Tiefling

Venther Kathenen's page

No posts. Alias of Tangaroa.


About Venther Kathenen

Venther Kathenen
Male Tiefling (Devil-Spawn) inquisitor (spellbreaker) 6 / fighter 1
LN Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +11
=================================================
DEFENSE
=================================================
AC 28, touch 13, flat-footed 27 (+10 armor, +2 deflection, +1 Dex, +2 natural, +3 shield)
hp 66 ((6d8)+(1d10)+34)
Fort +10, Ref +3, Will +7; +1 vs. arcane evocation spells
Resistances cold 5, electricity 5, fire 5
=================================================
OFFENSE
=================================================
Speed 30 ft. (+10 ft. charge, run or withdraw)
Melee +1 heavy mace +11 (1d8+4) plus bite +4 (1d6+1); or bite +9 (1d6+3) or gauntlet +9 (1d3+3)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks Bane (9 rds./day), Judgment (2/day)

Spell-like Abilities (CL 6th; concentration +8)
At-will-detect alignment
(6 rds./day)-discern lies

Inquisitor Spells Known (CL 6th; concentration +8)
2nd(4/day)-blistering invective(DC 14), effortless armor, see invisibility, silence(DC 14)
1st(5/day)-bless, cure light wounds(DC 13), litany of weakness, protection from good
0th(at will)-acid splash, brand, detect magic, detect poison, guidance, stabilize
Domain persistence inquisition
=================================================
TACTICS
=================================================
Before Combat Venther casts bless, effortless armor, protection from good and see invisibility. He also uses a scroll of shield of faith
During Combat Venther will use blistering invective when he can, and litany of weakness to weaken fighters. If spellcasters prove problematic, he will use silence to negate their spellcasting. He uses bane and judgment liberally, and uses his superior speed (via a combination of fiendish sprinter and relentless footing) to gain superior tactical positioning if he is de-horsed.
Base Statistics If he lacks time to prepare, Venther's base stas are: AC 26, touch 11, flat-footed 25 (+10 armor, +1 Dex, +2 natural, +3 shield); Speed 20 ft. (+10 ft. charge, run or withdraw); Melee +1 heavy mace +10 (1d8+4) plus bite +3 (1d6+1); or bite +8 (1d6+3) or gauntlet +8 (1d3+3); Ranged light crossbow +6 (1d8/19-20), Skills Ride +4
=================================================
STATISTICS
=================================================
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 6,
Base Atk +5; CMB +8; CMD 19
Feats Armor of the Pit, Extra Bane, Shield Focus, Step Up, Toughness, Weapon Focus (heavy mace)
Skills Intimidate +11, Perception +11, Ride +6, Sense Motive +14, Spellcraft +9, Survival +11
Languages Common, Infernal
SQ cunning initiative, defense against magic (evocation), detect alignment, discern lies, fiendish sprinter, foil casting, inner strength (1/day), maw, prehensile tail, relentless footing (5/day), strong-willed, stern gaze, track (+3)
Combat Gear scroll (comprehend languages), scroll (divine favor), scroll (protection from chaos), scroll (shield of faith)
Other Gear +1 heavy mace, +1 full plate, masterwork heavy steel shield, gauntlet, belt pouch, scroll case, light crossbow with 20 bolts, backpack, bedroll, flint and steel, holy text, manacles, mess kit, iron pot, 50' hemp rope, soap, waterskin, spell component pouch, wooden holy symbol, combat trained heavy horse with chain barding, bit and bridle, military saddle, and saddlebags, candle (10), rations (trail/per day) (5), torch (10), 24.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bane (Su) An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for 9 rounds per day. These rounds do not need to be consecutive.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defense against Magic (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1. This ability replaces all bonus teamwork feats. +1 Bonus on saving throws vs. arcane evocation spells

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 6 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core Rulebook). Furthermore, the spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round. This ability replaces solo tactics.

Inner Strength (Su) Once per day, you may heal yourself as a swift action, healing 3d6 hit points. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

Judgment (Profane) (Su) 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. An inquisitor can use this ability 2 times 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.
Destruction The inquisitor is filled with divine wrath, gaining a +3 profane bonus on all weapon damage rolls.
Healing The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Justice This judgment spurs the inquisitor to seek justice, granting a +2 profane bonus on all attack rolls.
Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Protection The inquisitor is surrounded by a protective aura, granting a +2 profane bonus to Armor Class.
Purity The inquisitor is protected from the exalted taint of her foes, gaining a +2 profane bonus on all saving throws.
Resiliency This judgment makes the inquisitor resistant to harm, granting DR 2/magic.
Resistance The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
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. 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

Maw (Sp) You gain a 1d6 bite attack.

Persistence Inquisition

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

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 5 times per day.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +3 morale bonus on all Intimidate and Sense Motive checks.

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. This ability replaces monster lore.

Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).