Arclord of Nex

Aram bin Kaleel's page

92 posts. Organized Play character for Scott Young (Contributor).


Full Name

Aram bin Kaleel, Pathfinder and Lamplighter

Race

Human (Kellish) Inquisitor-9/ Fighter-1

Classes/Levels

AC 27 (29 vs evil) t24 ff23 +5 vs AOs | HP 56/66 | F+11 R+11 W+9 | Perception +13 | Survival +6

Gender

Male

Deity

Sarenrae

About Aram bin Kaleel

Aram bin Kaleel is a Kellish Pathfinder originally from Katheer. He joined the Society in 4708 A.R. as a way to distinguish himself, as fourth brother in a large family. After attaining some success in the Society, Aram became disillusioned with what the Society had become: broken into factions, spending more time on political favors or assassinating rivals than on exploring. He began to research the Society's earliest history, admiring the first Pathfinders' journeys alone into the unknown. The stories of Durvin Gest in particular inspired Aram to better himself. In an effort to encourage self-reliance and versatility, he founded the Lamplighters, an unofficial organization within the Society dedicated to upholding the proud traditions of the Society's founders. He owns a shop, "Kaleel's Curiosities", in the Foreign District of Absalom, which has become the unofficial "Lamplighter Lodge" for Society members.

The Lamplighter Creed:
The Lamplighter's Creed:

* A Lamplighter is a member in good standing of the Pathfinder Society, sound of mind and body. Any physical, mental or social deficiency which would interfere with her duties as a Pathfinder is offset by appropriate training or magical aid.

* A Lamplighter is skilled in diplomacy, tact, and effective communication.

* A Lamplighter is well-trained, knowledgeable, and resourceful.

* A Lamplighter is always ready for combat, and is trained and equipped for both hand-to-hand and ranged fighting.

* A Lamplighter is well-equipped for any eventuality, and ready to travel at a moment’s notice.

* A Lamplighter keeps no secrets which would endanger their comrades or the success of the Society's mission.

* A Lamplighter shall share details of the Lamplighter's Creed with any who inquire about it, or as appropriate while on active duty for the Society. However, a Lamplighter shall not force the Creed or membership in the Lamplighters upon unwilling Pathfinders.

The badge of the Lamplighter shall be of gold, with a stylized letter "L" in the common Taldane alphabet, with a candle or lamp flame emanating from the top of the "L" and rays of light spreading from it in all directions.

The Lamplighter's badge may be obtained from Kaleel's Curiosities in the Foreign Quarter of Absalom, and from whatever other vendors choose to offer it. It may also be commissioned as a personal item by the wearer.

Aram bin Kaleel (PFS 15998-4)
Male Human (Kellish) Inquisitor-9/Fighter (free hand)-1
Neutral Good Medium humanoid (human)
Init +7; Senses Perception +13

Defense:

AC 23 [27 (29 vs evil)] [32 vs AO (34 vs evil AO)], touch 19 [23 (25 vs evil)], flat-footed 16 [18 vs evil] (+5 vs. AO due to movement) (+4 armor +1 deflection +6 Dexterity +1 dodge +1 insight) [+3 deflection (shield of faith) +1 haste; +2 vs evil]
hp 66 (9d8+1d10+10)
Fort +9, Ref +9, Will +7 (+2 resistance bonus to overcome ongoing effect)
Resistances fire 10

Offense:

Speed 30 ft.
Ranged +1 darkwood seeking composite shortbow +15/+10(1d8+2/x3)
Melee +1 cold iron scimitar +14/+9 (1d6+7/18-20/x2)
Melee kukri +13/+8 (1d4+2/18-20/x2)

Inquisitor Spells Known:

(CL 9)
3 (3/day): daybreak arrow, dispel magic, keen edge, searing light.
2 (4/day): align weapon, blistering invective, cure moderate wounds, flames of the faithful
1 (6/day): bowstaff, cure light wounds, expeditious retreat, litany of sloth, protection from evil, shield of faith
0 (at will): create water, detect magic, detect poison, disrupt undead, light, stabilize

Statistics:

Str 14, Dex 20 (22), Con 12, Int 10, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 29 (+4 vs. AO due to movement)

Feats:
Dervish Dance, Dodge, Extra Bane, Intercept Charge, Mobility, Point-blank Shot, Precise Strike, Shielded Caster, Spring Attack, Weapon Finesse

Traits:
Dervish, Flame of the Dawnflower

Skills:
Acrobatics +14, Appraise +0, Bluff +5, Climb +2, Diplomacy +4, Disable Device +7, Disguise +0, Escape Artist +6, Fly +6, Handle Animal +4, Heal +1, Intimidate +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +1, Knowledge (nature) +6, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +9, Perception +13, Perform (dance) +3, Ride +10, Sense Motive +9, Spellcraft +8, Stealth +19, Survival +6, Swim +6, Use Magic Device +1

Languages:
Common, Kellish

Special Abilities:

discern lies - 8/9 rounds remaining
Judgement - 3/3 per day remaining
Greater Bane - 17/17 rounds remaining
Fire bolt - 4/4 per day remaining
detect good/evil/law/chaos - at will

Judgement 3/day:
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).

Greater Bane 17 rounds/day (Su):

Bane (su)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 duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Greater Bane (Su) At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. NOTE: due to bane baldric, effective Inquisitor level is 13.

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.

Stern Gaze (Ex):
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).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

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

Solo Tactics (Ex):
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Discern Lies (Sp):
: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex):
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Combat Gear:
+1 darkleaf cloth studded leather armor, +1 cold iron scimitar, +1 seeking darkwood composite shortbow, 38 masterwork cold iron arrows, 50 cold iron arrows, 26 arrows, 10 adamantine arrows, 20 blunt arrows, dagger, kukri, light flail, aegis of recovery, bane baldric, belt of incredible dexterity +2, boots of the cat, efficient quiver, golembane scarab, handy haversack, ioun stone (dusty rose prism) , +1 ring of protection, wayfinder

Other gear:
adventurer's sash, bedroll, belt pouch, candle (3), charcoal stick (3), cleats, climber's kit, cold-weather outfit, earplugs, flint and steel, grappling arrow, grappling hook, 2 x ink, 2 x inkpen, 10 x iron spike, 2 x journal, masterwork manacles, 2 x measuring cord, vial of oil, 10 x paper, 5 x parchment, 6 x piton, 5 x scroll case. signal horn, signal whistle, soap, string, waterproof bag, waterskin, weapon cord, whetstone, 2 x spring-loaded wrist sheath (1 for kukri, 1 for wand of cat's grace)

Wands:

wand of cat's grace (6 charges)
wand of cure light wounds (35 charges)

Consumables:

2 x oil of bless weapon
1 x oil of daylight
1 x oil of keen edge
1 x potion of fly
1 x potion of remove blindness/deafness
1 x scroll: bloodhound
1 x scroll: comprehend languages
1 x scroll: cure moderate wounds
2 x scroll: lesser restoration
1 x scroll: peacebond
1 x scroll: protection from evil
1 x scroll: resist energy
1 x scroll: see invisibility
1 x air crystal
2 x alchemist's fire
2 x powder
2 x sunrod
1 x tanglefoot bag
3 x tindertwig
2 x torch
5 x trail rations
1 x weapon blanch (adamantine)
3 x weapon blanch (silver)
4 x antitoxin