Clegg Zincher

Johan Hale's page

1,127 posts. Alias of IronDesk.


Full Name

Johan Hale

Race

Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24

Classes/Levels

LOOT

Size

6'2, 195 lbs

Age

20

Alignment

Lawful Evil

Deity

Asmodeus

Location

Taligarde

Languages

Common

Strength 26
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 19
Charisma 8

About Johan Hale

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DEFENCE
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Hit Points: 90
Armor Class: 30 (+7 armor, +4 shield, +3 dex, +5 natural, +1 deflection)
Fire resistance 20; Acid resistance 1; Regeneration 5 (good spells, good weapons
Flat Footed: 25
Touch: 14
Fortitude: +11, Reflexes:+7, Will:+11
Save mods: +4 vs poison, +1 vs fire or acid
Perception +12

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OFFENCE
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BAB: +6/+1
Initiative: +9 (+9 dex, +4 wis +2 trait)
Speed 20 (30 base, medium armor)
CMB +14; CMD 26
Melee
-+2 Morning star +16/+11, 1d8+10 (20/x2)
..w/ power attack: +14/+9, 1d8+14 (20/x2)
-mstwk dagger +15, 1d4+7 (19-20/x2)
-Chastising Lash +14/+9, 1d6+8 (+4 fire) 15'reach
Ranged
-longbow +9/+3, 1d8 (20/x3)
-Hand of the Acolyte/+2 Morning star, +12 to hit, 1d8+10 (20/x2)

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Feats:

*(Trait) Attempted Murder: Gain +2 bonus on intimidate checks
*(Trait) Reactionary: Gain a +2 trait bonus on initiative checks.
*(Trait) Cleansed in Hellfire: Cardinal Thorn baptises you into the worship of Asmodeus by summoning forth the fires of hell to bath your body and soul. This brutal ritual leaves you inured to the pain of burned and seared flesh. Benefit: gain fire and acid resistance 1, and a +1 trait bonus to save against fire or acid.
*Intimidating Prowess: Add Strength modifier to Intimidate skill checks in addition to Charisma modifier.
* Toughness: gain +3 hit points. +1 hit point / Hit Die beyond 3rd.
*Power Attack: Take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls, +50% if attacking with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
*Shake it off (teamwork):When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
*Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
* Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Skills:

ACP -3
Skill ranks/lvl =9 (6 class, + 2 campaign, + 1 human)
Climb (3/+14)
Intimidate (9/+25)
Knowledge/dungeoneering (6/+9)
Knowledge/planes (6/+9)
Knowledge/religion (6/+9)
Knowledge/arcana (6/+9)
Knowledge/nature (6/+9)
Linguistics (3/+3)
Perception (9/+16)
Ride (8/+14)
Sense Motive (9/+19)
Survival (7/+13,+17 to follow tracks)
Swim (3/+14)

Languages: common, abyssal, infernal, celestial

Racial Abilities:

*(Human)Bonus Feat: select one extra feat at 1st level.
*(Human)Skills: Gain an additional skill rank at first level and one additional rank per level.
*(Devilbound)Abilities: +2 to Str, Dex, Int
*(Devilbound)Armor Class: Natural armor improves by +4
*(Devilbound)Senses: Darkvision 60'. see in darkness
*(Devilbound)Defensive Abilities: +4 bonus on saving throws against poison, resist fire 30, and regeneration 5 (good spells, good weapons).
*(Devilbound)Spell-like abilities: 1/day - quickened fireball (DC16), invisibility, blasphemy (DC19), summon a lemure ( 100%, 1 hr duration)

Class Abilities:

