Vex Boldfoot's page

37 posts. Alias of Doomed Hero.

Full Name

Vex Boldfoot


HP 46/46, AC 21, FF 18, Touch 13


Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Special Abilities

Darkvision 60',

Strength 21
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 15

About Vex Boldfoot

Neutral Good Male 1/2 Ogre
Titan Mauler 1 / Two-Handed Fighter 1 / Inquisitor 1

Init +3

Perception +7

HP: 42 (12+1d8 (8)+1d10 (8) +12 (con)


Nearly eight feet tall, broad shouldered and unnaturally over muscled, Vex is none the less quite deft. He moves like a massive predator, something like a cross between a tiger and a gorilla.

He dresses in typical legionnaire garb, sandals, greaves, vambraces, kilt and chestguard, with a long red cloak.

Vex Boldfoot was a normal halfling for most of his life. He grew up with his family, idealized his older brother Blim, and followed him into the legion as soon as he was old enough. They were lucky enough to be in the same company and became an impressive scouting duo, eventually being moved to the Legion Vanguard itself.

Then one day they were ordered to scout a ruined temple a group of East Empire Company miners had unearthed. During their exploration they accidentally caused a rock-fall that crashed down onto an ancient statue. A large twisted lattice of glass and metal was knocked free as the statue's head cracked on the ground.

Not wanting to leave something potentially valuable behind, Vex picked it up.

He was immediately flooded with, and sharing, the mind of a powerful entity. He understood that it was the servant of powers he had never heard of and that it needed a host body to continue pursuing it's mission.

And apparently Vex was it.

As his brother watched, Vex tripled in size. His muscles had other muscles on them, and his mind had another mind in it.

He was miserable.

When they made it out of the temple he was quarantined for three months as the Imperial Inquisitors tried everything they could to remove the entity and test him for any kind of danger or sedition.

Eventually his commanding officer overruled them and told them they could continue their investigation on the march or not at all. The commander saw a weapon where the inquisitors saw a threat, and the commander had more clout.

Vex was moved from scout duty to heavy infantry. He saw many battles and did not see his brother again for years. He killed many of the empire's enemies for causes that he did not understand and that the other mind found irrelevant. Every day was war and every night was a nightmare spent arguing for his sanity against a servant of long-dead gods.

Finally his term of duty expired. They tried everything to get him to stay, but the last morning of his tour of duty he simply walked.

When he eventually met up with his brother again they were both very different people...

===== Defense ===== :

AC: 21 (MW Agile Breastplate +5, armored Kilt +1, Heavy wooded shield +2, Dex +3)
FF: 18
Touch: 13

CMD 20

+10 Fort (+6 class, +4 Con,)
+3 Ref (+3 Ref)
+2 Will (+2 wis)


BaB +2, CMB +7
+1 atk/dmg vs larger creatures
Power Attack, -1/+2 or +3


+7 Hooked Lance, 1d8+7, x4 crit

+7 Earthbreaker, 2d6+7, x3 crit

+7 Battleaxe, 1d8+5, x3 crit

+7 Spiked Armor, 1d6+5, x2 crit


+5 Pillum, 1d8+5, range, x2 crit, negates shield on hit.

+5 Sling, 1d4+5, ' range x2 crit

+1 Combat Net, Touch attack, entangle, lead rope

+1 Bolas, Ranged Trip

=====Traits and Feats=====:

Suicidal (Tiefling, via Adopted trait): Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Keeper of the Ancestral Scrolls: +1 Knowledge Nobility and Knowledge History. Knowledge History is always a class skill.

Power Attack (1st) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage
Combat Reflexes (fighter 1) add your dex mod to the number of AoOs you can make every round.
Bodyguard: (3rd) When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Barb 4, Fighter 2, Inq 6, +3 int

ACP -4 (none to jump and climb)

+5 Acrobatics (3 rank, +3 class, +3 dex, -4 ACP)
...+9 Jump
+5 Stealth (3 rank, +3 class, +3 dex, -4 ACP)
+7 Perception (3 rank, +3 class, +1 wis)
+7 Survival (3 ranks, +1 wis, +3 class)
+10 Intimidate (3 rank, +3 class, +2 racial, +2 cha, +1 class))

+6 Knowledge History (1 rank, +1 int, +3 class, +1 trait)
+2 Knowledge Nobility (+1 int, +1 trait)

=====Class Abilities=====:

Big Game Hunter: (Ex) A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.
This ability replaces fast movement.

Rage: a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Hateful Retort (anger inquisition) (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. 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.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze: (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).


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).


Orisons (4 known, usable at will)
Detect Magic

Level 1 (2 known, usable once per day)
Cure Light Wounds
Expeditious Retreat



  • Hooked Lance (3 gp)

  • Combat Net

Armor: MW Agile Breastplate w/ kilt. (570 gp)
Head: Helmet
Waist: Belt Pouches
R. Hand:
L. Hand:

Flint and Steel
bed roll
Food and water
armor and clothing repair kit
50' rope


3000 GP

Scar Record:



4th- Fighter 2, In Harm's Way, Shattering Strike
5th- Inquisitor 2, Quick at Hand
6th- Fighter 3, Overhand Chop
7th- Inquisitor 3, Cleave, teamwork feat (swapable)
8th- Fighter 4, Improved Critical
9th- Cavalier, Seize the Moment, Leadership
10th- Barbarian ,
11th- Barbarian , feat
12th- Barbarian ,
13th- Barbarian , feat