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About Maysalkirii WeyogVital Statistics:
Name: Maysalkirii Weyog (Originally known as Feek) Race: Goblin Gender: Male Age: 21 Homeland: A dungeon in Taldor Height: 3"8 Base Weight: 55 lbs Size: Small Hair: Black. Eyes: Bright Blue Favoured Class: Inquisitor/Rogue Levels: Gestalt 7(Inquisitor & Rogue 7) XP- Alignment: Chaotic Good Deity: Cayden Cailean Carrying Capacity: Light Load: 56lbs or less, Medium Load: 57-115lbs, Heavy Load: 116-173 lbs. Starting Gold: 10,500 Languages: Common, Goblin, Draconic, Gnoll, Giant, Sylvan, Elf, Halfling Ability Scores Strength- 15 (+2 enhancement)
HP, Speed & Initiative:
Max HP: 60 (8,5,5,7,8,3,3 + Con x6 + Favoured Class x6)
Skills, Feats, Traits, Racial & Class Features:
Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device Armour Check Penalty: -1 Skill Modifiers
Appraise= +4 (+1 Rank, +3 Trained, +0 Intelligence)
Conditional +3 (Wisdom Bonus) when identifying the weaknesses and abilities of creatures.
Class Features: Simple Weapon Proficiency Rogue Weapon Proficiencies (Hand Crossbow, Rapier, Sap, Shortbow, Shortsword) Inquisitor Weapon Proficiencies (Longbow, Shortbow, Rapier, Repeating Crossbow) Swashbuckler Martial Proficiency (Greatsword) Evasion Finesse Rogue (Grants Weapon Finesse Feat) Combat Trick (Two-Weapon Fighting) Combat Trick (Double Slice) Swashbuckler
Martial Training (Ex): At 1st level, the swashbuckler
Daring (Ex): At 3rd level, a swashbuckler gains a +1
Scout’s Charge (Ex): At 4th level, whenever a scout
Sneak Attack +4d6 Armour Proficiency (Light, Medium) Shield Proficiency Domain (Travel)- Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6 Rounds Total Monster Lore Stern Gaze Orisons Cunning Initiative Detect Alignment Track Teamwork Feat (by default set to Outflank, but can switch around) Discern Lies (Sp): At 5th level, an inquisitor can discern
Bane- At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the
Judgement 3/day Judgement- 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. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends. 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
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). Monster Lore- 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. Stern Gaze- 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). Racial Features: # Small # Fast- 30 feet movement speed (50 feet) # Darkvision: Goblins can see in the dark up to 60 feet. See Vision and Light. # Skilled- +4 racial bonus on Ride and Stealth checks Feats:
Traits:
Heirloom Weapon- Sawtooth Sabre (small sized) chosen. Spells Known/Spells per Day:
Spells Known
Wrath
Flames of the Faithful
Weapon of Awe
Spells per Day
Offence:
BAB: +5 CMB: +6 (+5 BAB, +2 Strength, -1 Size) Common Attack Rolls- Individual Weapons "Ilyandrosa" Heirloom +1 Sawtooth Sabre- +14 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, +1 Feat) 1d6+3+2d6 19-20x2 slashing. "Chianlii"+1 Sawtooth Sabre- +13 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, +1 Feat) 1d6+3+2d6 19-20x2 slashing. Single attacks using power attack- "Ilyandrosa" Heirloom +1 Sawtooth Sabre- +12 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing. "Chianlii"+1 Sawtooth Sabre- +11 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing. In a full attack- "Ilyandrosa" Heirloom +1 Sawtooth Sabre- +12 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 TWF, +1 Feat) 1d6+3+2d6 19-20x2 slashing. "Chianlii"+1 Sawtooth Sabre- +11 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 TWF, +1 Feat) 1d6+3+2d6 19-20x2 slashing. In a full attack using power attack- "Ilyandrosa" Heirloom +1 Sawtooth Sabre- +10 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 TWF, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing. "Chianlii"+1 Sawtooth Sabre- +9 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 TWF, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing.
