Seltyiel

Bastion Grimmore's page

3 posts. Alias of TheoreticallyYours.


Full Name

Bastion Grimmore

Race

HP: 9/9 |AC: 17 (tch 11, ff 16) | CMB: 1, CMD +12 | F: +3 R: +1 W: +4 | Init +1 | Perc: +6, Darkvision 60ft.

Classes/Levels

| Spd: 30ft. | Active Conditions: None |

Gender

Male Aasimar (Emberkin) Inquisitor 1

Size

Medium

Age

25

Languages

Celestial, Common, Elven, Infernal

Strength 13
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 13
Charisma 16

About Bastion Grimmore

BASIC STATS:

Str 13 (+1) | Dex 12 (+1) | Con 12 (+1) |
Int 12 (+1) | Wis 13 (+1) | Cha 16 (+3) |

Senses; Darkvision 60ft.
Init +1;


DEFENSE:

AC 17, ff 16, touch 11; (+5 Armor, +1 Dex, +1 Shield)
HP 9 (HD: 1d8, +? Favoured, +1 CON)
Fort +3 (CON); Ref +1 (DEX); Will +3 (WIS)
Resistances: acid 5, cold 5, electricity 5, fire 5

Armor Scale Mail +5 | +3 dex | -4 AP | 25% | 30lbs | 50gp
Shield Light Steel +1 | -- | -1 AP | 5% | 6lbs | 9gp

OFFENSE:

Speed 30 ft.
Melee Heavy Mace +1 (1d8 +1)
BAB +0; CMB 1; CMD +12;

SKILLS AND LANGUAGES:

Bold are class skills; Italic means the skills can’t be used untrained.
6 + INT
Adventuring Skills
Acrobatics (DEX)
Bluff [1] +7 (CHA)
Climb (STR)
Diplomacy [1] +7 (CHA)
Disable Device (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal [1] +6 (WIS)
Intimidate [1] +7 (CHA)
Knowledge (arcana) (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (INT)
Knowledge (nature) (INT)
Knowledge (planes) [1] +8 (INT)
Knowledge (religion) [1] +6 (INT)
Perception [1] +6 (WIS)
Ride (DEX)
Sense Motive [1] +6 (WIS)
Spellcraft (INT)
Stealth (DEX)
Survival (WIS)
Swim (STR)
Use Magic Device (CHA)

Background Skills
Appraise (INT)
Craft (INT)
Handle Animal (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (INT)
Knowledge (history) (INT)
Knowledge (nobility) (INT)
Linguistics [1] +3 (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (DEX)

Languages
Common, Celestial, Infernal

CLASS ABILITIES:

Domain (or Inquisition)
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgement
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 profane 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).

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).


INQUISITION:

Politics
Your divine guidance twists agreements, laws, and policies to suit the interests of the faith.

Labyrinthine Words (Ex)
You add your Wisdom modifier in addition to your Charisma modifier on Bluff checks to lie and Diplomacy checks to influence other creatures.

Heart’s Desire (Sp)
At 8th level, you receive divine guidance on the goals of your political allies and rivals.
Once per day, you can use commune as a spell-like ability using your inquisitor level as your caster level, but only to ask questions about others’ goals.


VMC CLERIC (LEGISLATION):

Domain - Law
Subdomain - Legislation

Spells
1st- Forbid Action
2nd – Align Weapon (law only)
3rd – Magic Circle Against Chaos
4th – Order’s Wrath
5th – Greater Forbid Action
6th – Hold Monster
7th – Dictum
8th – Shield of Law
9th – Mass Hold Monster

Prohibition (Su)
As a standard action, you can command a creature within 30 feet to refrain from committing a particular action (including any referenced in the spell forbid action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2 cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

If you have the spell rune domain power, you can attach a spell effect to the prohibition as if it were the spell rune domain ability; the spell takes effect if the creature performs the named action. This spell must be of at least 1 level lower than the highest-level cleric spell you can cast, and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it affects only the creature that triggers the rune. Attaching a spell in this way extends the duration of the prohibition by a number of rounds equal to the spell’s level, or until it is discharged.

Staff of Order (Su)
At 8th level, you can give a weapon touched the axiomatic 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.

