Guiltgorger Giant

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Organized Play Member. 2 posts (6 including aliases). 2 reviews. No lists. 1 wishlist. 1 Organized Play character. 2 aliases.



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Not impressed

2/5

I was not impressed with this map folio for one BIG reason...there were maps left out! It would have been nice to have nice player maps of all the towns in the AP. I waited to start running this just so I could have the player map of Ravengro and I was disappointed to not see it. I expected more from Paizo.


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Was not impressed

2/5

There was just something about this book that did not grab my interest. I don't know if it was just the first person writing style, since I am use to 3rd person, or if it was just that the characters seemed so bland. Although I could not force myself past the first couple of chapters, I may have to try and read it again to make sure it just was not my mood at the time.


Full Name

Ahto Ulrych

Race

Human

Classes/Levels

Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Gender

(*Mind-Buttressing Armor*) Male

Size

Medium (6' 0", 195 lbs.)

Age

24 (17th of Pharast)

Special Abilities

Wearing Mind-Buttressing Armor

Alignment

Lawful Neutral

Deity

Abadar

Location

Stolen Lands

Languages

Common, Varisian, Celestial

Occupation

Sovereign and sometimes Executioner

Strength 16
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 15
Charisma 14

About "Crack-jawed" Ahto Ulrych

AC: 20 (11 touch, 19 flat-footed)

HP: 49/49 (37 base/rolls, +6 Con, +6 toughness)

Initiative: +2

Speed: 20 ft.

BAB: +4 Attack: melee: +7/+8*(sword)/ranged: +4

CMB: +6
CMD: 16

Fort: +5 Ref: +2 Will: +7/+9 vs mind-affecting

Ahto is broad-shouldered and muscular, his skin and weathered and tanned, and his face bears a web-like scar from where the blow of some heavy, blunt weapon evidently struck. His hair is a near-white blonde and his eyes are hazel in color. He walks with an upright, confident posture, and his calm demeanor radiates a palpable intensity.

Background:

Ahto grew up in a typical lower middle class merchant family. His father ran a small general store that catered to travelers and townsfolk alike. Business was good, and the family would have been more prosperous but for the group of local toughs who stopped by regularly to extort them for "protection from robbers and burglary." Ahto watched with cold fury as, week after week, the ruffians came into their store and took what they liked in addition to the coins his parents were forced to hand over. He had always been told that laws existed for the good of all, and that lawlessness was the great sickness that left unchecked would kill a peaceful society, and Ahto could not help but see these men as a plague upon his house.

On one such visit, the thugs decided they wanted double payment. Ahto's father begged for their mercy, as he did not have the money to pay them. The brigands laughed, and dragged Ahto and his parents out into the street. They set upon Ahto and his father with clubs, beating them mercilessly. Through the haze of pain and blood, Ahto could just make out his mother's screams, and the smell of smoke as their little shop went up in flames.

Ahto awoke in the bed of a local healer, a bandage holding his broken jaw tightly in place. It was several days later when he was finally told of his parents' deaths. His father beaten so badly that he was unrecognizable, save for his clothes. His mother fared much worse, and died more slowly.

The murder of his parents set Ahto on his life's path. His family revered Desna as the goddess of good fortune, but it seemed clear to Ahto that Lady Luck did not smile on them, for all their prayers. Once he recovered, he began attending services at the Temple of Abadar, the god of law, and found solace in the sermons. When he finally came of age, he submitted himself to the temple as an aspirant.

Ahto learned the tenets of the faith well, but found sermonizing and prosthelytizing tedious, and to his mind, ineffective. Laws must be enforced, and Justice meted out, or they were nothing but hollow words. He asked his mentors again and again about how the the Church of Abadar enforced the law, as he had no interest in waxing philosphically about interpretations of law or nuances of justice. The law is the law, he felt, and those who break it should face the consequences.

Ahto's zeal singled him out among his fellow novices for special training. Heinous crimes required equally heinous punishment. Such punishments would serve as a warning to any who would consider breaking the law. Only someone with the utmost respect for the law could be counted on to carry out these sentences, and the priests agreed, Ahto had the right mindset and temperment for the responsibility.

Constables arrested criminals, magistrates tried and convicted them, gaolers imprisoned them, but only one person had the job of making certain justice was done: the executioner. Ahto saw this as the ultimate good he could do for the world. For a murderer, rapist, or brigand deprived of his head was no longer a menace to anyone.

Upon his formal installment, Ahto took to his new role with quiet enthusiasm. He found that he felt no compassion for criminals. The memory of his parents' brutal deaths, as well as the reminder etched forever on his face, made certain that no convict's tears would move him to stay his hand.

RACIAL ABILITIES:

Racial adjustments: +2 to one ability score

Bonus Feat

Bonus Skill Point

CLASS ABILITIES: Judgment: 2/day:

Eat Sin (Sp): At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy's sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor's level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM's discretion, this ability may prevent a ghost from using its rejuvenation ability.

