About Falth, The CatastropheStatistics:
Male Tiefling Inquisitor of Zyphus 8
NE Medium Init +8; Senses Perception +14, Darkvision ------------------------------ DEFENSE ------------------------------ AC 20, touch 15, flat-footed 5 (+5 armor, +5 dex) hp 59 Fort +8, Ref +8, Will +10 Resistances Cold 10, Electricity 10, Fire 10 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Mwk Heavy Pick +9/+4 (1d6+2/x4), Gore +3 (1d6+1) or Gore +8 (1d6+3) Range +1 Cruel Composite Longbow +12/+7 (1d8+3/x3)
Languages Common, Abyssal Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ +1 Cruel Composite Longbow When Falth strikes a creature that is frightened, shaken, or panicked with his bow, the creature becomes sickened for 1 round. If he uses the bow to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes. Bane (Su) Falth can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he 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 Falth wields the weapon, and he can use it for up to 8 rounds per day; these rounds do not need to be consecutive. Darksire Amulet This iron locket contains a fragment of Falth’s daemonic ancestor, increasing his energy resistances to 10 each. In addition, he gains a +4 insight bonus on Intimidate checks (rather than Diplomacy checks) to inluence evil outsiders. Detect Alignment (Sp) Falth can cast detect chaos, detect evil, detect good, or detect law as a spell-like ability at will. Discern Lies (Sp) Falth can discern lies, as per the spell, for 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action. Domain Zyphus grants Falth the Catastrophe subdomain, which gives him the following two abilities: Deadly Weather (Su) Falth can summon an ever-changing 40-foot radius storm of destruction for 8 rounds per day. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), heavy snow (all terrain is considered difficult), howling winds (–8 on Fly skill checks and ranged attack rolls), or lightning bolts (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive. Destructive Smite (Su) Falth can use this ability up to six times per day before making a melee attack. If he hits, he gains a +4 morale bonus on the damage roll. Enilading Fire Falth receives a +2 bonus on ranged attacks made against any foe flanked by his allies. Judgment (Su) Three times per day, Falth can pronounce judgment upon his foes as a swift action, granting him any two of the benefits listed below; as a swift action, he can change one of the benefits to a different option. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Falth must participate in the combat to gain these bonuses. If he 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 he can participate in the combat again. Destruction: Falth gains a +3 profane bonus on weapon damage rolls. Healing: Falth gains fast healing 3. Justice: Falth gains a +2 profane bonus on attack rolls. Piercing: Falth gains a +3 profane bonus on concentration checks and caster level checks to overcome a target’s spell resistance. Protection: Falth gains a +2 profane bonus to AC. Purity: Falth gains a +2 profane bonus on saving throws. Resiliency: Falth gains DR 2/magic. Resistance: Falth gains acid or sonic resistance 6. Smiting: Falth’s weapons overcome damage reduction as if they were magic and evil. Lookout Whenever Falth is adjacent to an ally, he may act in the surprise round as long as the ally would normally be able to act in the surprise round. If he would normally be denied the ability to act in the surprise round, his initiative is equal to his initiative roll or the roll of the ally – 1, whichever is lower. If both he and his ally would be able to act in the surprise round without the aid of this feat, he may take both a standard and a move action (or a full-round action) during the surprise round. Mandate of Misfortune This decaying parchment acts as a scroll of lesser planar ally with three exceptions. First, Falth can activate it despite not having lesser planar ally on his spell list. Second, the scroll is reusable once per month. Third, it summons an emaciated, vulture-headed ceustodaemon named Hsakorkinath who serves Zyphus and requires no payment. However, the ceustodaemon is only willing to cause property damage, slay relatively defenseless creatures, and spread terror—acts it sets off to perform immediately unless Falth can cow it with a successful DC 30 Intimidate check, in which case he can dictate when and where it strikes. After 1 hour, Hsakorkinath returns to Abaddon. Monster Lore (Ex) Falth gains a +7 bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This bonus includes an extra benefit from his favored class bonus. Screaming Arrow This arrow functions as a screaming bolt. Searing Arrow This +1 laming arrow continues to burn its target each round, dealing 1d6 ire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from itself). Removing the arrow destroys it, and it burns up after 3 rounds pass. Solo Tactics (Ex) Falth beneits from his teamwork feats (Enfilading Fire and Lookout) as though his allies also had those feats. Stern Gaze (Ex) Falth gains a +8 bonus on Intimidate checks and +4 on Sense Motive checks. These are already incorporated into his stat block and include an extra benfeit from his favored class bonus. Teamwork Feat Falth can switch his Enfilading Strike feat into another teamwork feat up to 3 times per day. However, Enfilading Strike is particularly effective for his fighting style and the composition of his team in this adventure. Track (Ex) Falth gains a +4 bonus on Survival checks to track creatures (+7 total). Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ mandate of misfortune
|