Beltias Kreun

Gray Miller's page

279 posts. Alias of C B 380.


Classes/Levels

HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Strength 14
Dexterity 20
Constitution 8
Intelligence 15
Wisdom 16
Charisma 15

About Gray Miller

Gray Miller
Male human (Chelaxian) Inquisitor (Infiltrator) 7 of Zon Kuthon
NE Medium humanoid (human)
Init +8 ; Senses Perception +11
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Defense
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AC 20 , touch 15 , flat-footed 15
hp 38 (7d8-6(Con)+6(FC))
Fort +4, Ref +8, Will +8 (+10 vs non Zon Kuthon divine)
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Offense
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Speed 30 ft.
Melee: MW Spiked Chain +11 (2d4+2/x2)
Light Mace +7 (1d6+2/x2)
Ranged: Composite Long Bow +10 (d8+2/x3)
Spells:
0 - Bleed, Daze, Detect Magic, Light, Read Magic, Sift
1 (5/day) - Burst Bonds, Comprehend Languages, Divine Favor, Interrogation, Sanctuary
2 (4/day) - Detect Thoughts, Invisibility, Resist Energy, Silence
3 (2/day) - Dispel Magic, Protection from Energy

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Statistics
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Str 14, Dex 20, Con 8, Int 15, Wis 16, Cha 15
Base Atk: +5; CMB +7; CMD 22

Feats:

Deceitful
Combat Expertise
Blind Fight
Weapon Finesse
* Precise Strike
Improved Trip
* Outflank

Traits:

Ordinary - The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.
Disdainful Defender - You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Adventuring Skills 42+14(Int)+7(Human):

Bluff +17 (7 ranks, 3 Class, 2 Cha, 3 Wis, 2 Feat)
Diplomacy +15 (7 ranks, 3 Class, 2 Cha, 3 Wis)
Disable Device +12 (+14 w/MW tools) (7 ranks, 5 Dex)
Disguise +14 (7 ranks, 3 Class, 2 Cha, 2 Feat)
Kn (Religion) +12 (7 ranks, 3 Class, 2 Int)
Perception +13 (7 ranks, 3 Class, 3 Wis)
Sense Motive +13 (7 ranks, 3 Class, 3 Wis)
Stealth +20 (7 ranks, 3 Class, 5 Dex, 5 item)
Survival +13 (7 ranks, 3 Class, 3 Wis)


Background Skills:

Linguistics +11 (6 ranks, 3 Class, 2 Int)
Profession (Librarian) +7 (1 rank, 3 Class, 3 Wis)
Sleight of Hand +12 (7 ranks, 5 Dex)

Languages:

Common
Chelaxian
Draconic
Dwarven
Elven
Infernal
Orc
Tengu
Abyssal


Special Abilities:

Domain - Darkness

Touch of Darkness 6/day (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgment 3/day - 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 sacred 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).

Cunning Initiative - At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Misdirection - At 1st level, each day when the infiltrator prepares spells, shemay choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

Guileful Lore - At 1st level, the infiltrator's will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to normal ability score modifiers.

Forbidden Lore - While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

Necessary Lies - An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

Detect Alignment - 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.

Solo Tactics - At 3rd level, 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.

Teamwork Feat - At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier

Bane - At 5th level, 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 a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.


Gear:
98 gp, Composite Longbow (2 pull), 20 Arrows, Light Mace, MW Spiked Chain, +1 Chain Shirt, Cloak of Elvenkind, Gloves of Reconnaissance, Hat of Disguise, Ioun Torch, Handy Haversack, Crowbar, Hammer, 5 Pitons, Waterskin, Flint & Steel, Grappling Hook, 50' Silk Rope, Hourglass, Portable Ram, MW Thieves' Tools

Backstory:

Gray grew up in a small village on the border between Andoran and Cheliax, one of likely hundreds of tiny hamlets that served as a buffer between the mother country and its unruly, rebellious child nation. The young man's name was not Gray at that point (it was Aram Licht), but such trivialities matter little. Gray's life was simple but happy, his days spent helping his family farm or accompanying his father (one Sephyr Licht) to the nearby larger town of Hapsdell, just south of the Aspodell Mountains. Life wasn't easy as a frontier family between two bitter rival countries, but Gray's family eked out a happy existence regardless.

Soon after his fourteenth nameday in early Autumn, Gray was sent out to fish by his father who was looking to start salting some meat for the upcoming winter. Deciding to venture farther out, the youth looked for a pond or small lake to cast his line in, hoping that if he found a secluded area it would be filled with fish. And it was...Gray caught several of them in a short time span, the young man not believing his luck. And then his fortune changed.

