About Hyram Grimstalk
AC 25, Touch 10, Flat-footed 24 (+10 Ghost Touch Full Plate, +1 Light Shield,+1 Armor Might,+2 Amulet) DR 5/epic.
Speed: 20 ft. (4 Squares)
Cure Critical Wounds (DC 17)
URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/cureCriticalWoun ds.html#cure-critical-wounds]Cure Critical Wounds[/URL]
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Your wrathful words cause physical harm to your enemies. Your enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based attacks. Rebuke is especially devastating to foes who worship your god, inflicting 1d6 points of damage per caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggering or stunning effect.
Enemies do not need to hear a rebuke to be harmed by it, but it is negated by magical silence.
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Retribution blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll. The target is wracked with shooting pains that impose a –4 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty only lasts for 1 round. A target who worships the same god as you takes a –2 penalty on its saving throw.
Searing Light DC 16
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Coordinated Effort (DC 16)
Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain no benefit from your Outflank feat, but an ally flanking the orc with you would. Your allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.
Cure Serious Wounds (DC 16)
URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/cureSeriousWound s.html#cure-serious-wounds]Cure Serious Wounds[/URL]
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
Ward The Faithful (DC 16)
URL=http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/wardTheF aithful.html#ward-the-faithful]Ward The Faithful[/URL]
All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4.
If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they worship the same god or share the same faith as you, even if you view them as heretical.
Align Weapon (DC 15)
URL=http://paizo.com/pathfinderRPG/prd/spells/alignWeapon.html#align-weapon ]Align Weapon[/URL]
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
Cure Moderate Wounds (DC 15)
URL=http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#cure- moderate-wounds]Cure Moderate Wounds[/URL]
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Protection From Evil
See Invisibility (DC 15)
URL=http://paizo.com/pathfinderRPG/prd/spells/seeInvisibility.html#see-invi sibility]See Invisibility[/URL]
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Weapon Of Awe (DC 15)
URL=http://paizo.com/pathfinderRPG/prd/advanced/spells/weaponOfAwe.html#wea pon-of-awe]Weapon of Awe[/URL]
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.
You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.
Cure Light Wounds (DC 14)
URL=http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#cure-lig ht-wounds]Cure Light Wounds[/URL]
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Divine Favor (DC 14)
URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/divineFavor.html #divine-favor]Divine Favor[/URL]
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you have multiple judgments active, the ally gains only one, chosen when you cast this spell.
Wrath (DC 14)
You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature's spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn't stack with any other effect that expands the threat range of a weapon.
0 th (at will) -
Detect Magic (DC 13)
URL=http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#detect-magic ]Detect Magic[/URL]
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Duration of Lingering Aura
Faint 1d6 rounds
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Detect Poison (DC 13)
URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/detectPoison.htm l#detect-poison]Detect Poison[/URL]
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Disrupt Undead (DC 13)
URL=http://paizo.com/pathfinderRPG/prd/spells/disruptUndead.html#disrupt-un dead]Disrupt Undead[/URL]
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Light (DC 13)
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Stabilize (DC 13)
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Base Atk: +9/+4,
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Armor Proficiency, Heavy, Favored Judgment (Chaotic Outsider),Judgment Surge, Righteous Healing, Shield Proficiency, Simple Weapon Proficiency, Back To Back, Outflank, Paired Opportunists, Toughness, Weapon Focus (Longsword), Mythic Weapon Focus (Longsword), Mythic Legendary Teamwork, Mythic Extra Path Ability (Earth Protection (Su))
Languages:Abyssal, Common, Infernal
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score. (4-Con)
Additional Call (Ex)
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Armored Might (Ex)
Armor Proficiency, Heavy
Greater Bane At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Battle Rage (Sp)
Cunning Initiative (Ex)
Detect Alignment (Sp)
Discern Lies (Sp)
Earth Protection (Su): As long as you're in contact with earth or unworked stone, you can expend one use of mythic power as a standard action to draw energy from the earth and radiate it outward, granting yourself and allies within 30 feet DR 10/adamantine for 1 minute.
Enhanced Ability (Ex): You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score. (4-Con)
Exposed to Awfulness (Guardian)
Extra Path Ability (Earth Protection (Su)) -You can call upon mythic powers beyond those already invested in you.
Hard to Kill (Ex)
Heart of the Streets
Impervious Body (Su): You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Judgment / Destruction
Judgment / Healing
Judgment / Justice
Judgment / Piercing
Judgment / Protection
Judgment / Purity
Judgment / Resiliency
Judgment / Resistance
Judgment / Smiting
Prerequisites: Any two teamwork feats.
Benefit: Any fixed numeric bonuses you gain from teamwork feats are increased by 1. This doesn't apply to variable numeric bonuses or to effects that are not numeric bonuses, such as additional attacks of opportunity, movement, or other extra actions.
Monster Lore (Ex)
Mythic Level (4)
Mythic Surge (Su)
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Second Judgment (Ex)
Sieze The MomentWhen an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. (Need Imprved Crit)[/b]
Solo Tactics (Ex)
Stern Gaze (Ex)
Stalwart (Ex): At 11th level, 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. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Sudden Block (Su)
Back to Back
Favored Judgment (Favored Enemy ~ Outsider (Chaotic))
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Toughness (Mythic) Toughness provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
Weapon Focus (Longsword)
Weapon Focus (Mythic) (Weapon Focus (Longsword)) Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.
Weapon Master (Su)
Hyram Grimstalk is a severe –looking human man with close-cropped hair and a neatly trimmed beard. He is average weight and build but his most remarkable feature are his ice-blue eyes-eyes that seem to stare right through you.
It was a beautiful, spring day. He remembered that. He remembered also the wounded streaming in from the outlying fields with the mages and demons right behind them. In the swirling confusion the boy lost track of his parents (He never saw them alive again) and hid. “”Where is the Paladin?” he heard the mages ask. The demons only laughed as his neighbors were slaughtered before his eyes. It was only later that he found out that the village elders had hid a wounded paladin, a lone survivor of a group that had taken on an evil cabal of mages – mages who were adept at summoning demons and devils. The boy resolved at that moment to combat demons wherever he found them and pass judgment on those who would harm innocents.
Unsmiling, Hyram seems focused on the task at hand and always seems to constantly be searching about him for evil that may or may not be around.
Hyram thinks for a moment not wanting to share his personal history with the stranger. “Demons don’t belong here, er, this plane, I mean. It ain’t right and it is my goal, with the blessing of Iomedae to send them back to their home plane and to punish them for any mischief they might have caused. What skills you ask? I bring some martial skills, some spell casting and some knowledge of the planes and the ability to pass judgment on evil beings wherever I find them. Does that answer your question?”
(HP 318 AC:25 T:10 F:25 Saves F:+19 R:
+7 W:+14 CMB:+8 CMD:19 Init:+3
Created using PCGen 6.02.00 on Jul 7, 2014