Mage Slayer

Fenrick Ebbewl's page

215 posts. Alias of vlaovich88.


Race

| HP 121/121 | AC 24 T 16 F 22 | CMB +13, CMD 25 | F: +12, R: +8 W: 15 | Init: +5 | Perc: +18, SM: +23

Classes/Levels

| Speed 20ft | Bane: 16/16 | Judgement 4/4| Discern Lies 11/11 | Mythic Points: 5/5 | Spells: 1st 7/7 2nd 5/5 3rd 5/5 4th 3/3 | Active conditions:

Gender

Male NG Orc Inquisitor 10 Champion 1

About Fenrick Ebbewl

Name Fenrick Ebbewl
Inquisitor 11 Champion 1
N Medium humanoid (Orc)
Init +5; Senses Perc +18, SM +23, Dark vision

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Defense
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AC 24, touch 16, flat-footed 22
HP 121
Fort +12, Ref +8, Will +15 (+2 against charm and compulsion effects)

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Offense
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Speed 20 ft.
Melee Cold iron falchion +2 +13, +8 to hit, 2d4 +16 damage (crit 15-20 x3)
Dagger (MW) +12, +7 to hit, 1d4 + 9 damage
Silver light Mace (MW) +12, +7 to hit, 1d6 + 9 damage
Ranged Composite longbow (MW) (+5str) +11, +6 to hit, 1d8 + 5
Space 5 ft.; Reach 5 ft.

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Statistics
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Str 20, Dex 14, Con 14, Int 10, Wis 20, Cha 13
Base Atk +8+3; CMB +0; CMD 12
Feats Intimidating Prowess, Power Attack, Cornugon Smash, Weapon Focus (Falchion), Signature Skill (intimidate), Improved Critical (Falchion)
Mythic Feat Mythic Improved Critical
Team work feats Lookout (Locked), Outflank (Locked), Precise Strike (Flex)
Traits Memorable, Focused Mind
Languages Common
Skills Arcrobatics -1, Bluff +15, Climb +2, Craft (coffee) + 9, Diplomacy +5, escape artist -1, Heal +9, Intimidate +24, Knowledge (Arcana) +4, Knowledge (Dungoneering) +4, Knowledge (Local) +1, Knowledge (Nature) +4, Knowledge (Nobility) +11, Knowledge (Planes) +4, Knowledge (Religion) +14, Perception +18, Profession (Midwife) +15, Sense motive +23, Spellcraft +4, Survival +9, Swim +2, UMD +2
Combat Gear Masterwork cold iron falchion, Masterwork dagger, Masterwork silver light mace, Masterwork composite longbow +5 strength, Masterwork breastplate, Holy water [4], Tourmaline Sphere flawed, Mark of the grinning skull, Bane bauldic, Cure light wounds wand (40), Keep watch wand (45), Speech readers sight scroll, Egorian diplomacy scroll [4], Ghost whip scroll, See invisibility scroll [3], Protection from evil communal scroll, Consecrate scroll, Delay poison, Remove paralysis scroll, Lesser restoration scroll [2],Tongues, Zone of truth scroll
Other Gear Kit, Inquisitor’s (30) [a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.]
Surgery tool masterwork, Midwife kit, Compass, Sunrod [10], Handyhaversack, Hybrid Coffee [95], Book, The Bones Land in a Spiral, Journal, Ink [6], Chalk [100], Inkpen [10], Cold weather outfit, Hot weather outfit, Nobel outfit, Snow shoes, Silver flask holy symbol, with holy water, Dominos, Dice, Reincarnation spices
Wealth121 GP
Spell-Like Abilities (1/day) deathwatch, glide, death knell, death ward, Breath of Life
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Special Abilities
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Bane (SU)- 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 9 rounds per day. These rounds do not need to be consecutive.
Detect Alignment (SP)[/b] 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.
Discern Lies (SP)- An inquisitor can discern lies, as per the spell, for 9 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Judgment (SU)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. An inquisitor can use this ability 3 times 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.
Second Judgment (Ex) 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.
Solo tactics (Ex) 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.
Gentle Rest (Sp) Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su) I can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Death’s Companion (Ex): Your totem grants you protection from the harbingers of death. As an immediate action, you gain a +2 bonus on saving throws against disease, death spells, and death effects that lasts a number of rounds equal to your druid level. This bonus increases by 2 at 6th level and every 5 levels thereafter, to a maximum of +8 at 16th level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agent of Rebirth (Sp): At 8th level, you may expend a quantity of special oils worth 1,000 gp to cast reincarnate as a spell-like ability usable once per day. Additionally, when using this ability or casting reincarnate as a prepared spell, you have some influence over the physical form that the reincarnated spirit will take. When rolling against the spell’s incarnation table, you may roll twice and choose between the two results.
Studied Target I can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Stalwart an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.

Hard to Kill Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Display of Strength As a free action, you can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier for the purpose of determining your carrying capacity.

