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Inquisitor 1 / Fighter 1 [ HP: 18/18 | AC: 19 | T: 15 | FF: 15 | Fort +6 / Ref +4 / Will +4 | Init +4 / Percept +7 (Darkvision) ]

Male Goblin
Inquisitor (Sin Eater) 1 / Fighter (Lore Warden) 1



Size / Type: Small Humanoid (Goblin)
Alignment: Neutral Good
Initiative: +4
Senses: Perception +7, Darkvision (60 Ft)
Languages: Goblin, Common, Orc

STR 12 (+1)
DEX 18 (+4)
CON 14 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 8 (-1)



BAB: +1

Claws (Each)
Attack: 1d20 + 7 (1 BAB +4 Dex +1 Size + 1 Weapon Focus)
Damage: 1d3 + 1 (1 Str)

Attack: 1d20 + 3 (1 BAB +4 Dex +1 Size)
Damage: 1d4 + 1 (1 Str)

- Fighting with multiple natural weapons is a -5 on each attack.



HP: 18 (1d8 + 1d10 + 2 Con per Dice)
AC: 19 (10 Base +4 Dex +4 Armour + 1 Size)
Touch: 15 / Flat-Footed: 15

CMB: 1 (1 BAB + 1 Str -1 Size)
CMD: 15 (10 Base + 1 BAB + 1 Str + 4 Dex -1 Size)

Fort +6 (+2 Base Inquisitor +2 Base Fighter +2 Con)
Refl +4 (+0 Base Inquisitor + 0 Base Fighter +4 Dex)
Will +4 (+2 Base Inquisitor +0 Base Fighter +2 Wis)



Inquisitor: 9 (6 Base + 2 Int +1 Favored Class)
Fighter: 6 (2 Base + 2 Int +2 Int-Based Skills)

  • Diplomacy +3 (+1 Rank +3 Class Skill -1 Cha)
  • Heal +6 (+1 Rank +3 Class Skill +2 Wis)
  • Intimidate +4 (+1 Rank +3 Class Skill +1 Inquisitor -1 Cha)
  • Kn (Arcana) +6 (+1 Rank +3 Class Skill +2 Int)
  • Kn (Dungeons) +6 (+1 Rank +3 Class Skill +2 Int)
  • Kn (Nature) +6 (+1 Rank +3 Class Skill +2 Int)
  • Perception +7 (+2 Ranks +3 Class Skill +2 Wis)
  • Perform +1 (+2 Ranks -1 Cha)
  • Sense Motive +7 (+1 Rank +3 Class Skill +1 Inquisitor +2 Wis)
  • Spellcraft +6 (+1 Rank +3 Class Skill +2 Int)
  • Stealth +11 (+2 Ranks +3 Class Skill +4 Size +4 Dex -2 Penalty)
  • Survival +6 (+1 Rank +3 Class Skill +2 Wis)

+2 (Wisdom Modifier) added to Knowledge checks when made to identify the abilities and weaknesses of creatures.
+½ Inquisitor Level to Intimidate and Sense Motive checks.



Campaign - Star Sign (Reaper): Born under the sign of the Reaper. Once per day can gain a +1 Luck Bonus to a single attack roll, or a +3 Luck Bonus to a single Critical check (made after a critical threat has already been scored) to confirm the critical.

Magic - Magical Knack (Inquisitor): Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you get this trait - your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.



L1 - Weapon Finesse: You can use your Dex mod instead of your Str mod on attacks.
L2 - Weapon Focus (Claws): +1 Attacks with Claws.(Fighter 1 Bonus Feat)



Eat Sin - As a free action, when the sin eater kills an enemy, he may eat the sins of the enemy by spending 1 minute adjacent to its corpse. This provokes an attack of opportunity. Eating the sins heals the inquisitor for 1d8 + inquisitor level (Max +5). The enemy must have been killed by the sin eater within the last hour, and must have had at least as many Hit Dice as half the Inquisitor’s level. Can only be used once per enemy. Enemy cannot be mindless or have less than 2 Intelligence.

Monster Lore - The Inquisitor adds his Wisdom modifier on Knowledge checks in addition to his Intelligence Modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze - The Inquisitor gets a bonus of ½ his level (Min +1) to Intimidate and Sense Motive checks.

