The Scribbler

Slevin Wraith's page

254 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Slevin Wraith

Race

Human

Classes/Levels

Inquisitor/Slayer of Asmodeus 1

Gender

Male

Size

6'1 175lbs

Age

23

Alignment

Lawful Evil

Deity

Asmodeus

Occupation

Contract killer

Strength 12
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 17
Charisma 14

About Slevin Wraith

Max HP: 11 Current HP: 11
STR 14(+2) DEX 17(+3) CON 13 (+1) INT 14 (+2) WIS 17(+3) CHA 14 (+2)

Defense

AC: 18 =10+ dex (3)+ armor ()+Dodge (1)
Touch: 14
Flat footed: 14
Fort: +3 Reflex: + 4 Will: +5 (+7 charm/ compulsion)

Armor :

Offense
Speed: 30
BAB:+1 CMB: +3 CMD: 16

Combat:

Melee: Dagger +
: Touch of Evil +4 sickened 1 round
:

Ranged: Dagger +

Initiative +3

Special Abilities

Spoiler:

Judgment 1/day
Monster lore
Orisons
Stern gaze
Touch of Evil
Studied Target : +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.
Track

Languages: Common, Dwarven, Infernal

Skills: 6+2Int+1human=9 per level
Special: Concentration +
Acrobatics +3, Bluff +6 , Climb +2, Diplomacy +2, Disable Device +5, Escape artist +3, Handle Animal +2, Heal +3, Intimidate +8, Jump +2, Knowledge Dungeoneering + , Knowledge Planes +, Knowledge Nature+, Knowledge Arcana +2 , Knowledge Religion +6 (9), Linguistics +2, Perception +7, Profession (Assassin) +6, Sense motive +8, Ride +, Spellcraft +6, Sense Motive +7, Stealth +7, Swim +2, Survival +7

Feats:
Weapon finesse, Dodge (bonus),

Traits:
Birthmark (Eyes)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Fiendish Confidence
You expect to be obeyed, and are rarely proven wrong.

Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.

Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Equipment (lbs)

Spoiler:

Wealth
pp gp sp cp
gems

Spells+Domain
Evil Domain
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Known: 0-5,
Detect magic, Read magic, Bleed, Detect poison
1st –2 Protection from (Evil)*, Disguise self, Forced Quiet
Per day: 1st level 3
Used:

Capacity:

Spoiler:

Light: 33 lbs. or less
Medium: 33-66 lbs.
Heavy: 67-100 lbs lbs.

Background

Spoiler:

The son of a famously popular prostitute, when Slevin was born with eyes as black as the deepest midnight with an irises that formed eerily barbed red pentacles, the symbol of Asmodeus, it was simply assumed that the client that had gotten his mother pregnant had had some fiendish heritage, a reasonable explanation for why the potion the girls all took to avoid that had failed.

The fact that Slevin grew up in a brothel was not particularly unpleasant for him, in fact he was well cared for, his mother being the extremely talented top earner, he was liked by everyone, a thoughtful, deep boy whose rare smiles added light to any room.

That all ended the night an over aggressive noble's son with a penchant for sadism came to the brothel while Slevin was running errands for the madam. The crowd of the girls sobbing outside told him something was wrong, the sight of his mother's body on the floor of the room was his first true lesson in loss, one that left him with a cold dark pit in his heart. The emptiness he felt was a cold darkness that threatened to swallow the boy, overwhelming his every emotion, the boy’s face becoming an expressionless mask that betrayed nothing, his heart transforming into a thing of cunning.

When word came a week later that the killer had been caught, the boy found his way into the crowd that had assembled to witness the noble, given up by his disgusted parents, taken to stand trial for his crimes.

The darkness growing inside young Slevin spoke then, a whisper, yet one that could not be ignored. In a burst of speed, the boy dashed forward, drawing a knife from the belt of a shocked constable and lunging forward to sink the blade hilt deep in the murderer's heart with an accuracy that seemed to have an almost divine guidance. In that moment, looking into the eyes of his mother's killer as the light left them, Slevin experienced a distortion of time and space.

He stood in the infinite blackness of night, surrounded by flickering flames, in which he found himself lost and alone, the vast emptiness threatening to swallow him like the emptiness in his heart. And then he was there, powerful, noble yet terrifying. Asmodeus stood before him draped in flame and power, a radiating dominance.. He approached, locking eyes with him and in that moment he saw that in the darkness and silence would lay the power to make his enemies suffer, the knowledge to bring down the strongest opponent, the power to dominate those who opposed him.

Then, he was being pulled away by a guard, the body of his mother's killer at his feet. None who had seen the brutality of his mother's death could hold him responsible, and the constable was spared the difficulty of deciding the boy's fate when a priest of Mitra offered to take the boy on in order to guide him along the right path.

The priest in fact only paid lip service to Mitra, being a member of a secretive cell of the followers of Asmodeus.. He had seen the boy's eyes and was determined to lead the boy on the path to true greatness, working through subterfuge and guile to undermine all that the Kingdom of Talingarde represented.

Over the years Slevin developed into an exceptional assassin, his every kill a dedication to his Dark Lord displaying the weakness of those who represented good and the pervasiveness of those who would destroy them.. Gifted with incredible ability by his dark master, his kills were all but untraceable but for a lingering sensation of an evil presence, his signature calling. Until the day his target, an elderly powerful merchant, chosen for his strangle hold on numerous royal contracts, turned out to be the father of a noted Paladin warrior. With the aid of the church, the grieving son was able to track Slevin down through the use of high power scrying spells, taking him into custody, while losing a dozen men in the process, determined that he would stand trial for his crimes.

Personality

Spoiler:

Slevin is almost perpetually calm, radiating an aura of confidence and quiet strength that many find unnerving. He is a planner by nature, taking time to study both enemies and allies, assessing weaknesses, strengths and usefulness with a simple glance.

Description

Spoiler:

Slevin

Tall and slender, Slevin's body is lean, displaying fluid graceful movements, his stance confident, when at all noticeable. His face is easily described as handsome, yet the oddity of his strange eyes and his expressionless demeanor often leave anyone who finds themselves the subject of his focus unsettled, his flat tone unnerving.

Spoiler:


Judgments
Spoiler:

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.

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).

[/spoiler]

Details

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