Jask Derindi

Nebdel Melfcane's page

493 posts. Alias of Kydeem de'Morcaine.


Race

Teifling Inquisitor for Asmodeus 5, HP:47/47, AC:16, Touch:12, Flat Footed:14

Classes/Levels

F:+7, R:+3, W:+7, Init:+5, Perc:+10

About Nebdel Melfcane

Nebdel Melfcane backstory:

Nebdel is a feindish bastard from a lesser noble family. He managed to get through the Academy primarily because most thought him to be human (fiendish facade).
While he is a decent, though not spectacular sailor, He has demonstrated superb politcal reliability. Also, a knack for leading shore parties for stealthy mayhem or the gathering of information on targets, their locations, and their security.
Has many tatoos of the creatures he has defeated. Including a Sahaugin, Squid, and Sea Drake. The one he is most proud of (and loves to tell the story) is of the Mantis assassin that he drove off when it tried to kill his former Captain several years ago. The Captain granted him the Mantis's sawtoothed sabre (that had been stuck in his leg) as a battle prize. He has since learned how to properly use the blade. He likes to promenantly display the sword and his tatoo, just daring the Mantis to come after him.
He is practiced at telling the tale and drawing out the suspense and conclusion. It is always good for a few free drinks in nearly any seaside bar.
When telling tales, Nebdel develops a rough common sailor’s accent even though he normally has near perfect diction.
“Oh aye. All the art should mean something. Otherwise, why bother with it.
Ken ya see this big ‘V’ shaped scar on me leg? Well that was from the beak of a giant squid that was trying to eat me. That’s why I had the shape of the scar tissue made into the open hooked maw a this squid tattoo.”
“The same with this ragged puncture. The art matches as close as I can recollect and describe the appearance of the four armed Sahuagin prince that nearly did for me with his whale bone harpoon.”
“My left arm? Why that is major tale. The captain is probably tired o’ hearing about it by now. Yet if I weren’t around to be braggin bout it, he wouldn’t be around to be tired of it if ya get me meaning. I wasn’t even really an officer back then, just the bosun. Well late one night I was headin to the captain’s cabin to let him now the shore patrol had showed up with a bunch o the crew in chains and glowing smoke was visible over in tavern’s row. I knowed he would na be happy with the news so I was walking quietly hoping he’d be asleep and I could just take it to the 1st Mate. But then I hear’d what sounded like fighting through the door. Now I knows the captain doesn’t normally have weapons practice in his own cabin. Asides, I’as his usual sparing partner. So I drew me boarding axe and kicked in the door.”
“I coulda been forgiven for expecting ta see some thief that the captain had awakened to find in his room. But no… Afore me eyes was a sight. A tall thin man wearing a red bug mask stood over the captain. Now all knows that is the visible sign of the vicious mantis assassins as much as the pair of jagged blades the use. One of those jagged blades was already stuck fast in the captains leg. The captain was on the floor with his cutlass trying to fend off the man who was attempting to finish him off with the other.”
“With a holler for reinforcements I rushed him with me axe, forcing him back from the captain. We traded a few blows and I got that big jagged tear in me left forearm. When he saw he couldn’t get to the captain and all could hear more men heading down the passageway it apparently seemed he gave up his mission. He dove out the porthole (which didn’t seem big enough for any man) and was never seen again.”
“The captain awarded me the blade that was still stuck in his leg fer savin his life that night. The captain is still searching for that assassin (and whoever hired him). He still has a limp on cold nights. I’ve learned to use that blade I still carry. When the captain needs a reliable blade for some quiet work, he knows who ta call on. And I had that scar made inta the claws of praying mantis.” Nebdel sighs, “Maybe if the man had died I’d have both blades and one of them scary masks for trophies.”
Tale told, Nebdel takes another sip of his dark ale with slight grin on his scarred face.

Nebdel Melfcane crunchy bits:

Male devil-spawn tiefling inquisitor of Asmodeus 5 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 47 (5d8+15)
Fort +7, Ref +3, Will +7; +2 trait bonus vs. charm and compulson
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee fire-forged steel sawtooth sabre +7 (1d8+2/19-20)
Ranged darkwood composite longbow +6 (1d8+2/×3)
Special Attacks bane (5 rounds/day), hell's corruption (2 rounds, 6/day), judgment 2/day
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—pyrotechnics (DC 13)
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—blistering invective[UC] (DC 15), discovery torch[UC], see invisibility
. . 1st (5/day)—bless, disguise self, heightened awareness[ACG], interrogation[UM] (DC 14)
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, sift[APG]
. . Domain Evil (Devil[APG] subdomain)
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Statistics
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Str 15, Dex 14, Con 16, Int 10, Wis 16, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Escape Route[UC], Exotic Weapon Proficiency (sawtooth sabre), Fiendish Facade, Weapon Focus (sawtooth sabre)
Traits birthmark, criminal, trap finder
Skills Bluff +10, Climb +5, Diplomacy +10, Disable Device +8, Disguise +10 (+15 to impersonate Human), Intimidate +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +10, Profession (sailor) +7, Sense Motive +9, Sleight of Hand +6, Spellcraft +4, Stealth +5, Survival +7, Swim +5; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Abyssal, Common, Infernal
SQ fire-forged steel, fire-forged steel, monster lore +5, paranoid, solo tactics, stern gaze +2, track +2
Combat Gear potion of cure moderate wounds; Other Gear fire-forged steel chain shirt, darkwood composite longbow (+2 Str), fire-forged steel sawtooth sabre[ISWG], handy haversack, bandolier[UE], bandolier[UE], belt pouch, disguise kit, ear trumpet[UE], earplugs[APG], masterwork thieves' tools, silver unholy symbol of Asmodeus, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 363 pp, 7 gp, 9 sp, 7 cp
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Special Abilities
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Bane (+2 / 2d6, 5 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 (5 rounds/day) (Sp) Discern Lies 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
Fiendish Facade (Human) You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.

Prerequisites: Tiefling, must be taken at 1st level.

Benefit: You get a
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
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
Hell's Corruption (2 rounds, 6/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Inquisitor Domain (Devil (Evil))
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Paranoid Aid Another DC 15 for attempts to help you.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to survival checks made to track.