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About Hyram GrimstalkHyram Grimstalk
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 ----------
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
EFFECT Range 60 ft.
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)
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)
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)
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)
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,
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)) Skills:
Languages:Abyssal, Common, Infernal Special Qualities:
Possessions
Backpack
SPECIAL ABILITIES Armored Might (Ex)
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
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. Armor Proficiency, Heavy
Bane (Su)
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)
Bonus Feat
Cunning Initiative (Ex)
Demon Eradicator
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.
Guardian
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
Judgment (Sacred)(Su)
Legendary Teamwork
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 Power(Su)
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)
Track (Ex)
Back to Back
Favored Judgment (Favored Enemy ~ Outsider (Chaotic))
Judgment Surge
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
Righteous Healing
Toughness
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)
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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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