This ability replaces an inquisitor's domain.

Judgment (Su): 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 +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

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. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

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.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, 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.

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 modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses 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. This ability only functions while the inquisitor wields the weapon. 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 (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Speak with Dead (Sp): At 6th level, when the inquisitor eats an enemy’s sins, within 10 minutes of doing so, she can ask the remnants of the enemy’s soul questions as if using speak with dead, with a caster level equal to her inquisitor level. She does not need the enemy’s corpse to use this ability (she can eat sin, move away from the corpse, then use speak with dead), though the soul gets a saving throw just as a corpse would. This ability replaces the bonus teamwork feat gained at 6th level.

Second Judgment (Ex): At 8th level, 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.

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.

Greater Bane (Su): 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.

Burden of Sin (Sp): At 14th level, a sin eater may spend a full-round action to transfer one harmful affliction, condition, or spell effect from another creature to herself (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by the sin eater and affects her as if she were the original target, continuing its duration (if any) and preventing any further effect on the original bearer. For example, the inquisitor could transfer a lethal disease to herself, or petrify herself to restore a petrified comrade. The sin eater can use this ability as often as desired, even using it multiple times on the same creature. This ability replaces exploit weakness.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.

SPELLS::

Spells per Day: 0-level: unlimited 1st level: 5 (cast: 2) 2nd level: 4 (cast: 0)

Spells Known:

o-level:(DC 12) bleed, brand, create water, detect magic, light, sift

1st level:(DC 13) cure light wounds, forbid action, shield of faith, true strike

2nd level:(DC 14) confess, cure moderate wounds, lesser restoration, see invisibility


SKILLS::

Skill Points: 8 + 1 int +1 race +1 favored class +2 background*

*Craft (carpentry): +11 (6 rank, 3 class, 2 wis)

Perception: +11 (6 rank, 3 class, 2 wis)

Survival: +11 (5 rank, 3 class, 2 wis, 1 class)

Healing: +9 (4 rank, 3 class, 2 wis)

Intimidate: +15 (6 rank, 3 class, 2 cha, 2 stern gaze, 2 feat)

Diplomacy: +13 (6 rank, 3 class, 2 cha, 2 feat)

Sense Motive: +13 (6 rank, 3 class, 2 wis, 2 stern gaze )

Knowledge(local): +4 (3 rank, 1 int)

Knowledge (religion): +10 / +12* (6 rank, 3 class, 1 int, 2 monster lore*)

Knowledge (planes): +10 / +12* (6 rank, 3 class, 1 int, 2 monster lore*)

*Lore (law): +10 (6 rank, 3 class, 1 int)

Spellcraft: +9 (5 rank, 3 class, 1 int)

FEATS::

Martial Weapon Proficiency: Great Sword

Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack 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. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Swap Places (teamwork): Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.

Toughness: +3 hit points, +1 per level at 4th and beyond

TRAITS:

Anatomist (combat): You have a +1 trait bonus on all rolls to confirm critical hits.

Principled (faith): You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a —2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Tough as nails (campaign): Once a day when an intelligent creature succeeds at an attempt to intimidate, you may force the creature to roll again and take the worse result.

EQUIPMENT:

Weapons:

+1 Impervious Great Sword (2d6+5, 19-20 x2, Type: S), 8 lbs.

Light Crossbow (1d8, 19-20 x2, Type: P, 80' range) 35 gp, 4 lbs.

Crossbow Bolts (19/20), 2 gp, 2 lbs.

Morning Star (1d8+3, x2, Type B and P) 8 gp, 6 lbs.

Dagger (1d4+3, 19-20 x2, Type: P or S, 10' range) 2 gp, 1 lb.

Armor:

Ioun Stone (+1 AC)

Necklace of Natural Armor (+2 AC)

+1 Mind-buttressing Agile Breastplate, (+7 AC, +3 Max Dex, -3 ACP, O ACP for Climb and Acrobatics, ASF 25%, Speed 20'), 9,550 gp

Other Gear:

High Councilor's Crown of Tamlyn
Noble's Outfit (robes of office)

Soldier's Uniform, - gp, 5 lbs.
Whetstone 2 cp, 1 lb.
Inquisitor's Kit: 34 gp, 35 lbs.
*Backpack
*Bedroll
*Belt Pouch
-Vials of Acid (2)
-Vial of Alchemist Fire
-Potion of cure light wounds, 1d8+3
*Candles (10)
*Holy Text: Order of Numbers
*Holy Text: Manual of City Building
*Flint and Steel
*Iron Pot
*Manacles
*Mess Kit
*50' Hemp Rope
*Soap
*Spell Component Pouch
*Torches (10)
*Trail Rations (5 days)
*Waterskin
*Iron Holy Symbol of Abadar

Remaining Coin: 11 gp, 9 sp , 8 cp

Weight Carried: 102.0 lbs. (light: < or 76 lbs., medium: 77-153 lbs., heavy: 154-230 lbs.)