Imeckus Stroon

Tamerius Nalmois's page

369 posts. Organized Play character for Ilmakis.


Full Name

Tamerius Blackros

Race

:
HP162/162 | AC27 (26FF, 15T) | Perception +14, Sense Motive +24 | +2 Init | Fort +20*, Ref +12*, Will +28* | Channel (Su) 5/5 Firebolt : 12/12

Gender

Human Cleric (Mendevian) 16

Strength 10
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 18
Charisma 14

About Tamerius Nalmois

Background:
Tamerius was born and raised in Corentyn, Cheliax until his sixth year before his father entered the Order of the God Claw. Then he moved to Citadel Dinyar in Isger and was raised by priests and soldiers.
When he reached twelve, his father was send to Mendev with a small group of hellknights. Here, they fought alongside other crusaders trying to stop demons and cultists.
Here, he learned many thing and five year later, when his father was sent back to Dinyar he choose to stay. He found in Mendev a purpose; fighting demons. But not in the soft way of Iomedan or Sarenraen priests, but in the cold and organised fury of Hell.
He became a faithfull of Asmodeus and of his purifying fire. Looking for cultists to kill or demon to banish. When words of the Pathfinder Society looking for help to participate at the fifth crusade reach Nerosian he stood up and engage in hope his help encourage others to follow his example.

Tamerius is a man in his thirty with salt and pepper hair and hard looking eyes, wearing the colors of the Mendevian Crusader, black and red and a medal of honor pin on his heart. Around his neck, a red symbol of Asmodeus.

PFS Number: # 22523-14
Cleric (Mendevian Priest archetype) 8 | Diabolist 1 | Hellknight Signifier 7
XP: 43.5
Fame : 70
Prestige: 38

Completed Adventures:

#5-01 : The Glass River Rescue
#5-00 : Siege of the Diamond City
#S : Master of the Fallen Fortress (DM)
#S : We be goblin too !
#3-15 : Tide of twilight (DM)
#4-15 : The cyphermage Dilemma
#3-21 : The Temple of Empyreal Enlightenment
#5-09 : The Traitor's lodge
#5-06 : You have what you hold (DM)
#5-11 : Library of the Lion
#3-07 : Echoes of the Overwatched (GM)
#4-09 : The Blakros Matrimony (GM)
#5-14 : Day of the Demon (GM)
#5-22 : Scars of the Third Crusade
#5-24 : Assault on the Wounds
#5-25 : Cairn of Shadows
#56: The Jester Fraud
#5-10: Where Mammoth Does Not Dare (GM)
#6-00: Legacy of the Stormlords
#2-16: The Flesh Collector (GM)
#4-06: The Green Market
#Module : No Response from Deepmar
#29: No Plunder, No Play
#Carrion Crown : "Wake of the Watcher" (GM)
#5-20: The Sealed Gate
#5-25: Vengeance at Sundered Crag
#4-08: The Cultist's Kiss (GM)
#4-12: The Refuge of Time (GM)
#7-20: All for Immortality, Part I: First Taste of Eternity
#module: Warden of the Reborn Forge (all parts)
#7-26: All for Immortality, Part II: All the Gods Beyond
#7-29: All for Immortality, Part III: Serptents Fall
#9-05: Betrayal in the Bones

Initiative: +2; Senses: Perception +13
Speed 30' (20' in armor)

_____________________________________________________
Defense
_____________________________________________________
AC 27*, touch 15, flat footed 26 (+12 armor, +1 dex, +1 deflection, +3 profane)
*+1 insight bonus to AC when flat-footed or during a surprise round.
HP: 162/162 (15d8+1d6+80)
Fort: +20, (+8 base, +5 Con, +4 resistance, +3 profane)
Ref: +12 (+4 base, +1 Dex, +4 resistance, +3 profane)
Will +28 (+12 base, +8 Wis, +4 resistance, +3 profane, +1 other)
+1 against spells, spell-like and special abilities of demons
+2 trait bonus on Will saves against mind-affecting spells and effects from demons
+1 bonus on saves against effects that inflict confusion or deal Wisdom damage
+1 insight bonus on saving throws when flat-footed or during a surprise round.
+1 against acid, cold and fire attacks
+2 against charm, compulsion, death, electricity, and poison effects