*Judgement 3/day
*Domain: Magic
...Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
...Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th.
*Stern Gaze (Ex) Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level (minimum +1).
*Monster Lore (Ex) Add Wisdom modifier on Knowledge skill checks when making skill checks to identify the abilities and weaknesses of creatures.
*Cunning Initiative (Ex): Add Wis mod on initiative checks, in addition to Dex mod.
*Detect Alignment (Sp): At will, use detect chaos, detect evil, detect good, or detect law. Can only use one of these at any given time.
*Track (Ex): Adds 1/2 level on Survival skill checks made to follow or identify tracks.
*Solo Tactics (Ex) All 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 his teamwork feats. 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 Default: Outflank
* Bane: Imbue one weapon with the bane weapon special ability (+2 enhancmet, +2d6 dmg) as a swift action. Select one creature type when using 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. 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.
*Discern Lies: Discern lies, as per the spell, for a number of rounds per day equal to inquisitor's level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Spells:

Inquisitor Spell List
Olvl: create water, daze (DC 13), detect magic, guidance, light, stabilize
1st (5/day): divine favour, cure light wounds, litany of sloth, shield of faith, expeditious retreat,
2nd (5/day): blistering invective, spiritual weapon, savage maw, cure moderate wounds, see invisibility
3rd (4/day): burst of speed, chastising lash, greater stunning barrier, lake of fire

Equipment:

6,991gp
Lord Havelyn's Armor (Deathless Breastplate +1)
Varning's Shield (+2 Heavey steel shield)
+2 Morning star
Longbow w/20 arrows
Blood stained truncheon taken from the first man Johan ever killed (club, half dmg inflicted is non-lethal)
Dagger of the knights of the Alerion ( mstwk dagger)
Masterwork dagger
Silver holy symbol of Asmodeus
Military saddle (equipped on Carnitheria Rex)
Angelskin cloak of resistance+1(Moondog hide)
Amulet of natural armor+1
Ring of feather falling
Ioun torch
Wand of cure light wounds (12 charges)
Wand of cure moderate wounds ( 17 charges)
iron circlet
4 Potions of cure moderate wounds
scroll of lesser restoration
potion of barkskin
Belt of physical physical perfection(str, con, dex +2)
Headband of inspired wisdom (Wis+2)
Fighter's Kit (mstwk backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin.
Ace (weasel pelt taken from the familiar of the traitor Damien the witch)

Favoured Class Bonuses:

lvl 1: +1 HP
lvl 2: +1 HP
lvl 3: +1 HP
lvl 4: 1st lvl spell known -shield of faith
lvl 5: +1 HP
lvl 6: +1 HP
lvl 7: 2nd lvl spell known - see invisibility
lvl 8: +1 HP

Background:

CRACK! The sound of his father’s belt snapping against itself.

CRACK! The sound of a closet door slamming open as he is dragged from his hiding place.

CRACK! The sound of bone breaking.

These are the sounds Johan remembers most from his childhood on the Hale family farm. Johan’s parents were devout Mitrans, but life near the wall was hard. Johan was raised to know that Mitra loved those who obeyed their fathers – and punished those who did not. He was also raised to know that Mitra loved those who told the truth. So when knights of the inquisition, riding hard for the wall, stopped for respite at the Hale farm, young Johan told them the truth.

As he watched his father dragged from his home in irons the next morning, he felt only the vindication of justice; of being the one to mete out that justice, and he knew he had found his heart’s purpose. The inquisitors felt that purpose within the boy and took him with them.

Under their stern and watchful tutelage Johan grew into a man of singular focus. He excelled in all aspects of his apprenticeship and was soon trusted to accompany his masters in the field during hunts for wrong doers

During one such outing travelling through a royal preserve, Johan and his master came across the carcass of a stag. The two tracked the poachers to their camp. His master recognized the men and made to leave. Johan was incensed. Poaching was against the law of Mitra and no man was above that law. As his master turned away, Johan stormed into the hunter’s camp to dispense divine justice, as Mitra had taught him, as his father had taught him, as he was born to do. His master was able to pry Johan’s fingers off the merchant lord Gillian’s throat before the man died, but the damage had been done. Johan was dragged from his home in irons the next morning by the very men who had taken him in and given him purpose.

