Milton Smithson's page

735 posts. Organized Play character for Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).

Full Name

Milton Smithson


Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent







Special Abilities

Lvl 1 - 3/5 , Lvl 2 - 4/5, Lvl 3 - 0/3, Bane 6/8, Second Judgement 1/3, Teamwork 4/4, Alter Self 1/1


Lawful Neutral (Detects as Lawful Good)




Abyssal, Common, Infernal, Varisian


Paladin of Asmodeus

Homepage URL


Strength 22
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 16
Charisma 5

About Milton Smithson

5 charges of CLW used.


Completed Scenarios:

FS I - In Service to Lore
FS II - To Delve the Dungeon Deep
FS III - A Vision of Betrayal
We Be Goblins (GM)
49 - Among the Dead
0-05 - Mists of Mwangi
RotRL I - Burnt Offerings
RotRL II - The Skinsaw Murders
5-13 - Weapon in the Rift
5-22 - Scars of the Third Crusade
5-24 - Assault on the Wound
5-09 - The Traitor's Lodge
6-07 - Valley of Veiled Flame


Milton Smithson
Male oni-spawn tiefling inquisitor (infiltrator) of Asmodeus 8 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 45)
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +15
AC 29, touch 14, flat-footed 28 (+12 armor, +2 deflection, +1 Dex, +3 natural, +1 trait; +2 deflection vs. evil)
hp 52 (8d8+9)
Fort +8, Ref +4, Will +11; +8 vs. abilities that detect lies or force the truth; +2 resistance vs. evil
Resist cold 5, electricity 5, fire 5
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron heavy mace +13/+8 (1d8+10)
Ranged +1 adaptive composite longbow +8/+3 (1d8+7/×3)
Special Attacks bane (8 rounds/day), judgment 3/day (2 simultaneous)
Spell-Like Abilities (CL 8th; concentration +5)
1/day—alter self
Inquisitor Spell-Like Abilities (CL 8th; concentration +12)
At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 8th; concentration +12)
3rd (3/day)—cure serious wounds, dispel magic, invisibility purge
2nd (5/day)—flames of the faithful[APG] (DC 16), invisibility, see invisibility, tongues
1st (5/day)—bless, interrogation[UM] (DC 15), keep watch, lend judgment[UM] (DC 15), true strike
0 (at will)—bleed (DC 14), brand[APG] (DC 14), detect magic, disrupt undead, read magic, stabilize
Domain Conversion inquisition[UM]
Str 22, Dex 12, Con 12, Int 14, Wis 18, Cha 5
Base Atk +6; CMB +12; CMD 25
Feats Armor Of The Pit[ARG], Cornugon Smash, Escape Route[UC], Heavy Armor Proficiency, Outflank[APG], Power Attack
Traits child of the temple, defender of the society
Skills Acrobatics -4 (-8 to jump), Bluff +17, Climb +5, Diplomacy +17 (+20 Against Hellknights), Disguise +3, Heal +8, Intimidate +17, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (nobility) +7, Knowledge (planes) +6, Knowledge (religion) +7, Perception +15, Profession (barrister) +15, Ride +0, Sense Motive +15, Spellcraft +12, Stealth +7, Survival +8 (+10 to avoid becoming lost), Swim +5; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Infernal, Varisian
SQ forbidden lore, misdirection, necessary lies, prehensile tail[ARG], solo tactics, swaying word
Other Gear +3 full plate, mithral shirt, +1 adaptive composite longbow, +1 cold iron heavy mace, arrows (40), amulet of natural armor +1, belt of giant strength +2, clear spindle ioun stone, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodean Monograph)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Asmodeus, 87 gp
Special Abilities
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
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.
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.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +8 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Swaying Word (1/day, DC 18) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).

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Skill Shortcuts:

[dice=Acrobatics]1d20-4[/dice] -4 to jump
[dice=Diplomacy]1d20+17[/dice] +3 vs Hellknights
[dice=Escape Artist]1d20-4[/dice]
[dice=Knowledge (arcana)]1d20+6[/dice]
[dice=Knowledge (dungeoneering)]1d20+6[/dice]
[dice=Knowledge (nature)]1d20+6[/dice]
[dice=Knowledge (nobility)]1d20+7[/dice]
[dice=Knowledge (planes)]1d20+6[/dice]
[dice=Knowledge (religion)]1d20+7[/dice]
[dice=Sense Motive]1d20+15[/dice]
[dice=Survival]1d20+8[/dice] +2 to avoid getting lost

Combat Shortcuts:

Power Attack adds -2/+4 (+6 two handed)
Bane adds +2/+2 and +2d6 DMG
Destruction Judgement adds +0/+3
Healing Judgement 3hp/round
Justice Judgement adds +2/+0
Protection Judgement adds +2 to AC
Resiliency Judgement DR 2/magic
Resistance Judgement 6 Acid Resist
Smiting Judgement bypass DR Magic/Law


[dice=+1 Cold Iron Heavy Mace Hit]1d20+13[/dice]
[dice=+1 Cold Iron Heavy Mace Damage]1d8+10[/dice]

[dice=+1 Adaptive Composite Longbow Hit]1d20+8[/dice]
[dice=+1 Adaptive Composite Longbow Damage]1d8+7[/dice]

[dice=Gauntlets Hit]1d20+12[/dice]
[dice=Gauntlets Damage]1d3+6[/dice]


Saving Throw Shortcuts:

Purity Judgement +2 to Saves
+8 vs things that detect lies or force the truth


Ability Check Shortcuts: