Nachts Lemarchand's page

172 posts. Organized Play character for Upaynao.

Full Name

Nachts Lemarchand


| HP: 77/77| AC: 25 (22 w/o SoF) (15 Tch, 18 Fl) | CMB: +11 CMD: 28 | F: +12, R: +7, W: +13 | Init: +4 | Perc: +17, SM: +4


| Speed 20ft | Judgement 1/1 | Blessings (Death/Destruction) 7/7 | Fervor 5/7 | Spells: Inq 2/2; WrP: See Char Sheet | Active: Bless, DF, Shield of Faith, Stoneskin 39/70


Male Half-Elf Warpriest 8/Inquisitor (Heretic) 1 of Zon-Kuthon


5'10" (approx 1m72)










Common, Elven


Ex-toymaker, preacher

Strength 25
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 7

About Nachts Lemarchand

You think you know the Midnight Lord. Sickening. Foul. An abomination. You despise him, but he is what makes your insignificant lives worth living. Without the pain bequeathed by my Lord for base mortals to inflict and endure, how are you to know what pleasure truly means?

The bald half-elven man standing before you leers with his heavily scarred ... everything, the result of untreated wounds left to scar on their own; particularly around the corners of his mouth and across his throat. He appears to limp, and his movements are jerky. His skin in unhealthily pale.

He has a spiked chain wrapped around his left forearm as leans over , with little regards to personal space, the haft of a glaive-guisarme grasped tightly in both hands.

Character Sheet:
Nachts Lemarchand
Male half-elf inquisitor of Zon-Kuthon 1/warpriest of Zon-Kuthon 8 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 45)
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +17
AC 22, touch 15, flat-footed 18 (+7 armor, +1 deflection, +3 Dex, +1 dodge)
hp 77 (9d8+29)
Fort +12, Ref +7, Will +13; +2 vs. enchantments
Defensive Abilities sacred armor (+1, 8 minutes/day); Immune sleep; Resist fire 2
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron cestus +12/+7 (1d4+12/19-20) or
. . +1 ghost touch adamantine glaive-guisarme +15/+8 (1d10+17/×3) or
. . lucerne hammer +13/+6 (1d12+16)
Ranged mwk composite longbow +10/+5 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 ghost touch adamantine glaive-guisarme, 10 ft. with lucerne hammer)
Special Attacks blessings 7/day (Death: from the grave, Destruction: destructive attacks), channel negative energy 3/day (DC 17, 3d6), fervor 7/day (3d6), judgment 1/day, sacred weapon (1d8, +2, 8 rounds/day)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—persuasive goad[UM] (DC 14), shield of fortification[ACG]
. . 0 (at will)—bleed (DC 13), brand[APG] (DC 13), create water, stabilize
. . Domain Conversion inquisition[UM]
Warpriest Spells Prepared (CL 8th; concentration +11)
. . 3rd—deadly juggernaut[UC] (2), water breathing
. . 2nd—effortless armor[UC], shield of fortification[ACG], weapon of awe[APG] (3, DC 15)
. . 1st—divine favor (3), face of the devourer, shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, light, scrivener's chant
Str 25, Dex 16, Con 14, Int 10, Wis 16, Cha 7
Base Atk +6; CMB +11; CMD 28
Feats Combat Patrol[APG], Combat Reflexes, Dodge, Furious Focus[APG], Mobility, Power Attack, Pushing Assault[APG], Skill Focus (Intimidate), Toughness, Weapon Focus (glaive-guisarme)
Traits demoralizing presence, fate's favored
Skills Acrobatics +0 (-4 to jump), Bluff +6, Intimidate +19 (+21 to demoralize opponents), Knowledge (planes) +4, Knowledge (religion) +4, Perception +17, Sense Motive +4, Spellcraft +5, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, fire-forged steel, hide tracks, judgment of escape, stern gaze +1
Combat Gear pearl of power (1st level), potion of delay poison (2), potion of slipstream, potion of slipstream, scroll of breath of life, scroll of water breathing, water breathing, wand of cure light wounds, wand of infernal healing (50 charges), alchemist's fire (5), holy water (6), oil (5); Other Gear +1 restful fire-forged steel agile breastplate[APG], +1 cold iron cestus[APG], +1 ghost touch adamantine glaive-guisarme[APG], lucerne hammer[APG], mwk composite longbow (+4 Str), belt of giant strength +4, cloak of resistance +2, cracked dusty rose prism ioun stone, cracked vibrant purple prism ioun stone, headband of inspired wisdom +2, ioun torch ioun stone[APG], pink rhomboid ioun stone, ring of protection +1, slippers of spider climbing, traveler's any-tool[UE], backpack, chalk, grappling hook, inkpen, iron unholy symbol of Necklace[UE], marbles[APG], potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], rice paper[APG] (5), trail rations (5), waterskin, 3,113 gp, 5 sp, 4 cp
Special Abilities
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Fervor (3d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor 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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Warpriest Channel Negative Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Attack Sequence:

Single attack, No PA, Divine Favor ON:
[dice=Glaive vs X, DF]1d20 + 15 + 4[/dice]
[dice=Damage]1d10 + 11 + 4[/dice]

Multiple attacks, PA, Divine Favor ON:
[dice=Glaive vs X, DF, Furious Focus, Attack #1]1d20 + 15 + 4[/dice]
[dice=Damage]1d10 + 11 + 4 + 6[/dice]
[dice=Glaive vs X, DF, Attack #2]1d20 + 10 + 4 - 2[/dice]
[dice=Damage]1d10 + 11 + 4 + 6[/dice]