Imrijka

Xeltan the Hallowed's page

No posts. Organized Play character for Kevin Hanley.


Full Name

Xeltan the Hallowed

Race

Human

Classes/Levels

Inquisitor of Gorum 10

Gender

Male

Size

Medium

Age

25

Alignment

CG

Deity

Gorum

Location

Belzken

Languages

Celestial, Common, Dwarven, Orc

Occupation

Trapper

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Xeltan the Hallowed

Xeltan the Hallowed
Male human inquisitor of Gorum 10 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +5; Senses Perception +11
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Defense
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AC 29, touch 16, flat-footed 28 (+11 armor, +1 deflection, +1 Dex, +1 insight, +2 natural, +3 sacred)
hp 73 (10d8+20)
Fort +9 (+8 circumstance bonus vs. visual-based attacks), Ref +6, Will +11; +2 circumstance bonus vs. effects that require hearing
Resist fire 8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee gorum's favor +12/+7 (2d6+7/19-20 plus 2d6 vs. evil)
Ranged beast bane bow +10/+5 (1d8+5/×3)
Special Attacks greater bane (15 rounds/day), judgment 4/day (2 simultaneous), weapon master (10 rounds/day)
Inquisitor Spell-Like Abilities (CL 10th; concentration +13)
At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 10th; concentration +13)
4th (1/day)—freedom of movement, judgment light[UC]
3rd (4/day)—channel vigor, cure serious wounds, daylight, lead blades[APG], searing light
2nd (5/day)—aid, cure moderate wounds, ghostbane dirge[APG] (DC 15), communal protection from chaos[UC], communal protection from evil[UC], lesser restoration, spiritual weapon, tongues
1st (6/day)—cure light wounds, gorum's armor[ISWG], lend judgment[UM] (DC 14), protection from evil, shield of faith, true strike, weapons against evil, weaponwand
0 (at will)—acid splash, brand[APG] (DC 13), detect magic, disrupt undead, guidance, light, read magic, resistance, virtue
Domain War (Tactics subdomain)
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Statistics
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Str 18, Dex 14, Con 12, Int 12, Wis 16, Cha 12
Base Atk +7; CMB +13; CMD 29
Feats Coordinated Defense[APG], Deadly Aim, Heavy Armor Proficiency, Judgment Surge[UM], Lastwall Phalanx, Power Attack, Racial Heritage[APG], Shake It Off[UC], Toughness
Traits adopted, cosmopolitan, scrapper
Skills Acrobatics -3 (-7 to jump), Bluff +11, Craft (alchemy) +5, Diplomacy +1 (+3 vs. geniekind), Disguise +5, Heal +7, Intimidate +16 (+17 to demoralize opponents), Knowledge (arcana) +9 (+11 to understand the nature and ways of dragons), Knowledge (dungeoneering) +9 (+11 while navigate dungeons beneath the Cairnlands' siege castles, +11 to navigate the tunnels of the Darklands and identify Darklands natives, +11 to navigate underground), Knowledge (engineering) +2, Knowledge (geography) +2 (+4 to navigate the City of Brass and surrounding areas, +4 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (history) +2 (+4 vs. Azlant, +4 to learn about Thassilonian artifacts), Knowledge (local) +8 (+10 to identify drow and their customs, weaknesses, and tactics), Knowledge (nature) +8, Knowledge (nobility) +2, Knowledge (planes) +11 (+13 vs. geniekind, +13 to identify demons and other outsiders native to the Abyss), Knowledge (religion) +11, Linguistics +7 (+9 to learn about Azlanti sentence construction and idioms), Perception +11 (+13 vs. magic traps, +6 to hearing checks, +12 to avoid being surprised), Profession (trapper) +7, Sense Motive +20 (+22 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +5, Survival +9 (+11 to navigate Jungles of Mwangi Expanse, +11 to notice and follow tracks in Arctic environments, +11 to avoid becoming lost when using this), Use Magic Device +2
Languages Celestial, Common, Dwarven, Orc
SQ monster lore +3, seize the initiative, solo tactics, stern gaze +5, track +5
Combat Gear scroll of breath of life, wand of cure light wounds, wand of lucky number (50 charges), wayfinder, shining, heatstone; Other Gear +2 full plate, beast bane bow, gorum's favor, arrows (100), dusty rose prism ioun stone, amulet of natural armor +2, bane baldric, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, nexus crystal, ring of protection +1, sleeves of many garments, swarmbane clasp, air bladder, chirurgeon's kit, chronicler's kit, climber's kit, compass, earplugs, fishing kit, flask, grappling arrow, grappling hook, hip flask, infiltration kit, inquisitor's kit, lock, average, masterwork backpack, masterwork thieves' tools, pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, reinforced scarf, scroll case, smoked goggles, surgeon's tools, survival kit, masterwork, wrist sheath, spring loaded, 309 gp, 3 sp, 4 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Greater Bane (+2 / 4d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Tactics)
Judgment Surge (1/day) Gain improved versions of your judgments
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Racial Heritage (Half-Orc) You count as another race for the purpose of prerequisites.
Scroll of breath of life Add this item to create a scroll with spells on it.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Shake It Off Gain +1 to all saving throws per adjacent ally
Sleeves of many garments Transform current clothes into any non-magical new form.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +5 Add the listed bonus to survival checks made to track.
Wand of lucky number (50 charges) Add this item to create a wand of a chosen spell.
Weapon Master (10 rounds/day) (Su) As a swift action, temporarily gain a combat feat you qualify for.
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CHRONICLES

ROW: Mantle of the Black Rider +2 Total

1) ROW1: The Snows of Summer
-Choose one ability score(STR). Once per day as a swift actionyou may gain a +1 bonus to that ability score for one minute. For every additional Mantle of the Black Rider boon that you have on this character, the bonus increases by +1.

2) MOD: Crypt of the Everflame
-You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the results of the second roll, even if it is worse. Once used, cross it off of the chronicle sheet.

3) 5-01: The Glass River Rescue

4) 4-15: The Cyphermage Dillema
-Debt of Cyphers: When in Riddleport, you gain a +2 bonus on KNe: Arcana and Linguistics checks when you consult Gurukaza beforehand. Gain a +2 bonus on Diplomacy checks made in the city to gather information.
-Riddleport Respect: You recieve a +2 bonus on Intimidate checks made in Riddleport.

5) MOD: Thornkeep The Forgotten Laboratory
-Unidentified Ungent: You laid claim to a flask of a mysterious mutagen. Consume it to gain a random mutation for 1d4+3 rounds. Once used, cross it off of the chronicle sheet.

6) TALES: Nightglass
-Nidalese Apostate
-Strix-Slayer

7) Ruins of Bonekeep 1: The Silent Grave
-Bonekeep Malady: Contracted Flesh Rot, only effects you within Bonekeep.
-Raise Dead(5PP), Restoration x2(8PP)

8) 5-04: The Stolen Heir

9) 4-25: GotP3 The Secrets Stones Keep (GM Credit)
-Hero of the Hold: No benefits at this time.
-Unexpected Discovery: You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with Pathfinders of your level or lower.

10) 4-13: Fortress of the Nail (GM Credit)

11) ROW2: The Shackled Hut
-Mantle of the Black Rider (Unleashing the Hut): Once per day before rolling initiative you may gain a +1 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have on this character, the bonus increases by +1.

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