Judgment - As a swift action the Inquisitor can pronounce judgment once per day (Increases after level 4th). Once activated it lasts until combat ends, at which point the bonuses end. Bonuses are ‘paused’ if the inquisitor is frightened, panicked, paralyzed, stunned, or unconscious.

  • Destruction: +1 Damage Rolls.
  • Healing: Fast Healing 1.
  • Justice: +1 Attack Rolls
  • Piercing: +1 Concentration checks and caster checks to overcome spell resistance.
  • Protection: +1 AC
  • Purity: +1 Saving Throws.
  • Resiliency: +1 DR / Magic.
  • Resistance: +2 Energy Resistance against 1 type.
  • Smiting: Weapons count as magic for bypassing DR.



DC: 10 + Spell Level + Wisdom Modifier



Gold: 118 gp
Light Load: 43 lbs

Masterwork Hide Armour (25 lbs)
Medium Armour
AC +4, Max Dex +4, Check Penalty -2

Other Equipment (14 lbs)
Backpack, Bedroll, Air Bladder, Compass, Flint and Steel, 2 Days Trail Rations, Waterskin



Ability Score Modifications
Dex +4, Str -2, Cha -2

Size: Small. AC: +1, Attacks: +1, CMB/CMD: -1, Stealth +4
Speed: 30 Feet
Languages: Goblin. High Intelligence yields Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc
Darkvision: Can see in the dark perfectly up to 60 feet.
Hard Head, Big Teeth: Gains a bite attack as a primary natural attack that deals 1d4 points of damage.


My Custom Races



The Raccoonkin are small mammals known for being scavengers and survivors. While intelligent and curious, they rarely interact with many other races, preferring to quietly study and then, when the moment is right, steal whatever item catches their attention. The Raccoonkin are one of the least communal of the animal races, as they often don't particularly trust others, including their own kind.

Most races only put up with the Raccoonkin because their large numbers and clever ways of infiltration make it difficult not to. Even cities that don't technically allow Raccoonkin to settle there are likely to have small infestations, whether they know it or not. The one race that is often at odds with them is the Ratfolk, as the two tend to fight over territory and trinkets. The Ratfolk tendency to hoard items makes them prime targets for Raccoonkin thieves.

Adventuring Racconkin tend to be driven by curiosity, greed, or even simple wanderlust, as they are a people who have been used to having to travel in search of tolerance. Most of the jobs that draw them are lucractive, and they tend to take up classes such as Rogue, Alchemist, and sometimes even Magus.

Ability Score Racial Traits: Raccoonkin are fast and quick-learning, but also tend to be both quiet and selfish. +2 Dexterity, +2 Intelligence, -2 Charisma
Type: Racoonkin are humanoids with the raccoonkin subtype.
Size: Raccoonkin are Small and gain a +1 size bonus to their AC and Attack Rolls, take a -1 penalty on CMB and CMD checks, and gain a +4 size bonus to Stealth checks.
Speed: Racconkin have a base speed of 30 feet.
Languages: Raccoonkin begin speaking Common and Raccoonkin. Those with high intelligence scores can choose to learn Gnome, Goblin, Undercommon, Tengu, Dwarven, Halfling, Elven.

Feat and Skill Racial Traits
Sneaky: Racoonkin gain a +2 racial bonus on Stealth checks.
Scavenger: Raccoonkin gain a +2 to Appraise Checks, and +2 to Perception checks to find hidden objects (including traps and secret doors), to determine whether food is spoiled, and to identify poison by taste.
Nimble: Racoonkin have learned the importance of defeating their enemies by being quick. They gain Weapon Finesse as a bonus feat.
Bonus Feat: Raccoonkins have learned to be adaptible, and gain 1 Bonus Feat at first level.

Senses Racial Traits
Darkvision: Ratkin can see perfectly in the dark up to 60 feet.
Light Sensitivity: Due to their tendency to be nocturnal scavengers, Raccoonkin are dazzled in areas of bright sunlight or within the radius of a Daylight spell.

