About Bastion GrimmoreBASIC STATS:
Str 13 (+1) | Dex 12 (+1) | Con 12 (+1) | Int 12 (+1) | Wis 13 (+1) | Cha 16 (+3) | Senses; Darkvision 60ft.
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
OFFENSE:
Speed 30 ft. Melee Heavy Mace +1 (1d8 +1) BAB +0; CMB 1; CMD +12; FEATS AND TRAITS:
Traits Child of the Crusade Asmodean Demon Hunter Urban Acolyte Drawback Foul Brand Feats Combat Relexes 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
Languages
CLASS ABILITIES:
Domain (or Inquisition)
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
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)
Stern Gaze (Ex)
INQUISITION:
Politics Your divine guidance twists agreements, laws, and policies to suit the interests of the faith. Labyrinthine Words (Ex)
Heart’s Desire (Sp)
VMC CLERIC (LEGISLATION):
Domain - Law Subdomain - Legislation Spells
Prohibition (Su)
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)
VMC Cleric
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
Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Senses Racial Traits
MAGIC:
Spell-like ability: Pyrotechnics 1/1 daily Inquisitor Spells Wisdom
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
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
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
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
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
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) |