Sosiel Vaenic

Mithias Mead's page

242 posts. Alias of Fanguar.


Classes/Levels

Aasimar Inquisitor (Royal Accuser, Sanctified Slayer) 3 ,AC 19/13/16 / HP : 24/24 / F +5 R +5 W +7 / Init. +4 / Perc. +10/ Sense Motive +7

About Mithias Mead

Mithias Mead
Aasimar(Plumekith) Inquisitor (Royal Accuser, Sanctified Slayer) 3
CG Medium Native Outsider
Init +4; Senses Perception +10, Darkvision 60ft
FCB(Inquisitor)x3: +3 Hitpoint
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 DEX)
hp 24 (3d8+3+3)
Fort +5, Ref +5, Will +7
Resistances 5 negative energy
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OFFENSE
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Speed 20 ft.
Melee Dagger or spiked gauntlet +4 1d4+2 (+1/+1 Studied target, +2/+2 vs undead)
Ranged Mwk Composite(+2) Longbow +6 1d8+2 (+1/+1 PbS, +1/+1 Studied target, +2/+2 vs undead, -1/+2 Deadly shot)

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STATISTICS
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Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 11
Base Atk +2; CMB +4 ; CMD 17
Trained Skills (6+1 x lvl) Knowledge (arcana) (Int) +7(10), Knowledge (dungeoneering) (Int)+7(10), Knowledge (religion) (Int)+7(10), Perception (Wis) +10, Sense Motive (Wis) +7, Stealth (Dex)+8, Survival (Wis) +9(10)
Languages Common, Elven, Celestial
Other Gear Starting Gold: 3000gp :Mwk Longbow, composite (+2) (600gp), Cloak of resistance +1(1000gp), Ioun torch(75gp), Traveler’s any-tool (250gp), Ghost salt (200gp) 20 alchemical silver arrows (40gp), 40 blunt arrows(4gp), 40 common arrows (2gp), Spiked gauntlet (5gp), Daggers x2(4gp), Breastplate (200gp), holy water x3 (75gp), Silver holy symbol, 395gp
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Traits:

Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.


Feats:

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Teamwork TBD

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SPECIAL ABILITIES
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Spells:

0lvl: Acid splash, Detect Magic, Guidance, Light, Read Magic, Stabilize,
1st lvl (4/day): Keep Watch, Divine favor, Bless, Wrath

Final Rest Inquisition:

Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.

Disrupt Animation (Sp): You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unravel Animation (Su): At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.

Studied Target (Ex):

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

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.

Meticulous Inspection (Ex):

A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).

This ability replaces stern gaze.

Detect Monsters and Secrets (Sp):

At 2nd level, a royal accuser can use detect aberration, detect secret doors, and detect undead at will. He can only use one of these at any given time.

This ability replaces detect alignment.

Track (Ex):

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

Favored Enemy (Ex):

At 3rd level, a royal accuser gains favored enemy, as the ranger class feature. He must choose his favored enemy from the following list: aberration, dragon, humanoid (orc), humanoid (shapechanger), and undead(#1)[/b. He gains another favored enemy at 9th and 15th levels.

This replaces solo tactics and the teamwork feats gained at 3rd, 9th, and 15th levels.

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[b]RACIAL TRAITS

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Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Skilled:
Aasimar have a +2 racial bonus on Acrobatics and Fly checks.

Spell-Like Ability (Sp):
Aasimars can use see invisibility once per day as a spell-like ability (caster level equal to the aasimar’s class level).

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Background
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Character sketch:

Mathias joined the Grand Order of Cryptkeepers at an early age. Tending the crypts and graves of the dead seemed like a quiet job and the work’s general feeling of rightness appealed to him. The training at abbey was tedious and maybe a bit self-serious, but Mithias was a good initiate and came to appreciate the tenants of the faith; that a body had earned its rest after a lifetime of toil in service of the soul. He also learned of all those that might corrupt or defile the peace of the dead and due to his innate aptitudes, was assigned to the sect of the order devoted to protecting the sanctity of the dead.

Assigned to one of the larger cemeteries in the area, Mithias enjoyed several years of relative quiet, occasionally there would be a ghoul incursion into the crypts or a carrion crawler would wander into the necropolis, but other than these brief moments of excitement, his time was relatively quiet.

Shortly before the sky darkened, reports began to circulate through the order. Graves being dug up in long abandoned cemeteries. Ossuaries being opened for their annual cleaning and blessings, only to be found empty. Local members of the Order did their best to find the culprits, but none were found. Local authorities blamed the Cryptkeepers for the desecrations, but did not consider the loss of the long forgotten dead a major concern. As a consequence, tithes began to fall. Within the order, these events caused mounting concern and some their meagre resources were re-allocated to smaller and abandoned burial sites.

At his own post, Mithias and his brethren had begun to notice the occasional odd scratching sounds around the cemetery. Assuming it was ghouls trying to get at the fresher corpses, they began setting traps to lure the undead to the surface, but all their efforts failed. The truth of the matter soon came to light, when one of the communal grave sites collapsed after a heavy rain, revealing a tunnel entrance. The tunnel was much more advanced than anything a ghoul or animal would have dug, further causing alarm. A scout was sent in and reported that the tunnel connected to an extensive network. A small team of exterminators were sent in and were never seen again. The tunnel entrance was collapsed rather than risk another team.

Mithias learned that this was not an isolated event and similar tunnels and disappearances had been reported at all the major burial sites overseen by the order. Reports and requests for aid were sent to the other Churches and authorities, but they were denied and more often than not, the Order was admonished as being alarmist and incompetant as they ‘Were not even capable of keeping the vermin out’. Things only got worse when the Cryptkeepers were forced to close the cemeteries in response to reports of Brethren disappearing. Mithias had witnessed the second first hand, having watched the ground give way beneath Brother Martin, pulling the screaming man into the rich graveyard soil. He was all too happy when the order came in from on high for the remaining members to close shop and relocate to the safety of the larger cities.

When the day went dark, the Order knew what to expect. They were not surprised by the rise of the dead, but the sheer scope of it was appalling. Never a large order to begin with, and further diminished by the losses taken during their investigations and defence of the dead, the Cryptkeepers were in no position to lead a proper defense against the hordes of undead that swarmed over the countryside. They did their best to organize militias and hold back the tide, but it was a losing battle. Still, they managed to save many lives in those early days of chaos and terror.

Today, the few remaining members of the Order find themselves in the few remaining cities that still stand, lending their experience and knowledge to living’s fight for survival. Mithias currently finds himself in the city of Mullern, unofficially attached to the city's defense force. For the last year or so he’s been training militia, manning the walls and performing sorties to recover resources or to tactically strike against undead incursions. Occasionally, these excursions come at the behest of the Cryptkeeper hierarchy, as they try to consolidate resources and search for new ways of combating the undead menace. In light of the current state of affairs, the Grand Order of Cryptkeepers is more popular than ever before and though the current recognition and appreciation is nice, there is an undercurrent of sadness that runs through the Church: If only people had listened to the warnings before it was too late.