Point Cost: 11 RP
Sneaky (2 RP), Scavenger (2 RP), Bonus Feat (4 RP), Nimble (2 RP), Darkvision (2 RP), Light Sensitivity (-1 RP)




Ability Score Racial Traits: Having survived contact with the Lycanthropy disease has made them able to endure more and given them a stronger force of personality, but they have become less patient and likely to learn. +2 Con, +2 Cha, -2 Int.
Type: Human (Shapeshifter)
Size: Medium
Speed: 30 Ft.
Languages: Common, those with high intelligence can learn standard languages.

Senses: Low-Light Vision, Scent.
Natural Attack: Bite (1d4)
Change Shape (Su): The Lycanthrope has two appearances that it can take, and always takes the same specific forms. One is the Werewolf form, which gains a Natural Attack of Bite (1d4). In the human form, the Bite attack cannot be used, but the Lycanthrope gains a +10 Racal Bonus on Disguise to appear human. Changing shape is a standard action.

Point Cost: 10 RP
Low-Light Vision (1 RP), Scent (4 RP), Change Shape (3 RP), Bite (2 RP)



When a Merfolk gains legs and has a romantic relationship with a human, the child of this couple will be a Mermaiden. The Mermaiden is always female with a remarkably serene and beautiful voice. Their skin is soft but dries up if not hydrated regularly. They are a rare race with no society of their own, but tend to blend in well with either their Merfolk or Human parents. Mermaidens are almost always good.

Ability Score Racial Traits: +2 Cha, +2 Con. Mermaidens are beautiful and adaptive
Type: Humanoid (Aquatic)
Size: Medium
Speed: 30ft.
Languages: Common and Aquan. Those with high intelligence can choose from any language except secret languages.

Amphibious: Mermaidens can breathe both air and water.
Natural Swimmer: Mermaidens have a base swim speed of 30 feet, can move in the water without making swim checks, and always treat swim as a class skill.
Soothing Song: +2 Racial Bonus on Perform (sing) checks.
Vulnerability: Electricity
Water Affinity: Mermaiden sorcerers with the Elemental (Water) Bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Mermaiden clerics with the Water domain cast their Water domain powers and spells at +1 Caster Level.

Point Cost: 11 RP
Amphibious (2 RP), Natural Swimmer (4 RP), Soothing Song (1 RP), Vulnerability (-2 RP), Water Affinity (2 RP), No Stat Penalty (4 RP)



The Satyr has the furry legs of a goat, the upper body of a man, and a set of curling ram horns extending from his temples. They are generally hedonistic, often devoting their lives to pleasure and self-gratification. They adore wine, women, and are renowned smooth-talkers. But while they tend to be attractive and well-built, most of their seduction technique comes from their talent for music.

Satyr’s often act as guardians of creatures in their forests, having a strange loyalty to other animals. This is not reflected in their behaviours with the more ‘civilised’ races, who they tend to value less than their own amusement / desires.

Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Wis. Satyrs are lithe and personable, but also tend to be rash and impulsive.
Type: Human (Satyr)
Size: Medium
Speed: 30 Ft.
Languages: Satyrs begin speaking Sylvan and Common. Those with high intelligence scores can learn Aquan, Auran, Draconic, Elven, Gnomish, Goblin, Ignan, Orc, and Terran.

Senses: Low-Light Vision.
Born Performer: +2 Racial Bonus to any one Perform Check (Player's Choice)
Guardian of the Forest: +2 Racial Bonus to Knowledge Nature checks.
Stability: The Satyr’s powerful legs have a way of keeping him grounded. +4 Racial Bonus to CMD to resist Bull Rush / Trip Attempts when standing on the ground.
Enchantment Resistance: +2 Racial Saving Throw bonus against Enchantment Spells and Effects.
Natural Attack: The Satyr has a natural attack using his horns to Gore for 1d6 damage.
Experienced: The Satyr enjoys experiencing different things in life, and gains +1 Bonus Skill Point Per Level
Vulnerable to Sonic: The finely tuned ears of the Satyr are susceptible to being damaged.

Point Cost: 10 RP
Low-Light Vision (1 RP), Born Performer (1 RP), Guardian of the Forest (1 RP), Stability (2 RP), Enchantment Resistance (1 RP), Natural Attack (4 RP), Experienced (2 RP), Vulnerability (-2 RP)