Demon

VecThan's page

91 posts. Alias of valliss.


Full Name

Vecthan

Race

Mind Flayer

Classes/Levels

6 Inquisitor of Vecna

Gender

M

Alignment

NE

Deity

Vecna

Occupation

Bounty Hunter

Strength 22
Dexterity 20
Constitution 16
Intelligence 16
Wisdom 22
Charisma 13

About VecThan

Background:

Vecthan(originally Methycor), an ambitions Ithillid, having learned to use a bow, he decided he could make money killing for money. The range and silence of the bow helped him to kill without being detected telepathically. After his first few successes, there seemed there was no shortage of work. After years of work, he got his opportunity for his big score. He was hired to take out Crimelord, Gyxelca. Moments before his kill, he was spotted by aerial guards. He barely escaped, but after killing a few guards. Gyxelca placed a huge bounty on his head dead or alive. Vecthan knew(or hopes) that Gyxelca will not mess with the church. So he joined the church Vecna and changed his name. The church learning of his skill with the a bow, trained them to be one of their inquisitors, to bring Vecna's justice to those who would wrong them. Only 2-3 people in church know his identity, and if he can figure a good way to kill them with out throwing suspicion his way he will. So far, he has successfully hidden here, and kind of enjoys the dispersing Vecna's justice.

Skills:

(110 total)
(Total = Ranks + Stat Bonus + Class Skill Bonus)
acrobatics 10 = 2 +5 +3
Bluff 7 =3 +1 +3
climb 12 = 3 +6 +3
Diplomacy 10 =6 +1 +3
Disguise 10 =6 +1 +3
escape artist 12 =4 +5 +3
fly 11 =1 +5 +3
Heal 14 =5 +6 +3
intimidate 9 =5 +1 +3
Knowledge Arcana 12 =6 +3 +3
Knowledge Dungeoneering 9 =3 +3 +3
Knowledge History 9 =3 +3 +3
Knowledge Local 9 =3 +3 +3
Knowledge Nature 9 =3 +3 +3
Knowledge Planes 12 =6 +3 +3
Knowledge Religion 12 =6 +3 +3
perception 15=6 +6 +3
Profession (Assassin) 13=3 +6 +3 +1
Ride 11=1 +5 +3
Sense Motive 15=6 +6 +3
spellcraft 11=5 +3 +3
stealth 19=11 +5 +3
survival 19=10 +6 +3
swim 12= 3 +6 +3

Feats and Traits:

Feats
1st: Martial Weapon Prof
3rd: Weapon Focus Long Bow
5th: Point Blank
7th: Precise Shot
9th: Rapid Shot
11th: Snap Shot
13th: Improved Snap Shot

Bonus Inquisitor Teamwork Feats
Precise Strike
Lookout

Traits
Reactionary - +2 trait bonus to Initiative checks.
Militia Veteran (Profession Assassin) +1 Skill and class skill

Combat Stats:

BAB +10/+5
Attack Melee Bonus +16/+11
Attack Range Bonus +15/+10
HP: 122 = 14d8 + 3*14 + 6
Init +13 = +5Dex +6 Wis +2trait
SR 31
CMB +15
CMD 30

Fort +7
Reflex +4
Will +12

Special Abilities:

Domain - Choose a Domain(Evil Domain)
Judgement 2/Day - Cast Judgements
Monster Lore - Add Wisdom and Int On Monster Identifier Checks
Stern Gaze - Add 1/2 Inquisitor level to Intimidate and Sense Motive Checks
Solo Tactics - Can use teamwork Feats solo
Cunning initiative - Add Wis Mod and Dex Mod to Init
Detect alignment - can cast detect chaos, detect evil, detect good, or detect law
Track - add 1/2 Level to tracking Checks
Bane - Give Weapon Bane as Swift action
Discern Lies - discern lies for a number of rounds per day equal
to inquisitor level
Touch of Evil (Domain Ability) You can cause a creature to become
sickened as a melee touch attack. Creatures sickened by
your touch count as good for the purposes of spells with
the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your cleric level (minimum 1). You
can use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Darkvision 60ft
Mind blast- 60ft cone, target must succeed a will save (DC 17+ cha mod) or be stunned for 3d4, this is a standard action can be used at will
Psionics- you fain the following spell like abilities: at will- charm monster, detect thoughts, levitate, plane shift and suggestion, DCs are charisma based and count as caster lv8.
Improved grab- tentacles have grab ability which can be used on creatures up to large in size. Mind Flayer can grapple up to Huge creatures as long as it can reach their heads. Mind Flayer with at least one tentacle attached can in a single successful grapple check attach the renaming tentacles. Each tentacle attached gives a +2 bonus to grapple checks
Extract- if a mind flayer begins his turn with all four tentacles attached and makes a successful grapple check and automatically kill a living creature with a single head and brain
4 tentacles- 1d4 + strength mod + grab
Telepathy 100ft

Spells:

lvl 0 Qty - 6 Spells:
Acid Splash,Detect Magic,Detect Poison,Stabilize,Brand,disrupt undead
lvl 1 6/day Qty - 4 Spells :
Cure Light Wounds, Wrath,Persuasive Goad, True Strike
lvl 2 5/day - 4 Spells :
flames of the faithful,follow aura,Weapon of Awe,Cure Moderate

Items:

Composite Longbow +5 Str +1 Seeking (9000)
Mithril Breastplate +1 Glamored Light Fort (13200)
Belt of Giant Strength +2 (4000)
Headband of inspired wisdom +2 (4000)
Wand of Cure Light Wounds (750)
Pearl of Power 1st Lvl (1000)
40 Arrows (2)
20 Cold Iron Arrows (2)
20 Silver Arrows (3)
Scythe (18)