About Slevin Wraith Max HP: 11 Current HP: 11
Defense AC: 18 =10+ dex (3)+ armor ()+Dodge (1)
Armor : Offense
Combat: Melee: Dagger +
Ranged: Dagger + Initiative +3 Special Abilities
Spoiler:
Judgment 1/day Monster lore Orisons Stern gaze Touch of Evil Studied Target : +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. Track Languages: Common, Dwarven, Infernal Skills: 6+2Int+1human=9 per level
Feats:
Traits:
Fiendish Confidence
Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. Murder
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.
Equipment (lbs)
Spoiler:
Wealth
Spells+Domain
Known: 0-5,
Capacity:
Spoiler:
Light: 33 lbs. or less Medium: 33-66 lbs. Heavy: 67-100 lbs lbs. Background
Spoiler:
The son of a famously popular prostitute, when Slevin was born with eyes as black as the deepest midnight with an irises that formed eerily barbed red pentacles, the symbol of Asmodeus, it was simply assumed that the client that had gotten his mother pregnant had had some fiendish heritage, a reasonable explanation for why the potion the girls all took to avoid that had failed. The fact that Slevin grew up in a brothel was not particularly unpleasant for him, in fact he was well cared for, his mother being the extremely talented top earner, he was liked by everyone, a thoughtful, deep boy whose rare smiles added light to any room. That all ended the night an over aggressive noble's son with a penchant for sadism came to the brothel while Slevin was running errands for the madam. The crowd of the girls sobbing outside told him something was wrong, the sight of his mother's body on the floor of the room was his first true lesson in loss, one that left him with a cold dark pit in his heart. The emptiness he felt was a cold darkness that threatened to swallow the boy, overwhelming his every emotion, the boy’s face becoming an expressionless mask that betrayed nothing, his heart transforming into a thing of cunning. When word came a week later that the killer had been caught, the boy found his way into the crowd that had assembled to witness the noble, given up by his disgusted parents, taken to stand trial for his crimes. The darkness growing inside young Slevin spoke then, a whisper, yet one that could not be ignored. In a burst of speed, the boy dashed forward, drawing a knife from the belt of a shocked constable and lunging forward to sink the blade hilt deep in the murderer's heart with an accuracy that seemed to have an almost divine guidance. In that moment, looking into the eyes of his mother's killer as the light left them, Slevin experienced a distortion of time and space. He stood in the infinite blackness of night, surrounded by flickering flames, in which he found himself lost and alone, the vast emptiness threatening to swallow him like the emptiness in his heart. And then he was there, powerful, noble yet terrifying. Asmodeus stood before him draped in flame and power, a radiating dominance.. He approached, locking eyes with him and in that moment he saw that in the darkness and silence would lay the power to make his enemies suffer, the knowledge to bring down the strongest opponent, the power to dominate those who opposed him. Then, he was being pulled away by a guard, the body of his mother's killer at his feet. None who had seen the brutality of his mother's death could hold him responsible, and the constable was spared the difficulty of deciding the boy's fate when a priest of Mitra offered to take the boy on in order to guide him along the right path. The priest in fact only paid lip service to Mitra, being a member of a secretive cell of the followers of Asmodeus.. He had seen the boy's eyes and was determined to lead the boy on the path to true greatness, working through subterfuge and guile to undermine all that the Kingdom of Talingarde represented. Over the years Slevin developed into an exceptional assassin, his every kill a dedication to his Dark Lord displaying the weakness of those who represented good and the pervasiveness of those who would destroy them.. Gifted with incredible ability by his dark master, his kills were all but untraceable but for a lingering sensation of an evil presence, his signature calling. Until the day his target, an elderly powerful merchant, chosen for his strangle hold on numerous royal contracts, turned out to be the father of a noted Paladin warrior. With the aid of the church, the grieving son was able to track Slevin down through the use of high power scrying spells, taking him into custody, while losing a dozen men in the process, determined that he would stand trial for his crimes. Personality
Spoiler:
Slevin is almost perpetually calm, radiating an aura of confidence and quiet strength that many find unnerving. He is a planner by nature, taking time to study both enemies and allies, assessing weaknesses, strengths and usefulness with a simple glance. Description
Spoiler:
Tall and slender, Slevin's body is lean, displaying fluid graceful movements, his stance confident, when at all noticeable. His face is easily described as handsome, yet the oddity of his strange eyes and his expressionless demeanor often leave anyone who finds themselves the subject of his focus unsettled, his flat tone unnerving.
Spoiler:
Judgments Spoiler:
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).
[/spoiler] Details
Spoiler:
|