Faxon

Maaldrek's page

105 posts. Organized Play character for Purple Dragon Knight.


Full Name

Maaldrek

Race

| HP 80/80 | AC 28, T 13, FF 27 | CMD 26/28trip | F +10 R +5 W +12; Resist cold 5, electricity 5, fire 5 | Init +5 | Darkvision 90 ft., Perc +18 | Regretful Gaze Will DC 23

Classes/Levels

| Speed 30ft | Spells 1st 6/6 2nd 5/5 3rd 5/5 4th 3/3 Alter Self 1/1| Active Conditions: --

Gender

”Maaldrek” | Male CN tiefling (oni-spawn) Inquisitor 11 (Sanctified Slayer)

About Maaldrek

Maaldrek
Male Tiefling (Oni-Spawn) inquisitor 11 Archetypes Sanctified Slayer,
CN Medium outsider (native)
Init +5, Senses darkvision 90 ft., light blindness; Perception +18
=================================================
DEFENSE
=================================================
AC 28, touch 13, flat-footed 27 (+12 armor, +1 deflection, +1 Dex, +1 insight, +3 shield, )
hp 80 ((11d8)+22)
Fort +10, Ref +5, Will +12
Resistances cold 5, electricity 5, fire 5,
Defensive Abilities Eerie Perception, Emptiness of the Void 1/day
Weaknesses immunity to effects that would remove your fear (such as remove fear); can no longer benefit from or use the aid another action; light blindness
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee gauntlet +13/+8 (1d3+5)
Melee mithral/+1/animated heavy steel shield +9/+4 (1d4+5)
Melee dagger +13/+8 (1d4+5/19-20)
Ranged dagger (thrown) +9/+4 (1d4+5/19-20)
Melee morningstar +13/+8 (1d8+5)
Ranged oil, 1 pint flask +9/+4 (1d6)
Ranged cold iron javelin +9/+4 (1d6+5)
Ranged silver javelin +9/+4 (1d6+4)
Melee +2/keen scythe (silversheen/impervious) [power attack (two-handed)] +13/+8 (2d4+18/19-20/x4)
Melee cold iron/masterwork scythe +15/+10 (2d4+7/x4)
Melee +2/keen scythe (silversheen/impervious) +16/+11 (2d4+9/19-20/x4)
Special Attacks Bane, Frightful, Regretful Gaze, Stern Gaze, Swaying Word, Touch of Ruin, Wretched Pain
Racial Spell-Like Abilities alter self (DC ,1/day)
Inquisitor Spell-Like Abilities detect chaos (at will)detect evil (at will)detect good (at will)detect law (at will)discern lies (DC 18,11/rounds/day)

Inquisitor Spells Known (CL 11th; concentration +15)
4th(3/day)-freedom of movement(DC 18), invisibility (greater)(DC 18), restoration(DC 18)
3rd(5/day)-blood biography(DC 17), cure serious wounds(DC 17), heroism(DC 17), resist energy (communal)(DC 17)
2nd(5/day)-blistering invective(DC 16), boneshaker(DC 16), effortless armor(DC ), restoration (lesser)(DC 16), see invisibility(DC )
1st(6/day)-alarm, bed of iron(DC 15), disguise self(DC ), divine favor(DC ), egorian diplomacy(DC 15), tireless pursuit(DC )
0th(at will)-acid splash, brand(DC 14), create water, detect magic, detect poison, guidance(DC 14)

=================================================
TACTICS
=================================================
Temporary Effects power attack (two-handed),
=================================================
STATISTICS
=================================================
Str 21, Dex 12, Con 14, Int 14, Wis 18, Cha 7,
Base Atk +8; CMB +13 (+17 trip); CMD 26 (28 vs trip)
Feats Armor Proficiency, Heavy, Dirty Fighting, Felling Smash, Greater Trip, Improved Outflank, Improved Trip, Outflank, Power Attack, Shake It Off, Weapon Focus (Scythe)
Skills Bluff +17, Climb +6, Craft (Ships) +8, Diplomacy +12, Disguise +7, Intimidate +32, Knowledge (Arcana) +10, Knowledge (Arcana) (ID monster) +19, Knowledge (Dungeoneering) +7, Knowledge (Dungeoneering) (ID monster) +16, Knowledge (Local) +4, Knowledge (Local) (ID monster) +13, Knowledge (Nature) +7, Knowledge (Nature) (ID monster) +16, Knowledge (Nobility) +6, Knowledge (Planes) +10, Knowledge (Planes) (ID monster) +19, Knowledge (Religion) +12, Knowledge (Religion) (ID monster) +21, Perception +18, Profession (Sailor) +22, Sense Motive +18, Spellcraft +11, Survival +13, Survival (Follow or identify tracks) +18, Swim +6,
Traits Dirty Fighter, Fate's Favored,
Languages Abyssal, Common, Draconic, Hallit, Infernal
SQ bonus inquisitor intimidate and knowledge (11x), charm of wisdom, cunning initiative, darkvision, detect alignment, discern lies, fiendish resistance, monster lore, prehensile tail, second judgment, skilled, sneak attack, solo tactics, spell-like ability, stalwart, studied target, studied target, talented slayer, track, +1 skill bonus (craft (ships), craft (ships), disguise, intimidate, intimidate, intimidate, intimidate, knowledge (nobility), knowledge (nobility), knowledge (nobility), knowledge (religion), knowledge (religion), perception, perception, perception, perception, profession (sailor), profession (sailor), profession (sailor), profession (sailor), stealth, stealth, stealth, stealth), +1 str score bonus (2x), -1 con score bonus, -1 dex score bonus, -1 str score bonus, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,
Combat Gear Wand of Infernal Healing (50 charges), potion of touch of the sea (2), seaweed leshy bulb, oil, 1 pint flask (4),
Other Gear headband of mental prowess +2 (int, wis), gauntlet, ring of protection +1, cloak of resistance +1, belt of giant strength +2, mithral/+3 full plate (impervious), boots of striding and springing, mithral/+1/animated heavy steel shield, backpack, masterwork, inquisitor's kit, grappling hook, common, rope, silk (50 ft.), sack (4), scrivener's kit (2), parchment (10), case, scroll, crowbar, chalk (4), dusty rose prism ioun stone, dagger, morningstar, cold iron javelin (6), silver javelin (4), +2/keen scythe (silversheen/impervious), cold iron/masterwork scythe, +2/keen scythe (silversheen/impervious), 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bane (Su) An inquisitor can imbue one of her weapons with the undead-bane weapon special ability as a swift action. This ability lasts for 11 rounds per day. These rounds do not need to be consecutive.