CMD 26
Resistance 20 fire
DR 3/-
_____________________________________________________
Offense
_____________________________________________________
BAB: +11; CMB +14
Melee: +1 bonus on weapon damage rolls against creatures with the demon subtype
Main - Cold Iron Longspear, +14/+9/+4 , 1d8+0 (x3), Masterwork glaive, +14/+9, 1d10+0 (x3)
Backup - Dagger, +14/+9/+4, 1d4+0 (19-20/x2)
Backup - Morningstar, +14/+9/+4, 1d8+0, (x2)
Ranged:
Dagger, +13, 1d4+0 (19-20/x2) 10' range
Firebolt (ranged touch), +14, 1d6+7 30' range

Abilities:
Aura of Law, Evil; Domain (Fire) ; Channel (4d3 Will DC17)(Fire), Damned (DC11), Imp Companion, Infernal Charisma +2, Catchesis (Ex), Order of the Gate, Signifer Mask (Su), Signifer Armor Training 1, Assiduous Gaze (Elucidation), Discern Lies (Sp)

Spells:

  • Lvl 0 :
  • Read magic
  • Guidance
  • Stabilize
  • Light
  • Lvl 1 :
  • Burning Hand D
  • Ant Haul (X)
  • Divine Favor
  • Shield of Faith
  • Cure Light Wounds
  • Liberating Command
  • Remove Fear
  • Lvl 2 :
  • Produce Flamme D
  • Summon Monster II
  • Remove Paralysis
  • Cure Moderate Wounds
  • Grace
  • Resist Energy
  • Restoration, lesser
  • Lvl 3 :
  • Fireball D
  • Summon Monster III
  • Dispel Magic
  • Dispel Magic
  • Magic Circle against Chaos
  • Prayer
  • - open -
  • Lvl 4 :
  • Wall of Fire D
  • Blessing of Fervor
  • Summon Monster IV
  • Summon Monster IV
  • Freedom of Movement
  • Death Ward
  • Lvl 5 :
  • Fire Shield D
  • Summon Monster V
  • Summon Monster V
  • Summon Monster V
  • Spell Immunity Communal
  • [Persistant]Bestow Curse
  • Lvl 6 :
  • [Dazing]Fireball D
  • Seer's Bane
  • Summon Monster VI
  • Heal
  • Heal
  • Lvl 7 :
  • [Quicken]Fireball D
  • Summon Monster VII
  • Summon Monster VII
  • Spellcasting Contract (X)
  • [Quicken]Dispel Magic
  • Lvl 8 :
  • [Dazing]Fireshield D
  • Summon Monster VIII
  • Summon Monster VIII
  • [Dazing]Slay living

Feats:
Spell Focus (Conjuration), Augment Summoning, Sacred Summon, Alignment Channel (Evil)B, Alignment Channel (Chaos)B, Superior Summoning, Bless Equipment, Warrior Priest, Spell PenetrationB, Persistant Spell, Warrior Priest, Divine InterferenceB, Quicken Spell, Dazing Spell, Hellknight Obedience (Order of the Gates).

Traits:
Demon Hunter, Diabolic Dabbler

Skills:
Acrobatics -3 (-7 to jump), Bluff +5, Diplomacy (14) +24*, Intimidate (4) +15, Know. Arcana (1) +7, Know. History (1) +7, Know. Nobility (4) +13, Know. Planes (16) +22, Know. Religion (16) +22, Perception (4) +12, Sense Motive (11) +24, Spellcraft (6) +12, Linguistic (2) +11, Use Magic Device (0/16) +21.
+6 on Know. (planes) regarding demons, demonic cults, and their magic.
+3 trait bonus on Know. (planes) checks about demons.
+2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.
+1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom.
+2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.