Spells Known:

0th levelDetect magic, guidance, oath of anonymity, light, create water, acid splash
1st levelbless, divine favor, wrath, ears of the city, heightened awareness, keep watch
2nd levelFocused scrutiny, Litany of duty, Resist energy, Tactical acumen, Blistering Invective
3rd levelChannel vigor, Dispel magic, Heroism, Second wind
4th levelDivine Power, Smite Abomination, Blade of Light

Third Atonement Spells stuff:

0: detect poison, grasp, know direction, read magic, resistance, root
1:Anticipate Peril, true strike, Expeditious Retreat, long arm, shield
2:aid, barkskin, false life, lesser restoration, acute senses
3:Animal Aspect, Greater, Burst of Speed, Displacement,Fly
4: Elemental Body I, Freedom of Movement , Dimension Door
Spells Per Day: 1st, 6; 2nd, 5; 3rd, 4; 4th, 2

[spoiler=Automatic Bonus Progression]
resistance +3 (already in the stats)
Armor + 2 (attune every morning but for right now, included in stats for the breastplate)
Weapon +2 (attune every morning but for right now, included in stats for the falcion)
Deflection +2 (already in the stats)
Mental prowess +4 (wisdom, already in stats)
Physical prowess +2 (strength, already in stats)
Toughening +1 (already included in stats)

My Backstory:
Fenrick was born in Caenbrig to some unknown family. It is also unknown what happened to that family. For as long as he can remember he has been a member of the Placeholder family. He knew he was adopted in but he doesn't remember the days before that. He also doesn't know what made the lady of the house pick him of all the orphan's but here we are and he couldn't of been happier.

To understand the situation more, the house of Placeholder has been struggling with having their own heir. The lady of the house was desperate to be a mother and the lord was looking to continue his line. When all hope had failed, they sought out adopting a child. This is how Fenrick came to be a orc noble in this wealthy house.

He loved his life. He fully embraced the life of luxury and happiness. He also found the faith in Pharasma in this time. The family showed devotion to the Lady of Graves because she was also the Goddess of birth. Fenrick felt just right in his devotion to the Goddess. He felt crazy, but that he had a connection with her. Life went on for many years like this.

That is until a miracle happened! The exciting news that the Lady of the house was with her own child! It was a joyous time in the house... until Fenrick learned the harsh reality of being in a wealthy family. Since there would be a real heir to the family name, he was no longer important. The family decided that the most useful place for him would be sent to Dalmatien, to study his religion and culture and maybe make influential contacts in the city which is known for its many exports.

The problem was moving to this new place was that they treated the worship of Gods so differently than he was was used to in Tengwar. The churches were an excuse to get money for art. They seemed to have many tenets wrong. They just seemed to not actually be devoted to Pharasma. Yet, here they stand, unpunished. This made Fenrick question a great many things.

After prayer and reading the holy book, Fenrick found his answer. He is a servant to Pharasma, not to her church. He will support the church when they align with what he believes is the truth of Pharasma but will never hold stock in what they say or do.

His career as being the hand of the goddess seems to of been going quite well as she keeps granting him and more powers. He will continue to follow the path he believes she is laying out for him.

shopping list:

Masterwork cold iron falchion (750)
Masterwork silver dagger (322)
Masterwork light mace (305)
Masterwork breastplate (320)
Kit, Inquisitor’s (30) [a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.]
Surgery tool masterwork (70)
Midwife kit (10)
Compass (10)
Sunrod (20) [10]
Handyhaversack (2000)
Hybrid Coffee (100) [100]
Book, The Bones Land in a Spiral (25)
Journal (10)
Ink (48) [6]
Chalk (1) [100]
Inkpen (1) [10]
Cold weather outfit (8)
Hot weather outfit (8)
Nobel outfit (150)
Snow shoes (4)
Silver flask holy symbol, with holy water. (60)
Holy water (100) [4]
Dominos (1)
Dice (1)
Tourmaline Sphere, flawed (600)
Mark of the grinning skull (2000)
Bane bauldic (10000)
Cure light wounds wand (750)
Keep watch wand (750)
Speech readers sight scroll (25)
Egorian diplomacy scroll (100) [4]
Ghost whip scroll (200)
See invisibility scroll (600) [3]
Protection from evil communal scroll (200)
Consecrate scroll (200)
Delay poison (200)
Remove paralysis scroll (200)
Lesser restoration scroll (400) [2]
Tongues (200)
Zone of truth (200)

*() shows cost [] shows quantity

Intimidate thing:

If I deal damage, I get a free intimidate check via Cornugon smash. So if needed:[dice=intimidate] 1d20 + 22[/dice]

Relevant links to intimidate checks for this character Demoralize opponent and Signature Skill and the mark of the grinning skull. It's description is un a spoiler here because it isnt on it's own webpage so linking to it is not easy.

[Spoiler=Mark of Grinning skull]An ebony skull adorns this tarnished silver band. When the wearer successfully demoralizes a creature with an Intimidate check, the penalties for being shaken increase by 2 on checks and rolls involving the wearer. For example, attacks made against the wearer and saves against her spells would take a –4 penalty rather than a –2 penalty


[/spoiler]