Convicted of attempted murder, Johan has been languishing in Branderscar prison for weeks awaiting execution. During that time he has renounced Mitra, seeing in the Shining Lord the reason for all the suffering he has endured on this earth. And he has started to hear whispers in the dark: Promises of retribution and fire and vengeance. As the day of his execution fast approaches Johan has begun to whisper back.

Personality and Appearance:

Broad shouldered and square jawed, Johan's stern stare lead most to mistake him for a man older than his mere twenty years. Sandy brown hair frames a face that could be called attractive if it wasn't locked into a seemingly permanent scowl.

Johan is a man who needs order. The pain of his childhood combined with the rigid indoctrination of the Mitran church, have created a deeply conflicted soul. On one hand he has a deep seeded need to follow authority. On the other, a pathological need to punish those who do not, and those who fail to live up to his ideals. He has been betrayed by both the father of his birth and Mitra, the father of his spirit, and now turns to a third, darkest father for solace. To protect himself from abuse he will become the abuser. To protect himself from betrayal he will become the betrayer of a nation.

iron circlet:
This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.

You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamor gets a Will save to recognize it as an illusion.

Chastising Lash:
Casting Time: 1 round
Components: V, S
Range: 15 ft.
Effect: flexible metal lash wreathed in hellfire
Duration: 1 minute/level
Saving Throw: Will partial (see text); Spell
Resistance: yes
You create a writhing, burning lash of black chain, linked bones from a spine, or twisted metal cable. Attacks with this chastising lash are melee weapon attacks. The weapon has 15 feet of reach, and may attack targets adjacent to you as well as those at range. Because of its tendency to coil and snap about of its own accord, only one attack of opportunity can be made with the chastising lash each round. The lash
deals 1d6 points of damage, + 1 point of fire damage per two caster levels (maximum 10). A target you strike with a chastising lash must make a Will save or be engulfed with emotions of worry at the idea of
attacking you. If it fails this save, it suffers a penalty to attack rolls made against you for 1 round. The penalty is -1/5 caster levels.
The chastising lash can be wielded as any one weapon the caster is proficient with, benefitting from any feats or abilities the caster has with that weapon. For example, an antipladin with Weapon Focus longsword) could cast chastising lash and wield it as a longsword, gaining the benefit of his Weapon Focus feat to attacks made with the
lash. The caster may change what weapon he wields his chastising lash as a free action at the beginning of his turn. If cast as an evil spell, the chastising lash grants a +2 bonus to CMB checks for disarm
and trip attacks made with it.

Carnitheria Rex:
Carnitheria Rex, Nightmare CR 5
XP 1,600
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 22, touch 11, flat-footed 17 (+2 Dex, +8 natural, +3 armor, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
Spell-Like Abilities (CL 6th)
1/day (self plus 1 rider only)—plane shift
STATISTICS
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception
+12, Sense Motive +12, Stealth +7, Survival +10
Languages Abyssal, Infernal
Gear: Light chain barding, military saddle
SPECIAL ABILITIES
Smoke (Su) In battle, a nightmare exhales smoke that chokes and
blinds foes, filling a 15-foot cone each round as a free action.
Anyone in the cone must succeed on a DC 16 Fortitude save or
become sickened until 1d6 minutes after leaving the area. This
smoke acts as obscuring mist for the purposes of concealment.
The smoke persists for 1 round. The save DC is Constitution-
based.

Posca the Lemure:

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

OFFENSE

Speed 20 ft.
Melee 2 claws +2 (1d4)

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12

Build notes/wish list:

Feats: cleave, 9=leadership or hurtful
Stat increases: 12th=Wis for +1 Will, initiative, monster lore and extra 4th lvl spell?
Gear: Bane Baldric, horsemaster's saddle, skymarine's elite saddle
Armor: defiant (good outsider)
Weapons: +1 Weapon qualities= keen, cruel, menacing
+2 Weapon Qualities = furyborn, impact,
unholy,wounding
1st lvl spells: Litany of sloth
3rd lvl spells, burst of speed, dimensional anchor, deadly juggernaut, searing light, greater magic weapon, terrible remorse, coordinated effort