VMC Cleric
Deity (Asmodeus): At 1st level, she must select a deity within one alignment step of her own. She gains the cleric’s aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric’s spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Domain (Law > Legislation): At 3rd level, she selects one domain her deity grants, gaining that domain’s 1st-level granted power, treating her character level as her effective cleric level.

Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1.

Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4.

Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level.

Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2.

RACIAL ABILITIES:

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many Emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.

Like all Aasimars, Emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, Emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these Emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their Aasimar brethren.

Emberkin Racial Traits
Ability Score Racial Traits: +2 Intellect, +2 Charisma
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Skilled: Emberkin Aasimar have a +2 racial bonus on Knowledge (Planes) and Spellcraft checks.

Magical Racial Traits
Spell-Like Ability (Sp): Emberkins Aasimars can use pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)


MAGIC:

Spell-like ability: Pyrotechnics 1/1 daily

Inquisitor Spells Wisdom
2nd (0) 1/1
1st level (2) 2/2 Detect the Faithful, Cure light wounds
Orisions (4) Acid splash, Bleed, Brand, Sift

SPELL BACKGROUND:

1st level
Detect the Faithful Asmosdeus isn’t exactly welcome among many other faiths. It’s useful to know who your allies are.
Cure light wounds See? You’re alright. I’m a reasonable man. Now let’s not make me need to use that again. I’m reasonable, not merciful.

Orisons
Acid splash Effective interrogation tool. Minimal damage but very painful, also can leave subject permanently disfigured, if one’s not careful.
Bleed Pulling people back from the brink only to put them there again is a great psychological tool.
Brand If you’re allowed to live, you’ll be branded for your lack of faith.
Sift They can’t run, and they can’t hide. I’ll find their secrets, in their hearts and in their homes.


EQUIPMENT AND GOLD (SUMMARY):

Weapons and Armor
Mace (Heavy), Scale Mail, Shield, Light Steel

Gear


EQUIPMENT AND GOLD (DETAILED):

120gp

BACKGROUND:

The Basics
I grew up in Kenabres, watching men and women come and go, refugees and crusaders alike. My family have always been among the crusaders, hidden warriors fighting the good fight.

My birth was great concern for those of my faith, my family’s faith. For what would out great lord Asmodeus think of a creature with celestial blood such as mine? Could I ever follow the path that generations before had with such heritage?

My parents took that gamble, and I can happily say that it paid off. I guess we are more than what runs in our blood.

While my father fought in the Fourth Crusade my mother stayed to care for me, and our church. She has an uncanny talent for prying the truth out of the most reserved and cautious of people. Beauty and charm can loosen lips, and a quiet and isolated room can draw out the rest.

As I got older, I found myself seduced by the power of inquisition, and as all my friends and family were followers of Asmodeus, I developed a disgust and hatred towards those who would betray our faith. Law and order are the only things holding this over-crowded refugee camp together. Had those of Iomedae been more decisive and ruthless, then those vial monstrosities wouldn’t have conquered Sarkoris, and their ranks wouldn’t be as faithless and corrupt as they are.

So I began to learn and train to ensure that such a fate even fell on the church of our Dark Prince. Turns of phrase, subtleties, implications, flattery, I learnt to pick up on being able to see what lay beneath the smiles, what someone said and what they meant, how they felt versus how they acted. A beautiful game that I always aim to win.

Once father returned, I undertook additional training, that which I would use to weed out the vermin of the worldwound and send them back to the Abyss. He had learnt much from his father, as his father did before him, and only more after fighting in the Crusade. The keen perception I had from detecting lies now could help in spotting weaknesses. I learnt to look at someone, something, and see them in their entirety, and how best to defeat them. I learnt to track down targets following any trail they left behind, and through many tests and trials, honed the ability to lash out multiple times at anyone who tried to escape me Combat reflexes.

Now, the day has come where all my training with my church and my family can be put to use against the demonic forces beyond the wardstones. The church of Iodemae has tried and has failed. Now it is time to try it our way.

Personality
Bastion is charismatic, charming, polite, and patient. At least, that’s how he holds himself. Underneath the suave and friendly demeanour is someone of ruthless ambition, cunning, and callousness. He is smart enough to know what people like, so he will feed those orphans, remember your grandma’s birthday, and eat your disgusting home cooking, all with grace and delicacy.

