Akor Scourgebane's page

601 posts. Alias of Monkeygod.

Full Name

Aelakoress Shriraryn




Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)








Neutral Good


Abyssal, Aklo, Auran, Common, Celestial, Draconic, Drow Sign Language, Elven, Infernal, Ignan, Sylvan,Terran, Undercommon, Vudrani.


Demon Hunter/Holy Crusader

Strength 18
Dexterity 26
Constitution 22
Intelligence 28
Wisdom 34
Charisma 32

About Akor Scourgebane

Basic Info:
Init+27, Senses Perception+33, Darkvision 60ft.

AC 32(+9 Armor, +8 Dex, +5 Shield) Touch 13, Flat-Footed 24, HP 300, Fort+18(+23), Ref+14(+19), Will+23(+28), Defensive Abilities 20% Concealment, 50% chance to avoid a critical hit or sneak attack. Evasion, Stalwart. Resist Acid 5, Cold 5, Electricity 5, Fire 10.

Speed 30ft, Melee+30/+30/+30/+30 Demonwrack(1d10+15+2d6[vs evil]18-20/x2) Ranged+26/+26/+26 Windstrike(1d8+7+1d6 Electricity/x3+2d10 Electricity)

Favored Enemies Outsider(Evil)+4, Aberrations+4, Humanoid (goblinoid)+2

Favored Terrain Forests+6, Underground+2, Urban+2.

Inquisitor Spells Known 0 Create Water, Detect Magic, Guidance, Read Magic, Resistance, Sift. 1 Cure Light Wounds, Deadeye's Lore, Detect Undead, Expeditious Retreat, Longshot, Shield of Faith, True Strike, Unerring Weapon, Wrath. 2 Acute Senses, Flames of the Faithful, Litany of Defense, Perceive Cues, Spiritual Weapon, Tactical Acumen. 3 Countless Eyes, Litany of Righteousness, Magic Circle Against Evil, Magic Vestment, Righteous Vigor, Searing Light. 4 Battlemind Link, Cure Critical Wounds, Dismissal, Divine Power, Holy Smite, Judgement Light. 5 Flame Strike, Lend Greater Judgement, Righteous Might, Spell Resistance. True Seeing 6 Blade Barrier, Greater Dispel Magic, Heal, Holy Word, Undeath to Death, Zealot Pact.

Inquisitor Spells per day 1:8, 2:8, 3:8, 4:7, 5:7 6:7

Ranger Spells typically prepared 1 Aspect of the Falcon, Detect Aberration, Hunter's Howl, Lead Blades, Longstrider. 2 Arrow Eruption, Barkskin, Hunter's Eye, Owl's Wisdom 3 Bloody Claws, Instant Enemy, Strong Jaw

BAB+15, CMB+14, CMD 27

Feats Endurance(b), Extended Bane, Extend Spell, Focused Shot(b), Improved Vital Strike, Instant Judgement, Judgement Surge, Leadership, Quicken Spell, Pinpoint Targeting(b) Point-Blank Shot(b), Precise Shot, Skill Focus(Diplomacy)(b), Slayer's Knack(Evil Outsiders), Vital Strike.

Teamwork Feats Back to Back, Enfilading Fire, Lookout, Outflank, Precise Strike, Shake It Off.

Horrifically Overpowered Feats Gestalt(Ranger), Magic User(Ranger), Prestigious(Nature's Warden).


Skills Bluff+25, Diplomacy+42, Handle Animal+29, Heal+33, Intimidate+32, Knowledge(Arcana)+29, Knowledge(Nature)+29, Knowledge(Planes)+27, Knowledge{Religion)+27, Linguistics+29, Perception+33, Sense Motive+43, Spellcraft+29, Stealth+31, Survival+34(+44 when following or identifying tracks)

Special Qualities and Unique Abilities:

Mythic Power 11/day for 1d8

Hard to Kill

Amazing Initiative


Champion Strike: Sudden Attack

Champion Path Abilities: Armor Master, Precision x2, To the Death.

Mythic Feats Mythic Spells(Barkskin, Divine Power, Magic Vestment, Spiritual Weapon), Vital Strike

Racial Features:

Bond to the Land: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

Camouflage: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.

Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

Gift of Tongues: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Silver Tongued: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

Sociable: When members of this race attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Terrain Stride: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Aegis of Twilight Glory(+3 Mithral Breastplate, Moderate Fortification, Greater Shadows), Bastion of Flames(+3 Mithral Heavy Steel Shield, Animated, Fire Resistance), Windstrike(+1 Seeking, Shocking Burst Oathbow of Distance), Demonwrack(+4 Holy, Guiding Elven Curve blade of Speed), Belt of Physical Perfection+6, Greater Bracers of Archery, Iomedae's Endurance(Cloak of Minor Displacement, Cloak of Resistance+5), Efficient Quiver, Greater Arrows of Slaying x5, Searing Arrows x5, Sizzling Arrows x5, Crown of the Holy Warrior(Headband of Mental Superiority+6(HA,K:P, K:R, Circlet of Persuasion)

Class Features:

War Domain

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level(+9) for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier(9/day)

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level(18 Rounds). These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Wild Empathy +26

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.