Bonus Inquisitor Intimidate and Knowledge (11x) Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.

Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Conversion Inquisition

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

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.

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.

Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 11 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Domains

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Headband of Intellect Skill Selection (Profession (Sailor))

Inquisitor ~ Domains

Inquisitor ~ Teamwork Feat

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.

Oni-Spawn (Hungerseed) The stocky, muscular oni-spawn tieflings hail from Tian Xia.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Regretful Gaze (Su) shaken for 1 round, 30 feet; Will DC 23 negates. You can suppress this ability as a free action and cause it to resume as a swift action. A creature that succeeds at the saving throw is immune to your regretful gaze for 24 hours. This is a fear effect.

Gaze (Su):

A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Format: gaze; Location: Special Attacks.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Second Judgment (Ex) 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.

Skilled Hungerseed have a +2 racial bonus on Disguise and Intimidate checks.

Sneak Attack (Ex) If a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer's attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability. The current sneak damage is 3d6

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.

Spell-Like Ability Hungerseed gain alter self as a spell-like ability.

Stalwart (Ex) 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.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +5 morale bonus on all Intimidate and Sense Motive checks.

Studied Target (Ex) A sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

Studied Target (Ex) A slayer can study an opponent to gain a +3 bonus on Bluff, Knowledge, and Sense Motive; a +3 bonus on Perception, and Survival checks attempted against that opponent; and a +3 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 3. A slayer can only maintain these bonuses against 3 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move or swift action.

Swaying Word (Ex) Once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save (DC 19), he is affected by dominate person, except the duration is only 1 minute.

Talented Slayer (Ex) At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.

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

+1 Skill Bonus (Craft (Ships), Craft (Ships), Disguise, Intimidate, Intimidate, Intimidate, Intimidate, Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Religion), Knowledge (Religion), Perception, Perception, Perception, Perception, Profession (Sailor), Profession (Sailor), Profession (Sailor), Profession (Sailor), Stealth, Stealth, Stealth, Stealth) GM awarded PC with +1 skill bonus.

+1 STR Score Bonus (2x) GM awarded PC with +1 STR bonus.

-1 CON Score Bonus GM Penalized PC with -1 CON bonus.

-1 DEX Score Bonus GM Penalized PC with -1 DEX bonus.

-1 STR Score Bonus GM Penalized PC with -1 STR bonus.

-------------------------------------------------------------------

Boons:
-Venture-Captain Protégé (Theodric de LaMontagne - 4456-1): +2 to ability score of your choice during character creation (STR)
- Impressive Find: at Fame 12, gain 1 PP.
-Noble of Taldor: a visbarony has been granted to Maaldrek by Princess Eutropia of Taldor. You gain a +2 bonus on Diplomacy checks when interacting with nobles of Taldor and a +2 bonus on Intimidate when interacting with the common people of Taldor. In addition, you gain a free noble's outfit and several pieces of jewelry to complete the ensemble.
-Well-Earned Reward: you gain access to treasures at reduced prices (see chronicle sheet for details)
-Rising Aristocrat: +2 to knowledge religion
-Mantle of the Black Rider x1: 1/day swift to gain +1 to STR for 1min

Shadowbound Corruptions:

Manifestation Level = 6
- Eerie Perception:
Spoiler:
Darkvision 90 ft.; +4 bonus on Perception and Stealth checks.

- Frightful:
Spoiler:
+4 bonus on Intimidate checks and the DCs of fear effects you create increase by 2; you take a –4 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear (such as remove fear).

- Emptiness of the Void:
Spoiler:
1/day when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet. You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn; can no longer benefit from or use the aid another action.

- Wretched Pain, DC 21:
Spoiler:
Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours; you gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.

- Regretful Gaze, DC 23:
Spoiler:
You gain a gaze attack that causes foes within 30 feet to become shaken for 1 round unless they succeed at a Will save. You can suppress this ability as a free action and cause it to resume as a swift action. A creature that succeeds at the saving throw is immune to your regretful gaze for 24 hours; reduce your Strength, Dexterity, and Constitution scores by 1 point each.

- Touch of Ruin, DC 21:
Spoiler:
As a standard action 6/day, you can make a melee touch attack that deals 6d10 points of damage. A creature touched this way takes 1 point of ability drain to the ability score of your choice unless it succeeds at a Fortitude save. Creatures immune to magical aging are immune to this touch attack; Treat items’ hardness as half the normal amount. You take a –4 penalty on saving throws to protect items in your possession from damage or destruction.