Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

The Sunken Pyramid (PFRPG)
***** by DM Jeff

Pathfinder Adventure Path #71: Rasputin Must Die! (Reign of Winter 5 of 6) (PFRPG)
***** by pcrotteau

Pathfinder Adventure Path #71: Rasputin Must Die! (Reign of Winter 5 of 6) (PFRPG)
***** by Gorbacz

Faces of the Tarnished Souk: Yog'vhus'chuul, Harbinger of the Deeping Void (PFRPG) PDF
***** by Endzeitgeist

Dungeon Denizens: EL 3 (PFRPG) PDF
***** by Endzeitgeist

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Othlo

the Groom's page

752 posts. Alias of Meowzebub.


Race

Human (Chelaxian)

Classes/Levels

Inquisitor of Besmara 4

Gender

Male

About the Groom

the Groom CR 3
Male Human Inquisitor 4
CN Medium Humanoid (Human)
Init +6; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+5 armor, +2 shield, +3 Dex)
hp 29 (4d8); Judgement of Sacred Healing 2
Fort +4, Ref +4, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
--------------------
OFFENSE
--------------------
Spd 20 ft.

Melee
Cutlass +6 (1d6/18-20/x2)
Dagger +6 (1d4+1/19-20/x2)

Ranged +1 Crossbow, Rp. Heavy +7 (1d10+1/19-20/x2)

Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 4, +6 melee touch, +6 ranged touch):
2 (2/day) Restoration, Lesser (DC 15), Blistering Invective (DC 15)
1 (4/day) Protection from Evil (DC 14), Cause Fear (DC 14), Cure Light Wounds (DC 14), Doom (DC 14)
0 (at will) Acid Splash, Create Water, Detect Poison, Light, Brand (DC 13), Disrupt Undead
--------------------
STATISTICS
--------------------
Str 10
Dex 16
Con 10
Int 14
Wis 17
Cha 10

Base Atk +3; CMB +3; CMD 16
Feats Persuasive, Point Blank Shot, Precise Strike, Weapon Finesse
Traits River Rat (marsh or river), Scholar of the Great Beyond: Knowledge (History)
Skills
Acrobatics +0
Climb +1
Diplomacy +6
Escape Artist +0
Fly +0
Heal +7
Intimidate +11
Knowledge (Arcana) +6
Knowledge (Dungeoneering) +6
Knowledge (Geography) +3
Knowledge (History) +7
Knowledge (Local) +3
Knowledge (Nature) +6
Knowledge (Planes) +7
Knowledge (Religion) +8
Perception +10
Profession (Sailor) +8
Ride +0
Sense Motive +11
Spellcraft +7
Stealth +5
Survival +9
Swim +4
Use Magic Device +1
Modifiers
Monster Lore
Languages Aquan, Common, Sahaugin
SQ Inquisitor Domain: Oceans, Judgement (2/day) (Su), Solo Tactics (Ex), Surge (CMB 7) (6/day) (Su), Teamwork Feat (change 3/day), Track +2
Combat Gear +1 Armored Coat, +1 Buckler, Bolts, Repeater (50), Crossbow, Rp. Heavy, Dagger, Dagger, Dagger, Dagger, Rapier; Other Gear Potion of Cure Light Wounds, Ring of Swimming
--------------------
SPECIAL ABILITIES
--------------------
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain: Oceans Associated Domain: Water
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Surge (CMB 7) (6/day) (Su) Create a wave that can bull rush or drag a target.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.

Besmara's Blessing Sheltering Sea- immune to fear on the water

Cash on Hand:

87 gp before trip to the Cannibal Islands
100 gp from Jungle King = 187 gp

Background:

"The Groom"

Thadeus was a poor fisherman about to be married in two days. Him and his buddies set out fishing as they normally do, but came across a damaged freight hauler. They decided on a little bit of profit before the wedding would be good luck. They remained close through the day, and at night rowed in quietly, helped by a fog bank that unknowingly hid an approaching storm.

Him and his friends took the ship in surprise fashion, but as they made an accounting of the cargo bound for Sargava, the storm came upon them. Their fishing boat was pulled away as they were pushed further out to sea.

It took two weeks to rig the ship and bale enough to get it back to port. Once there he found out his fishing boat had shown up dashed on the rocks after the storm. He had been declared dead. His fiance, in despair, jumped into the sea.

Knowing his greed had cost him his chance at happiness with his wife-to-be, he set out in a small boat to 'remember' his fiance. Wearing his nicest closes, he rowed out below the bluff where she had jumped. Wearing his ring, he took her gold ring and prepared to drop it into the sea...but he froze..he just couldn't do it..he worked so hard for the money and it cost so much...As his hand dangled over the edge of the boat, the gold catching the sun, a tentacle rose up and gripped his arm.

He fought and tried to brace himself, but the appendage seemed to seek out his hand, and the tip slid the ring out of his grip, the ring now upon the beast! He lunged for it, and ended up in the sea himself.

He was pulled in close and saw the eye and beak of the sea monster. He pushed away with his hands trying to keep away from its craw, when then he felt the beak close on his hand. He pulled away, but his ring caught. He pulled again, gold and beak in a locked battle. He felt a crack...there was blood and ink everywhere and he no longer knew which way was up. As he was losing consciousness, he felt himself being lifted upward.

He was found as his small boat drifted back into the harbor. He was unconscious and had been missing for days...again thought dead, this time of grief over his fiance. Those that found him were amazed as they tried to revive him. Thinking he suffered from exposure, he came to and proceeded to expel water from his lungs. His only injuries were sunburn and missing the ring finger on his left hand. But in his left hand he held a jagged piece of black-n-white chitin, that bore an uncanny likeness of a skull and crossbones, a death's head.

Thadeus was never quite the same. He suddenly had powers that those who watched him grow up never knew he had. Thinking him twice-cursed, they took to calling him "the Haunted Groom", and the town shunned him.

He now wanders the docks throughout the Shackles, still in his long black wedding jacket, his moniker shortened to "the Groom". Gloomy and sullen, he does not speak often, but when he does, his voice seems to carry the weight of the sea behind it. Those that plan nefarious deeds often find he has a word of advice or planning for them. In exchange, after successful endeavors, he is often tipped a bit of the spoils, 'the Bride Tax", some have taken to calling it. So now, some seek out his advice or blessing....But he does not put out to sea...some are too scared to take him on board, and he has turned down others. Many think "the Groom" is waiting for the right opportunity.

Appearance:

the Groom stands a gaunt 6'2". His imposing height is added to by the large wide-brimmed black hat, that also shades his face. From under the hat, spills long, stringy hair matted with sea salt and sea weed.

His skin is pale and clammy. His eyes dark brown to almost black. Side burns give his face a thinner appearance in the dim light under his hat. The combined effect is a pale skull-like apparition.

At his neck is piece of chitin marked with a crude skull and crossbones and tied with a string of leather. The rapier at is side and buckler strapped on his back mark these same symbols.

His long black coat, was once a nice formal jacket with tails. It is now weathered, crusted with salts, and chitin plates have been sewn in.
His boots look damp, and leave wet footprints that dry quickly leaving just a normal boot impression.

His left hand is missing the ring finger, leaving a ragged stump.

He does not speak much, but when he does his voice has a rattle to it of a man just recovered from drowning, whose lungs just expelled the sea.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.