Radosek Pavril

Hyram Grimstalk's page

879 posts. Alias of Briccone.


Full Name

Hyram Grimstalk

Race

Human

Classes/Levels

Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Good

Deity

Iomedae

Location

Kenabres

Languages

Common, Infernal

Strength 16
Dexterity 10
Constitution 23
Intelligence 12
Wisdom 16
Charisma 10

About Hyram Grimstalk

Hyram Grimstalk
Male Human Inquisitor 12/Guardian 5
LG Medium humanoid (human)
Init +8; Senses darkvision 60 ft., Perception +18
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DEFENSE
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AC 26, Touch 10, Flat-footed 24 (+10 armor (Ghost Touch Full Plate, +1) +3 natural (+3 Amulet of Natural Armor) +1 shield (Light Shield) +2 Armored Might)
hp 277 (12d8+181)
Fort +19, Ref +8, Will +15
Defensive Abilities hard to kill, mythic saving throws; DR 5/epic
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OFFENSE
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Speed 20 ft.
Melee +3/evil outsider bane cold iron longsword +17/+12 (1d8+6/19-20)
Melee dagger +12/+7 (1d4+3/19-20)
Melee shield, light wooden +8 (1d3+1)
Ranged crossbow, light +9/+4 (1d8/19-20)
Ranged dagger (thrown) +9/+4 (1d4/19-20)
Special Attacks bane, fire of belief, greater bane, judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, mythic power(13/day, surge +1d8+1), stern gaze, sudden block
Inquisitor Spell-Like Abilities: detect chaos (at will), detect evil (at will), detect good (at will), detect law (at will), discern lies (DC 17,12/rounds/day)
Known Inquisitor Spells (CL 12th, concentration +15):

4th (3/day)—cure critical wounds, discern lies(DC 17), invisibility (greater), rebuke(DC 17)

3rd (5/day)—coordinated effort, cure serious wounds, prayer, searing light

2nd (6/day)—align weapon, cure moderate wounds, restoration (lesser), see invisibility, weapon of awe

1st (6/day)—bless, cure light wounds, divine favor, know the enemy, lend judgment, wrath

0 (at will)—detect magic, detect poison, disrupt undead, light, resistance, stabilize

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Spell Descriptions
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Cure Critical Wounds:
School conjuration (healing); Level alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, shaman 4, witch 5; Domain healing 4

DESCRIPTION

This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).

Detect Magic:

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

CASTING

Casting Time 1 standard action
Component: V, S

EFFECT

Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

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.

Detect Poison (DC 13)
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none
Spell Resistance no

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)
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none
Spell Resistance yes

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)
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none;
Spell Resistance no

URL=http://paizo.com/pathfinderRPG/prd/spells/light.html#light]Light[/URL]

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.

Resistance(DC 13)
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)

URL=http://paizo.com/pathfinderRPG/prd/spells/resistance.html#resistance]Re sistance[/URL]

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)
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates (harmless);
[B]Spell Resistance
yes (harmless)

URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/stabilize.html#s tabilize]Stabilize[/URL]

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.

STATISTICS

Str 16,
Dex 10,
Con 23,
Int 12,
Wis 16,
Cha 10

Base Atk: +9/+4,
CMB: +10,
CMD: 20

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))

Skills:
Acrobatics -4,
Appraise +1,
Climb -2,
Craft (Untrained) +1,
Diplomacy 0,
Escape Artist -4,
Fly -4,
Heal +18,
Intimidate +21,
Knowledge (Arcana) +5,
Knowledge (Arcana/ID monster) +8,
Knowledge (Dungeoneering) +5,
Knowledge (Dungeoneering/ID monster) +8,
Knowledge (Geography) +4,
Knowledge (History) +5,
Knowledge (Local) +2,
Knowledge (Local/ID monster) +5,
Knowledge (Planes) +16,
Knowledge (Planes/ID monster) +19,
Knowledge (Religion) +16,
Knowledge (Religion/ID monster) +19,
Perception +18,
Ride -4,
Sense Motive +21,
Stealth -4,
Survival +7,
Swim -1,

Languages:Abyssal, Common, Infernal

Special Qualities:
Battle Rage
(6/day)
,
Bonus Feat
,
Heart of the Streets
,
Judgment (Sacred)
,
Monster Lore
,
Second Judgment
'

