Sacred Killer

Azhagoth Fellcleaver's page

155 posts. Organized Play character for Mjolbeard89.


Full Name

Azhagoth Fellcleaver

Race

Half-Orc

Classes/Levels

Preacher Inquisitor (Tactics Inquisition) 2 (HP 17/17) | AC:17 | T:11 | FF:16 | cmd:16 | Fort+6 | Ref+3 | Will+7 | Init:+4 | Perc:+6; Darkvision 60ft | Speed 20ft | Status: Normal

Gender

Male

About Azhagoth Fellcleaver

Azhagoth Fellcleaver - PFS #177216-7
XP 3 | PP 1 | Fame 5
Faction: Grand Lodge

Corruptions Purged:
7-10 The Consortium Compact
Special: Blood Under Absalom
9-06 The Shores of Heaven

Bot me:
In exploration, he will keep toward the front. If there is any indication of the presence of magic, he will detect magic and attempt to identify the aura.
[d ice=Spellcraft]1d20+4[/dice]

In combat, he will start out attacking the nearest opponent, using his bec de corbin to maintain reach when he is able, but striking with his gauntlet if necessary. After the initial opponent is down, he will move to any enemy spell casters, especially if they use arcane magic.

In social situations, he will usually keep relatively quiet, letting his "softer" allies do the talking. If things take a turn for the unfriendly, he'll intimidate.
[d ice=Intimidate]1d20+7[/dice]


Male Half-Orc Preacher Inquisitor of Gorum (Tactics Inquisition) 2
CN Medium Humanoid (Half-Orc) 30 years old, 6'4"
Init +4; Senses Darkvision 60ft, Perception +6
------------------------------
DEFENSE
------------------------------
AC 17, touch 11, flat-footed 16
hp 17 (2d8+2*(1 Con)+2*(1 FCB))
Fort +6, Ref +3, Will +7
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
MW Bec de Corbin +6 (1d10+6; x3)
MW Greatsword +6 (2d6+6; 19-20)
Spiked Gauntlet +5 (1d4+4)
Ranged
Light crossbow +2 (1d6; x3; range 60ft)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 12, Con 13, Int 8, Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 16
Traits Veteran of Battle, Fate's Favored
Feats Endurance (bonus), Martial Weapon Proficiency (Bec de Corbin)
Skills (10 skill points total) Climb +8, Intimidate +7, Knowledge (arcana) +4, Knowledge (religion) +3, Perception +6, Spellcraft +4, Survival +6
ACP -3 (0 for Climb and Jump checks)
Languages Common, Orc
------------------------------
SPELLS
------------------------------
0-level (DC 12): Detect Magic, Read Magic, Sift, Guidance, Acid Splash
1-level (3/day; DC 13): Divine Favor, Wrath, Shield of Faith
------------------------------
SPECIAL ABILITIES
------------------------------
CLASS ABILITIES
Tactics Inquisition
Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).
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.
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.
Judgments:
Destruction (+1 damage): 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 (Fast healing 1): 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 (+1 Att): 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 (+1 concentration/CL): 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 (+1 AC): 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 (+1 saves): 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 (DR 1/magic): 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 (Resist 2): 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 (2nd level): 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).

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.

RACIAL TRAITS
Dark vision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

TRAITS
Fate's Favored: Gain +1 to any luck bonuses
Veteran of Battle: Gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
------------------------------
GEAR/POSSESSIONS
------------------------------
Masterwork Bec de Corbin
Masterwork Greatsword
Spiked Gauntlet
Light Crossbow
10 bolts
10 cold iron bolts
Masterwork Agile Breastplate
Armored Coat
Cold-weather outfit
Inquisitor’s Kit
Wand of Cure Light Wounds (43/50 charges)
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 112 lb.
Money 792 GP 5 SP 0 CP

Major purchases:
Wand of CLW (2PA); Masterwork Bec de Corbin (315gp); Masterwork Greatsword (350gp); Masterwork Agile Breastplate (2PA)

Boons:
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Grand Lodge Faction Journal Card (S8):
0 Goal(s) completed
1/8 Travel outside of Absalom
1/2 Finalize a report to the Society. (success 1 in Kuey's Blood Under Absalom)
0/3 Complete 3 consecutive adventures with both primary and secondary success conditions
0/6 Complete 6 consecutive adventures with both primary and secondary success conditions
0/2 Participate in an adventure with at least 2 encounters not set in the Material Plane
0/2 Resolve an encounter with an organization associated with genies, elementals, etc
1/1 Participate in an adventure that assists a Pathfinder NPC or ally
0/3, 0/5 GM a scenario for 1 XP and apply the Chronicle to this character. 3 boxes = 1 goal; 5 boxes = 2 goals

Backstory:
Azhagoth Fellcleaver was born to be a servant of the gods. His innate spirit set him apart from a young age, so the shaman of his nomadic tribe quickly took him in as an apprentice. For the first few years, Azhagoth's apparent laziness earned him repeated beatings and threats of worse consequences, but his skills, both martial and spiritual, continued to improve under the elder orc's training.
For the most part, Azhagoth's tribe travelled around the Storval Plateau, raiding smaller settlements and warring with Shoanti tribes in the region for supplies and wealth. One such raid brought the tribe directly against a large Shoanti tribe. The humans drove the tribe back for days and did not cease their pursuit until they had crossed the border into Irrisen. The tribe's ill fortune did not end there, however, as they soon found themselves at the mercy of a powerful coven of winter witches. The arcane might of the witches quickly outmatched the greater part of the tribe's best warriors. The tribe was decimated and was forced to flee again. Azhagoth escaped the witches along with his master, though the old shaman had been badly injured in the fight. They shaman died soon after, but not before he imparted a final message to his apprentice. Azhagoth was to become a mighty warrior, gifted in war and blessed by the gods, with the goal of destroying the coven of witches that had destroyed his tribe.
Azhagoth has taken this divine quest to heart, and has spent the years since his master's death learning how to hunt down and destroy users of evil arcane powers and how to resist their abilities. He has also taken up the cause of Gorum and champions the philosophy of the Lord in Iron that favors martial prowess over magic, especially the corruption of arcane magic.