lbs
Outfit (Traveler's) 1 5lbs
Potion of Cure Light Wounds 4 0lbs Special: Cures 1d8+1 points of damage
Scroll (Charm Person) 2 0lbs
Scroll (Mage Armor) 3 0lbs
Shortbow (Composite) (2 lbs.)
Total weight carried:

Current load: Light
Encumbrance
Light: 43
Medium: 86
Heavy: 130

Inquisitor Spells:

SPELLBOOKNAME0

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 2 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.

Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.

Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Sift (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: 30 ft. Components: V, S
SR: No Effect: See area as though examining it. Target: one 10-ft. cube
DESC: See area as though examining it.
DESC 2: See area as though examining it.

Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 12 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2: Upon casting this spell, you target a living creature that has -1 or fewer hit points.

Level 1
Disguise Self (Illusion)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes [D] Range: Personal Components: V, S
SR: Effect: You make yourself--including clothing, armor, weapons, and equipment--look different. Target: You
DESC: You make yourself--including clothing, armor, weapons, and equipment--look different.
DESC 2: You make yourself--including clothing, armor, weapons, and equipment--look different.

Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.

Shield of Faith (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S, M
SR: Yes (harmless) Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Target: Creature touched
DESC: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
DESC 2: This spell creates a shimmering, magical field around the target that averts and deflects attacks.

Wrath (Enchantment)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, M (a thorny vine)
SR: Effect: +1 attack and damage against target creature. Target: You
DESC: +1 attack and damage against target creature.
DESC 2: +1 attack and damage against target creature.

Inquisitor Judgements:

Judgment (Su) 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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.

Judgment / 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).

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

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).

Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack.

Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Description:

Height: 6' 3" Weight: 175 lbs. Gender: Male
Eyes: Pale Blue Hair: Silver-White, Skin: Tanned
Dominant Hand: Ambidextrous Quirks: Even tempered,
Speech style: Commanding Voice Quotable: It stinks!

Background
A merchants son in his much younger years, he first came across devils and demons when he was just about to become a man. The trade caravan that he was on was attacked and more or less destroyed in a night raid. In the raid something possessed him to pick up a spear and try to defend himself and his life. He managed barely, but was severely hurt in the process. Since then, he has been training tirelessly to learn everything that he can about anything not of this world so that he can better destroy it. He continues to travel still, and will help those who need it, regardless of whether he gets anything out of it or not. On saying that however, he doesn't feel beholden to anyone, and if there is something more urgent that needs doing, he will drop it to get on with the more urgent task.