Languages:
Common, Abyssal, Infernal, Celestial, Terran, Auran*

Equipment:
extend metamagic rod (lesser), quicken metamagic rod, scroll of breath of life*, scroll of fireball (CL7), wand of bless (46/50 charges), wand of infernal healing (10/50 charges), wand of lesser restoration (9 charges), wand of remove fear* (50/50 charges), wand of grease (10 charges), wand of freedom of movement (3/4 charges), Wand of Invisibility (16/21 charges) alchemist's fire (2), +3 adamantine hellknight plate, cold iron longspear, mwk glaive, barbed pentacle of asmodeus (charm person 1/day), belt of mighty constitution +4, boots of the cat, Deskari's Wing (+4), cloak of resistance +4, headband of inspired wisdom +6, blue book, cleric's kit, heritage book, wrist sheath, spring loaded, wrist sheath, spring loaded, Inherited Wayfinder holy symbol (scarlet and blue sphere ioun stone), tome of understanding +3 (used), blue bookUE, cleric's kitUE, heritage bookUE, wrist sheath, spring loaded, wrist sheath, spring loaded, diamond powder (worth 200 gp), 57,923 gp

*in the wrist sheath

Appearance:

soon

Buy:

#5-01 :
- Wand of Cure Light Wounds 2PP
#S : We Be Goblin too ! :
- Mendevian Weapon Training [Glaive]4PP
- Cloak of Resistance +1
#4-15 : The cyphermage Dilemma :
- Masterwork fullplate
- Alchemical Fire (x3)
#3-21
- Wand of Bless 2PP
#5-09
- Metamagic Rod of Extend (Lesser)
- Wand of Remove Fear 2PP
#5-06
- fullplate => +1
#3-07
- Headband of Inspired Wisdom +2
#5-14
- Cloak of Resistance +1 => +2
#5-24
- Belt of mighty constitution +2
- fullplate +1 => +2
#56
- Barbed Pentacle of Asmodeus
#2-16
- Headband +2 => +4
- fullplate +2 => +3
#4-06
- Wand of lesser restoration (9 charges)
- Cloak +2 => +3
- Scroll of Breath of Life
#Module : No Response from Deepmar
- Boots of the Cat
- Circlet of Persuasion
- First Aid Gloves
- Wayfinder, holy symbol inherited (Enhanced Diplomacy) 5PP
- Hellknight 2PP
#38:
- ioun stone (scarlet and blue sphere) [use magic device]
- Amulet of Mighty fist +1
#Carrion Crown : "Wake of the Watcher"
- Circlet of Persuasion
- Eyes of the Eagle
- Wand of Ill Omen (2PP)
#5-20:
- Sell Fullplate +3
- Adamantine hellknight +2 plate
- Wand of Freedom of movement (4 charges)
- Wand of Invisibility (21 charges)
- Wand of Grease (10 charges)
#4-10:
- Headband +4 => +6

Boon:
Ocher Rhomboid Ioun Stone: You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat. Fill in the selected bonus feat in the space provided below (you must meet all prerequisites for the chosen feat).
Activating an ocher rhomboid ioun stone is an evil act that shi s your alignment one step toward evil unless you receive the bene ts of an atonement spell. If such an alignment shi would result in an evil alignment, you may no longer play the character in the Path nder Society Organized Play campaign.
This ioun stone is cursed, and can’t be removed by its owner or anyone else without a remove curse or similar spell, as detailed on page 536 of the Path nder RPG Core Rulebook. (The ioun stone has a caster level of 12.)
Selected Bonus Feat : Divine Interference
Lissalan Library Amid the Feasters of the Heart’s prized possessions is a collection of ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
Scion of Sanity: Having overcome the terrors of Illmarsh, you are certain that you can handle even the most abhorrent and disorienting experiences with confidence. When you are under the effects of the confusion spell or a similar effect that inflicts the confused condition, you may use this boon to add or subtract 25% from the result of any die roll made to determine how you act for one minute. Each time you would make another such roll for the duration of this effect you may choose whether to add or subtract from the result. When you use this boon, cross it off your Chronicle sheet.
Infernal Capital: While in Cheliax, you may request 250 gp worth of precious gemstones of any type for use as spell components. Once you have used this boon, cross it off your Chronicle sheet.
Stoic Spelunker: Although the horrors of Deepmar assaulted both your mind and body, you persevered and learned tricks for quickly recovering from even the most terrifying experiences. You gain a +1 bonus on saves against effects that inflict confusion or deal Wisdom damage. As a full-round action you may recover 1d4 points of Wisdom damage, but you must then cross the entire boon off your Chronicle sheet.
Greenheart’s Blessing: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Shrine Savior (Temple District): Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result.
Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.
Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity:
Blakros Family Member: You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care
for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.