Splashing around in the shallow water, the young man didn't notice the Chelish patrol until it was far too late. Having no escape except to dive further into the lake, and seeing the crossbows the soldiers carried, Gray stood his ground with trepidation, eyeing the military men nervously. When the leader of the patrol stepped forward and asked Gray if he was a Chelish citizen, the youth shook his head without a word. Perhaps if he had been paying attention and noticed the wild look of zeal in the eyes of the officer and his men he would have answered differently.

The youth was immediately bound and beaten, cursed for an Andorran traitor. Indeed, the patrol had recently forayed into Andorran territory, only to be soundly defeated and sent home with heavy casualties. Seeking to mollify the sting of defeat, the soldiers took out their frustration on the poor young man. Finally, the officer dragged Gray out into the water and held him under. Already weak from the pounding he had taken, the youth hardly struggled, almost thankful for the bliss of oblivion soon to follow.

The young man's next waking moment was pure agony. He breathed in, the air feeling like fire searing his airways and lungs as oxygen rushed in to reactivate his organs. Sitting across from him was a curious-looking man, jagged scars all over his arms and legs. As Gray took breath after breath, the sharp pain became a steady burn, uncomfortable but manageable. The older man explained how he had followed the patrol from a short distance away, and had pulled the youth out of the water after the men left. Apparently they hadn't tarried long, the shame of beating and drowning a child driving them to move on.

The man (who never gave his name) explained that he would take the youth to a place where he could heal. Eager for his parents but feeling awful, Gray agreed to go with the man the short distance to wherever he was talking about. Traveling to Hapsdell (the medium-sized town Gray's father would sell his crops in), the man escorted the youth to a run-down building near the center of town, entering and then pulling up a hidden floorboard to reveal a stairway down. In agony, the young man remembered little of that initial visit, only the moans of pain and ecstasy combined, the screams as a whip cracked, the several people walking about with scarred arms and legs visible.

The man brought an older woman over to inspect the youth. The woman was rough in her handling, but thorough, and at the end of her examination she smiled. "Your lungs are scarred from the beating that you took and the water that filled them as you died. What exquisite pain you must feel..." The young man initially stayed in the makeshift temple because he thought they were trying to help him feel better. He soon understood that wasn't the case, however...they were helping him to endure the agony, turning the torment into bliss. He knew on an instinctual level that these people were not right, but his pain blinded him, and his hatred of the Chelish that did this to him, and his hatred of all the 'good' gods letting such a thing happen to a young boy. In the back of his mind he had decided to keep a look out for his father on one of his inevitable trips to the town, but as the temple leaders continued to feed his hatred and teach him to use his pain he kept pushing it off. When he brought up his desire to see his family, the clerics told him they had contacted Gray's family, and that they had forsaken him for fear of Chelish retribution.

So he cast off his former moniker, taking on a bland name to go along with his developing new role. The church had noticed that the youth was supremely talented in moving quietly and quickly, and had taken note of the cords of muscle developing on his young body. They also noticed he had a sharp eye for detail and could be quite charming when called upon. They nurtured the boy's hatred of Cheliax and its rulers, their long-term plan of trying to topple the Asmodeans on their mind as they thought of a way to incorporate this new piece into their design. An opportunity presented itself in the small border town of Tadloton, so the clerics sent the youth along as a young man interested in joining the mercenary guild.

On his way, Gray went over his orders in his mind. Join the guild, perform well, but most of all listen. Take any opportunities that take you further into the heart of Cheliax. Listen to how the others speak of Thrune. Who follows out of fear. Who follows out of zeal. Who secretly plots against them. Remember every detail, no matter how trivial. The youth wasn't sure what this was about, but he wanted to prove his capabilities to these people that had helped him embrace his pain. He headed towards Tadloton, unsure of what awaited him there but determined to do his best.

Appearance/Description:

Gray is a rather non-descript man, or at least that's how he carries himself. Of average height and with short-cropped brown hair and drab brown eyes, he can blend into a crowd with ease. With his hat of disguise Gray typically walks around with his features changed slightly...the nose a bit different, hair and eyes off a shade or two, just subtle differences from his actual appearance. Underneath his thick clothing lies a well-muscled body of almost unnatural agility. His speech is frequently raspy, and he finds he needs to clear his throat often.

Although Gray suffers from near constant pain in his lungs when he breathes, he long ago learned to control his expressions. Indeed, he has taken on his patron's mantra 'Pain is Pleasure'. Though he looks ordinary, he is a master of deception, stealth, and information-gathering, knowing several languages and having a glib tongue when needed.

Gray's temperament is even-keeled, he rarely gets disturbed by anything. He is slow to anger, and only truly takes pleasure in pain or in completing a task satisfactorily.