Possessions
+1 longsword (Horgus);
+3 longsword (Cold Iron, bane(evil outsiders));
shield (light/wooden);
outfit (explorer's);
Ghost Touch Full-Plate
bolt (crossbow) (x20);
2 +1 Flaming Bolts
dagger;
Amulet of Natural Armor +3
Scroll of Comprehend Languages
Scroll of Bear's Endurance
Cloak of Resistance +4
Belt of Physical Might +2 (Con, Str)

Backpack
[
Waterskin;
Rations (Trail/Per Day) (x3);
Pouch (Belt);
2,280 gp 3 sp 9 cp;
];
Waterskin
;
Pouch (Belt)
;
Crossbow (Light)
;

SPECIAL ABILITIES

Armored Might (Ex)
(Mythic) You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor's +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Hard to Kill (Ex) 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.

Mythic Saving Throws (Ex) Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

---OLD---

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)

Absorb Blow
(Mythic) As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Additional Call (Ex)
(Mythic) You learn an additional guardian's call ability. You can select this ability twice. Call selected: Sudden Block

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.

Armor Proficiency, Heavy
You are skilled at wearing heavy armor.

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 8 rounds per day. These rounds do not need to be consecutive.

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)
You can touch a creature as a standard action to give it a +4 bonus on melee damage rolls for 1 round. You can do so 6 times per day.

Bonus Feat
Humans select one extra feat at 1st level.

Cunning Initiative (Ex)
An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Demon Eradicator
Anytime an outsider with the demon subtype must make a Will save against one of your spells, increase the DC of that save by +1.

Detect Alignment (Sp)
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 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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)
Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll the saving throw as a free action. You must take the second result even if it is worse.

Extra Path Ability (Earth Protection (Su)) -You can call upon mythic powers beyond those already invested in you.
Prerequisite: 3rd mythic tier.
Benefit: Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.

Guardian
None can get past the impervious guardian, those who threaten this devout hero's charges are doomed to fail. The powers of the guardian allow her to hold her ground, protect her allies, prevent enemies from moving past her, and survive hits that would defeat lesser heroes. Characters that have a high Constitution score and frequently find themselves in the middle of combat gain valuable powers by becoming a guardian. The path of the guardian is suitable for those who routinely sustain massive amounts of damage.

Heart of the Streets
Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.

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
The inquisitor is filled with divine wrath, gaining a +3 sacred bonus on all weapon damage rolls.

Judgment / Healing
The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 points of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice
This judgment spurs the inquisitor to seek justice, granting a +3 sacred bonus on all attack rolls. (+6 To confirm critical hits).

Judgment / Piercing
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection
The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. +6 To confirm critical hits against the Inquisitor.

Judgment / Purity
The inquisitor is protected from the vile taint of her foes, gaining a +3 sacred bonus on all saving throws. +6 against curses, diseases, and poisons.

Judgment / Resiliency
This judgment makes the inquisitor resistant to harm, granting DR 3/magic. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's.

Judgment / Resistance
The inquisitor is shielded by a flickering aura, gaining 8 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / 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).

Judgment (Sacred)(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 4 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.

Legendary Teamwork
(Mythic) You and your allies fight with great coordination.

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)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Mythic Level (4)

Mythic Power(Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. 11 per day.

Mythic Surge (Su)
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 1d8

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)
At 8th level, 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.

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)
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.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +3 morale bonus on all Intimidate and Sense Motive checks.

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)
(Mythic) As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Track (Ex)
An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Back to Back
While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.

Favored Judgment (Favored Enemy ~ Outsider (Chaotic))
Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.

Judgment Surge
Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.

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.

Paired Opportunists
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Righteous Healing
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess.

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

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)
At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

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Spells
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Align Weapon:

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.

Bless:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Coordinated Effort:

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 Critical Wounds:

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.

Cure Light Wounds:
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.

Cure Moderate Wounds:

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.

Cure Serious Wounds:

This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).

Discern Lies:

Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.

Divine Favor:
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.

Invisibility, Greater:

This spell functions like invisibility, except that the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Know The Enemy:
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.

Lend Judgment:
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.

Prayer:

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Rebuke:

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.

Restoration, Lesser:

Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Searing Light:

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).

See Invisibility:

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:

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.

Wrath:
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.

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Description
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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.

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History
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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.

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Personality
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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.

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Why
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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?”