For he knows that people need to believe in the good in the world, they need hope in a leader, someone brave and compassionate. So here he is, being what they need. And they need to believe that he could never be capable of torture or blackmail. Or that their angel on earth is a servant of the Devil.

Appearance
Bastion is, to put it delicately, gorgeous. Slim and toned, he is not as thick and rough as many have come to believe the Crusaders to be. Long dark hair hangs down by his shoulders, turning a whimsical silver in the moonlight, outlines a near androgynous face and intense blue eyes.

His voice is deep and mostly soothing, when he wants it to be. Though such a masculine tone also aids him in commanding authority, respect, and submission.

He holds himself with the same confidence as his parents. A walk with purpose and power.

Bastion walks, acts, and speaks as he wants to be seen, as a man to follow and obey.

Motivations
Bastions desires are simple, he will succeed where all other crusaders have failed. He will conquer the Worldwound in the name of Asmodeus, thus cementing that Law is more powerful against Chaos than Good is over Evil.

He wants to prove to the people that a great leader doesn’t need to be a good one, and that happiness and peace can be secured only through law and obedience under a proven ruler.

He wants to root out those from any faith that would betray their own doctrine. He sees no need to convert a person who clearly has no loyalty to rules or discipline in their faith. He will learn their secrets, and have them reveal everything.

Key plot
Bastion will for the most part be played and act like a good character. He selflessly aids others, and his family is well known for fighting against demons with an almost unsettling amount of vigour. He grew up in Kenabres, and so the locals know and trust him.

He is more than willing to play the deceiver to further his goals, one can’t let theological differences stand in the way of the ‘greater good’. He is also very much going to play that card, should he ever be discovered. That the church of Iomedae has lost sight of the real enemy, if they think one Asmodean Demon Hunter is too much of a threat to let them die protecting the realm.

His highest score is Charisma, with Intellect and Wisdom being the next greatest. He has +7 Diplomacy, +7 Bluff, and +8 Intimidate. Basically, he is really good at saying the right things the right way.

He is green though, having never fought in a battle other than with heretics that he was helping with.

His whole thing is that he will never reveal his true self to anyone, that he is believable in his goodness, because he doesn’t over do it. He is tactical, cunning, and above all patient. He avoids outright lies, and vague truths. He is good and selfless for his own advancement, and no one can prove it otherwise.

ADVANCEMENT:

1st – Full HD + CON (9), VMC Cleric (Asmodeus), Inquisition (Politics), Judgement (Smiting), Monster Lore (Ex), Spells and Orisons, Stern Gaze (Ex), Combat Relexes

2nd – Full HD + CON (18), Cunning Initiative, Detect Alignment (Sp), Track (Ex)

3rd – Full HD + CON (27), VMC Cleric (Legislation) - Prohibition, Solo Tactics (Ex), Teamwork Feat (Precise Strike)

4th - Full HD + CON (36), DEX +1, Judgement 2/day

5th - Full HD + CON (45), Feat, Bane (Su), Discern Lies (Sp)

6th - Full HD + CON (54), Teamwork Feat (Shake It Off), Judgement (Smiting) advanced

7th - Full HD + CON (63), VMC Cleric, Judgement 3/day

8th - Full HD + CON (72), STR +1, Second Judgement

9th - Full HD + CON (81), Feat, Teamwork Feat (Lookout)

10th - Full HD + CON (90), Judgement (Smiting) maximum, Judgement 4/day

11th - Full HD + CON (99), VMC Cleric, Stalwart (Ex)

12th - Full HD + CON (108), WIS +1, Teamwork Feat, Greater Bane (Su)

13th - Full HD + CON (117), Feat, Judgement 5/day

14th Full HD + CON (126), Exploit Weakness (Ex)

15th - Full HD + CON (135), VMC Cleric, Teamwork Feat

16th - Full HD + CON (144), WIS +1, Third Judgement (Su), Judgement 6/day

17th - Full HD + CON (153), Feat, Slayer (Ex)

18th - Full HD + CON (162), Teamwork Feat

19th - Full HD + CON (171), VMC Cleric, Judgement 7/day

20th - Full HD + CON (180), CHA +1, True Judgement (Su)