Barl Breakbones

Krakos, Inexorable Avalanche's page

40 posts. Alias of Great Green God.

Full Name

Krakos, Inexorable Avalanche




Inquisitor of Ayrzul 6 | hp 46/51 | AC 18 T 13 FF 16 | CMD 22 | F +7 R +5 W +9 | Spd 20' | Init +5 | Kn(Arc, Dun, Nat) +4, KnPla +7, KnRel +9, Perc +12 (darkvision), SensM +15 | bane 6/day | judge 2/day | spells 5/1st, 3/2nd





Special Abilities

bane (6 rounds/day), inner strength, judgment 2/day, monster lore +3, relentless footing, solo tactics, stern gaze +3, track +3






Auran, Ignan, Terran

Strength 20
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 9

About Krakos, Inexorable Avalanche

Krakos, Inexorable Avalanche
Male oread inquisitor of Ayrzul 6 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 205)
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12
18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 51 (6d8+18)
Fort +7, Ref +5, Will +9
Resist acid 5
20 ft.
Melee +1 cold iron morningstar +10 (1d8+6) or
______ dagger +9 (1d4+5/19-20) or
______ unarmed strike +9 (1d3+5 nonlethal)
Ranged mwk composite longbow +7 (1d8+5/×3)
Special Attacks bane (6 rounds/day), judgment 2/day
Spell-Like Abilities (CL 6th; concentration +5)
__ 1/daymagic stone
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
__ At willdetect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +9)
__ 2nd (4/day)aid, resist energy, spiritual weapon, weapon of awe APG (DC 15)
__ 1st (5/day)divine favor, expeditious retreat, shield of faith, true strike
__ 0 (at will)acid splash, bleed (DC 13), detect magic, guidance, light, stabilize
Domain Persistance UM
20, Dex 14, Con 12, Int 10, Wis 16, Cha 9
Base Atk +4; CMB +9; CMD 22
Feats Escape Route UC, Paired Opportunists APG, Power Attack, Step Up, Toughness
Skills Acrobatics +2 (-2 to jump), Bluff +3, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +1, Perception +12, Sense Motive +15, Spellcraft +4, Stealth +11, Survival +7
Languages Auran, Ignan, Terran
SQ inner strength, monster lore +3, relentless footing, solo tactics, stern gaze +3, track +3
Combat Gear scroll of align weapon, scroll of cure serious wounds, scroll of keen edge, scroll of lesser restoration, scroll of prayer, acid (2); Other Gear +1 mithral chain shirt, +1 cold iron morningstar, arrows (40), dagger, mwk composite longbow (+5 Str), belt of giant strength +2, cloak of resistance +1, iron rope UE, ring of protection +1, steadfast gut-stone UE, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy symbol, cold iron, manacles, mess kit, spell component pouch, trail rations (5), waterskin, 39 gp
Tracked Resources

Dagger - 0/1
Acid - 0/2
Arrows - 0/40
Bane (+2 / 2d6, 6 rounds/day) (Su) - 0/6
Detect Alignment (At will) (Sp) - 0/0
Discern Lies (6 rounds/day) (Sp) - 0/6
Inner Strength 3d6 (1/day) (Su) - 0/1
Judgment (2/day) (Su) - 0/2
Magic Stone (1/day) - 0/1
Relentless Footing (6/day) (Ex) - 0/6
Teamwork Feat (change 3/day) - 0/3
Trail rations - 0/5
Special Abilities
Bane (+2 / 2d6, 6 rounds/day) (Su)
Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inner Strength 3d6 (1/day) (Su) Swift, heal self and remove a single negative status condition (blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered).
Inquisitor Domain (Persistance Inquisition) Deities: Asmodeus, Iomedae, Urgathoa.
Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Starting at 1st level, 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.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
__ Destruction: The inquisitor is filled with divine wrath, gaining a +2 profane bonus on all weapon damage rolls.
__ Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2.
__ Justice: This judgment spurs the inquisitor to seek justice, granting a +2 profane bonus on all attack rolls.
__ Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
__ Protection: The inquisitor is surrounded by a protective aura, granting a +2 profane bonus to Armor Class.
__ Purity: The inquisitor is protected from the vile taint of her foes, gaining a +2 profane bonus on all saving throws.
__ Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 2/magic.
__ Resistance: The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
__ 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.

Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless Footing (6/day) (Ex) Swift, gain +10 ft enhancement bonus to speed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Track +3 Add the listed bonus to survival checks made to track.