About Gratus Leogil
Male Half Orc Fighter (Unbreakable) 1/ Cleric () 5/ Hellknight Signifier 4
Lawful Neutral Medium Humanoid
Init +2; Senses Dark Vision 60ft Perception +3
Endurance (Fighter Bonus Feat)
You may sleep in light or medium armor without becoming fatigued.
Diehard (Fighter Bonus Feat)
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Warrior Priest (3)
Improved Trip (7)
Alignment Channel (Chaos) (Hellknight Signifier)
Weapon Focus (Halberd) (9)
Unintentional Linguist - Infernal (Social)
Weapon and Armor Proficiency:
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Tough as Nails:
Weapon and Armor Proficiency:
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su):
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells.
A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells:
Weapon and Armor Proficiency:
Aura of Law (Ex):
Signifer Mask (Su):
A Hellknight signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Hellknight signifer’s mask into his new bonded object, which takes up the head slot. In this case, his Hellknight signifer levels stack with levels from the class that grants the arcane bond for determining what additional magical abilities can be added to the bonded object.
Arcane Armor Expertise (Ex):
At 5th level, the action required to use this feat changes from a swift action to a free action.
Signifer Armor Training (Ex):
Elucidation (Su): The Hellknight signifer can discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): The Hellknight signifer can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): The Hellknight signifer can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): The Hellknight signifer can observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.
Vigilance (Su): The Hellknight signifer can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.
Spells Prepared (5+1) Level 1 DC 14
Spells Prepared (5+1) Level 2 DC 15
Spells Prepared (4+1) Level 3 DC 16
Spells Prepared (3+1) Level 4 DC 17
Spells Prepared (1+1) Level 5 DC 18
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—
antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
Order of the Nail
If Asmodeus is the wearer’s patron, the pentacle counts as an unholy symbol. By holding it and speaking a command word, the wearer can use charm person once per day. If the wearer squeezes the pentacle so its barbs draw her blood (dealing 1 point of damage), the wearer can use that blood as ink, writing with a quill or even a finger for up to 1 hour. The blood-ink dries instantly on writing surfaces so it never smudges, and if it’s used as part of a magical spell the wearer casts that requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by 1.
Half-Plate of the Dark Prince
Cloak of Fiery Vanishing
Clear Spindle (Normal) Ioun Stone
Sustains creature without food or water.
Protection from possession and mental control (as protection from evil).
Slippers of Cloudwalking
Explorer's Pith Helmet
Serpent Belt (Greater)
Bag of Holding III
This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
Bag Bag Weight Contents Limit Contents Volume Limit Price
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.
Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Headband of Mental Prowess (+2) (Wis, Cha)
The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.
Necklace of Adaptation
Ring of Mind Shielding
Ring of Energy Shroud (Fire)
Wand of Infernal Healing (47/50)
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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.
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.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Gratus Leogil :
Born as a slave and sold to the rings for combat to the death, Gratus expected to have a short life but was saved from an early death by Priest of Asmodeus who needed a new slave.
In this new life, Gratus proved himself willing to learn and was given a single chance as an acoyte with his slave contract redeemed in which he proved himself exempary. It wasn't long that he begin rising up the ranks in the priesthood.
His previous experience in the arena gave him precious combat advantage and his own prowess with the power of Asmodeus wasn't looked down upon.
Joining the pathfinders on orders of the Church of Asmodeus, Gratus proved himself numerous times in the field and bringing back lucrative deals and contracts for the church. He found himself a family of sorts with fellow half orcs sharing his last name and ironically enough friends with a clan of dwarves.
Gratus Leogil Appearance:
Dressed in the finest fashion of Chelaxian make, Gratus cuts a fine figure. His coat of red inlaid with royal purple over a tabard with the symbol of Asmodeus and the Order of the Nail interposed over his breast. His weapon of finely polished steel till gleaming and his equipment, all well maintained.
Clear gray eyes peer out from beneath his bangs as his face maintains a sneer as if etched upon his counternance. A powerful body aids in giving a powerful impression of what a holy warrior of the gods could look like.