Batsel Hoon

Sareth Malkor's page

40 posts. Alias of niconorsk.


Full Name

Sareth Malkor

Race

LN Chelaxian Spellbreaker|HP: 23/23 AC: 21(11 T, 20 FF) Perception +9, Init +3 Fort +4, Ref +2, Will +6 (+8 vs demons) CMB +6, CMD 17

Classes/Levels

Resources:
Spells: 1st: 3/4, 2nd: 1/2 Judgment: 1/2 Relentless Footing 5/5

Age

32

Alignment

Lawful Neutral

Deity

Asmodeus

Location

Dragon's Draught

Strength 16
Dexterity 13
Constitution 11
Intelligence 9
Wisdom 15
Charisma 11

About Sareth Malkor

Background:
The Malkor family had always been loyal servants of House Thrune so with said house's rise to power, Sareth and his family soon experienced an increased status as well. His father was appointed to a leading dignitary position close to as high as one could reach as a commoner. His elder brother had been sent off to join the Hell-knights whilst Sareth himself was, from a young age, was sent to learn the teachings of Asmodeus at the Midnight Temple.

Starting out as a novice, Sareth quickly proved himself more useful in a more military capacity while serving the church. He joined a branch of inquisitors that specialised themselves in hunting down and stopping the plots of those vile creatures of chaos, demons. After many years of training and hearing of many of his superiors dying, Sareth was firmly set in his belief that demons were the worst thing to ever set foot on Golarion.

After proving himself assisting more experienced inquisitors in their missions, Sareth was finally sent off on his own to do the work of Asmodeus. His mission: seek out demons and their followers and destroy their plans.

Three years later, Sareth finds himself sitting in the Dragon's Draught wondering what to do next. He'd been following the trail of a particular demon for 6 months now which had suddenly gone extremely cold. He couldn't exactly go back to his superiors empty-handed. They expected much more of him than that.

Sareth smiled when thinking back on the last time he had reported. He had managed to successfully prove that a noble of a lesser house was consorting with a demon. This was such a major score that he had been rewarded with a brand new set of magically enchanted armor and shield, never mind the status this gave his family.

Ah well, I'm sure something will come up. Meanwhile, might as well poke around this village. It doesn't seem like all the people here are as devout as they should be.

Character Info:

Sareth Malkor
Chelaxian Human Inquisitor(Spellbreaker)
LN Medium Humanoid
Init +3; Perception +9
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Defense
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AC 21, touch 11, flat-footed 21(+7 armor, +1 dex, +3 shield)
HP 23(4HD, 4d8+4)
Fort +4, Ref +2, Will +6(+8 against demon mind-effects)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron heavy mace +7(1d8+3)
Ranged sling +4(1d4+3)
Inquisitor spell-like abilities(CL4th, Concentration +6)
At will - detect evil/chaos/good/law
Inquisitor spells known(CL4th, Concentration +6)
2nd(2/day) - Blistering Invective, Protection from Chaos(Communal)
1st(4/day) - Cure Light Wounds, Divine Favor, Bless, Magic Weapon
0(at will) - Read Magic, Detect Magic, Create Water, Stabilize, Guidance, Light
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Statistics
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Str 16, Dex 13, Con 11, Int 9, Wis 15, Cha 11
Base Atk +3; CMB +6; CMD 17
Feats - Step-up, Disruptive, Intimidating Prowess, Combat Reflexes
Traits - Demon Hunter, Accelerated Drinker, Masterful Demeanor (Chelaxian)
Languages - Common, Chelaxian
Skills - Diplomacy +5, Sense Motive +11, Knowledge (nobility) +4, Knowledge (planes) +6(+9 against demons), Knowledge (religion) +4, Intimidate +11(+14 vs non-human humanoids), Perception +9, Survival +7(+9 for tracking)
Combat Gear - mwk cold iron heavy mace, +1 breastplate, +1 heavy shield, potion of cure light wounds, 2 alchemist's fire,sling, 49 cold iron bullets, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, light horse, saddle pack, animal feed(6 days)
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Special Abilities
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Persistence domain
Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
Strong-Willed (Ex) - At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Defense against Magic (Ex) - +1 bonus on saving throws against enchantment spells
Judgment (Su) 2/day
Stern Gaze (Ex) - +2 bonus to intimidate and sense motive checks
Tracking - +2 to Survival checks to follow or find tracks