Defence:
AC: 26 (+7 Armour, +1 Size, +5 Dexterity, +1 Dodge, +1 Deflection, +1 Insight) Flat-Footed: 26 (Uncanny Dodge) Touch: 19 CMD: 23 (+5 BAB, +2 Strength, +5 Dexterity, -1 Size, +1 Dodge, +1 Insight) Fort: +8 (+5 Base, +2 Constitution, +1 Resistance) Reflex: +11 (+5 Base, +5 Dexterity, +1 Resistance) Will: +9 (+5 Base, +3 Wisdom, +1 Resistance) Conditional: +2 vs fear fro Swashbuckler Equipment:
Masterwork Backpack: Worth 50GP, weighs 0.5 lbs +1 Mithril Breastplate: Worth 5,200GP, weighs 7.5lbs +1 Vicious Heirloom Sawtooth Sabre: Worth 2,008GP, weighs 2 lbs. +1 Sawtooth Sabre: Worth 2,320GP, weighs 1 lbs. Pair of Light Maces- Worth 10GP, weighs 4 lbs. Pair of Punching Daggers- Worth 4GP, weighs 1 lb. Longbow- Worth 75GP, weighs 1.5 lbs. Quiver of 100 Arrows- Worth 5GP weighs 7.5 lbs. Bedroll- Worth 1SP, weighs 1.5 lbs. Grappling Hook- Worth 1GP, weighs 0.5 lbs. Silk Rope- Worth 10GP, weighs 1.5 lbs. Waterskin- Worth 1GP, weighs 1 lbs. Masterwork Thieves Tools- Worth 100GP weighs 0.5 lbs. Royal Outfit- Worth 200GP, weighs 3.5 lbs. Cloak of Resistance +1- Worth 1,000GP, weighs 1lb. Potion of Cats Grace x2 Potion of Fly (CL5) Potion of Cure Light Wounds Potion of Heroism Potion of Jump x2 Oil of Magic Weapon x2 One Alertness Potions Gauntlets of Ogre Power +2 Ring of Protection +1 Ring of Perception (+5 to perception skill) Dusty Rose Ioun Stone Boots of Striding and Springing Cash- 1,045GP,2 platinum, 638 silver, 7 copper
Background:
Maysalkirii Weyog was once a goblin known only as Feek, captured and held as a slave in a dungeon for much of his young life. Strong and tough for a Goblin, he had endured longer than many other slaves, serving under brutal Hobgoblin masters. The rest of the party cleared out the dungeon, and freed him from his chains. Feek was eternally grateful to the party, and they were surprised to discover that this tough Goblin slave had a very good heart; and he ended up joining the group on their adventures. As they travelled, Feek developed talents both as a party scout and as an Inquisitor of Cayden Cailean; Feek had a passion for two things- Alcohol and Freeing those who can not free themselves, so venerating this deity was simply a natural step once Feek became aware of him. The group do not let him carry alcohol after an narrow escape from a Rakshasha while the drunk Goblin was on watch. Recently Feek has learnt Draconic from the party, and fell in love with the Dragon tongue. Renaming himself Maysalkirii Weyog (Nightshade Poison), he also named his signature pair of sawtooth sabre's "Ilyandrosa" (Treachery) and "Chianlii" (Betrayer), and has aided the party many times with these deadly blades. He is utterly loyal to the group, and although he struggles both with the laws of lands he is not familiar with and with the assumptions that people make upon meeting him, he does his best to endure and learn more about Golarion.
Appearance:
Muscular even by human standards, Maysalkirii is garbed in a lavish outfit fit for a king; complete with golden jewellery adorning it. Underneath this lavish robe, the Goblin wears a mithril breastplate. A golden cloak that glows softly with blue light trails him wherever he goes. He has a longbow over his shoulder, and he is rarely seen unless he wants to be; none in the group can match the goblin's stealth. The goblin also moves with incredible grace and agility; and for such a small creature he moves quickly too; faster than an ordinary humanoid. Extra damage dealt when sneak attacking while flanking per hit- 4d6+1 Group Loot:
(3) potions, bright orange and pasty (true sight, 50gp) (4) potions, murky blue (CL3, protection from chaos) Unguent of Timelessness The Deed to Wrath Keep (taken by Adele) +1 Rapier (7) masterwork spear (7) hide armor (7) small wooden shield (7) dagger +2 rapier
You identify the following: (3) +2 shortsword
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