Defender of Nerosyan (Impressive Defense): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 3. You gain a 5% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
Siege–Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Former crusader : You have aided Mendev at least once before as a crusader. You gain a +1 bonus on saving throws made to resist the spells, spell-like abilities, and special abilities of demons. Additionnaly, you either become specialized in Knowledge (planes) or learn the Abyssal language for free (choose specialized)
Mendevian Weapon Training : Queen Galfrey understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselvess to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job Check, you may instead spend 4PP to receive intensive training with a specific weapon or suit of armor (but not others of its type). If you are already proficien with the selected armor or weapon, you instead gain +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Chose the weapon or armor from the following list : breastplate, glaive, heavy shield, longsword. (choose glaive)

customized summon list:

Customized Summon List from Pathfinder Adventure Path #29 "Mother of Flies"
Asmodeus’s priests can use summon monster spells to summon the following creatures in addition to the normal creatures listed in the spells.
Summon Monster II
Hell hound (LE)
Summon Monster IV
Cerberai (LE)
Summon Monster V
Bearded devil (LE)

Hell Hound (summoned):

LE Medium outsider (evil, extraplanar, fire, lawful)
Senses darkvision 60 ft., scent; Perception +7
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 38 (4d10+16)
Fort +8,Ref +5, Will +1
Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft.
Melee bite +7 (1d8+4 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 16 for half)
Base Atk +4; CMB +7; CMD 18 (22 vs. trip)
Feats Improved Initiative, Run
Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)

Cerberi (summoned):

LE Medium outsider (evil, extraplanar, lawful)
Init +6; Senses soul scent; Perception +15
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
HP 92 (8d10+48)
Fort +12, Ref +8, Will +4
Speed 40 ft.
Melee 3 bites +13 (1d6+7 plus cerberus's jaws)
Special Attacks rend (2 bites, 1d6+7 or 3 bites, 1d6+14)
Statistics
Str 20, Dex 14, Con 23, Int 6, Wis 15, Cha 9
Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
Feats Alertness, Combat Reflexes, Improved Initiative, Stand Still
Skills Acrobatics +13 (+17 when jumping), Perception +15, Sense Motive +4, Stealth +13, Survival +10 (+14 when tracking undead); Racial Modifiers +4 Survival when tracking undead
Languages Infernal (cannot speak)
Special Abilities
Cerberus's Jaws (Su) Curse—bite; save Fort DC 20; effect dimensional anchoring. A creature affected by this curse cannot utilize extradimensional travel such as teleport, as if it were under the effect of a dimensional anchor spell. The save DC is Constitution-based.
Soul Scent (Su) This ability functions as the scent ability, save that it also grants the cerberi a +4 racial bonus on Survival checks made to track undead. This ability even allows a cerberi to track the passage of an incorporeal creature.

Barbazu (summoned):

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
==DEFENSE==
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 69 (6d10+36)
Fort +11, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
==OFFENSE==
Speed 40 ft.
Melee glaive +13/+8 melee (1d10+9 plus infernal wound) or 2 claws +12 melee (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
==STATISTICS==
Str 23, Dex 15, Con 23, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +12; CMD 24
Feats Improved Initiative, Power Attack (-2/+6), Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
==SPECIAL ABILITIES==
Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Mendevian Priest:
A Mendevian priest has the following class features.
Weapon and Armor Proficiency: A Mendevian priest is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of her deity.
Diminished Spellcasting: A Mendevian priest chooses only one domain from her deity’s list of domains rather than the normal two domains. In all other respects, this works like and replaces the standard cleric domain ability.
Demonic Knowledge (Ex): At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, a Mendevian priest gains a bonus on the check equal to half her class level (minimum +1) and can make these Knowledge skill checks untrained.
Teamwork Feat: At 4th level and 8th level, the Mendevian priest gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat.