Sable Company Elite Marine

Pallomir Traeve's page

46 posts. Alias of Nazard.


Race

AC: 24 (11 touch, 23 FF); CMD: 17;

Classes/Levels

F/R/W: +8/+7/+12; Init: +6; Perc: +14; SM: +17;

Gender

Max HP: 49; Current HP: 49;

About Pallomir Traeve

CONSUMABLES:

Ammunition
bolts 148

Spell-Like or Racial Abilities
None

Class Abilities
Mythic Power (5/day) X X X X X
Judgment (2/day) X X

Inquisitor Spells
Orisons
acid splash, brand, detect magic, disrupt undead, light, sift
Firsts (6/day) X X X X X X
divine favour, ear-piercing scream (DC 16), interrogation (DC 16), stunning barrier (DC 16)
Seconds (4/day) X X X
blistering invective (DC 17), flames of the faithful, invisibility, silence

PALLOMIR TRAEVE

Male human Inquisitor (Asmodeus) 6/Marshall 1
LN Medium humanoid (human)
Init +6; Senses Perception +14, Sense Motive +17
Languages Common, Infernal

DEFENSE
AC 24 (+1 Dex, +10 armour, +3 shield), touch 11, flat-footed 23
CMD 17
HP 49 (6d8+12)
Fort (5) +8, Ref (2) +7, Will (5) +12
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 20 ft
Melee
MW heavy mace +6 (1d8+1; 20/x2)
Ranged
MW repeating heavy crossbow +8 (1d10+2; 19-20/x2; 120 ft)
Special Attacks
Judgment (2/day)

STATISTICS
Abilities Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
Base Attack +4; Melee Touch +5; Ranged Touch +5
CMB +5

Feats
Lightning Reflexes (human)
Heavy Armour Training (1)
Precise Shot (3)
Lookout (TW3)
Favoured Judgment--human (5)
Mythic Deadly Aim (Marsh 1)

Judgments
Destruction +3 weapon damage rolls (+4 vs humans)
Healing fast healing 3
Justice +3 attack rolls (+4 vs humans)
Piercing +3 concentration and caster level checks (+4 vs humans)
Protection +2 to AC (+3 vs humans)
Purity +2 saving throws (+3 vs humans)
Resiliency DR 2/magic (3/magic vs humans)
Resistance resistance 6
Smiting weapons magical and lawful to bypass DR

Traits
Beacon of Faith
Fiendish Confidence

Skills
Diplomacy (6) +12
Intimidate (6) +16
Knowledge--Arcana (6) +10 (+4 to identify monster abilities)
Knowledge--Places (6) +10 (+4 to identify monster abilities)
Knowledge--Religion (6) +10 (+4 to identify monster abilities)
Perception (6) +14
Ride (6) +10-5
Sense Motive (6) +17
Survival (6) +14 (+2 to follow tracks)

Background Skills
Knowledge--History (6) +10
Perform--Dance (6) +9

SPECIAL ABILITIES
Advance (Ex) As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.
Beacon of Faith 1/day, treat level as two higher when activating domain powers
Fiendish Confidence +1 trait bonus to Intimidate
Menacing Presence (Su) Something about you puts others on edge. You can attempt an Intimidate check to influence a creature’s attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat.
Mythic Deadly Aim (Feat) -2 penalty to attack, +6 bonus to damage with ranged weapons
Stern Gaze + half inquisitor level to Sense Motive and Intimidate

HOUSE RULES
Level 1: + AC
Level 2: + Shield, Wis
Level 3: + Saves
Level 4: + Ranged, Cha
Level 5: + Ranged
Level 6: + Saves, Wis

DESCRIPTION