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About Zethrimar AlteunfelBasics:
Archetype: Cold Iron Warden Domain: Rage HP: 60
Traits and Skills:
Touched by Divinity: Divine Favor 1/Day Fate's Favored: +1 to Luck bonuses Skills:
Feats, Special Abilities:
Lv. 1 Inquisitor 1: Judgment 1/Day, Monster Lore, Stern Gaze, Intimidating Prowess Lv. 2 Inquisitor 2: Cunning Initiative, Detect Alignment, Track Teleportation Lv. 3 Inquisitor 3: Abyssal Scourge, Favored Judgment: Justice, Power Attack Lv. 4 Inquisitor 4: Judgment 2/Day Lv. 5 Inquisitor 5: Bane, Translate Telepathy, Furious Focus Lv. 6 Inquisitor 6: Abyssal Scourge, Track Teleportation Lv. 7 Inquisitor 7: Judgment 3/Day, Cornugon Smash Lv. 8 Inquisitor 8: Second Judgment Lv. 9 Inquisitor 9: Favored Judgment, Hurtful Lv. 10 Inquisitor 10: Judgment 4/Day, Track Teleportation Lv. 11 Inquisitor 11: Stalwart, Vital Strike Lv. 12 Inquisitor 12: Greater Bane, Fiend Totem (Lesser) Lv. 13 Inquisitor 13: Judgment 5/Day, Ancestral Scorn Lv. 14 Inquisitor 14: Exploit Weakness, Track Teleportation Lv. 15 Inquisitor 15: Abyssal Scourge, Improved Vital Strike Lv. 16 Inquisitor 16: Judgment 6/Day, Third Judgment, Fiend Totem Lv. 17 Inquisitor 17: Slayer, Furious Finish Lv. 18 Inquisitor 18 Track Teleportation Lv. 19 Inquisitor 19: Judgment 7/Day, Divine Interference Lv. 20 Inquisitor 20: True Judgment Spells:
Spell Per Day: 4+1/3+1 Orisons -- Acid Splash, Create Water, Detect Magic, Guidance, Light, Read Magic
Future selections:
Equipment:
Cold Iron Spiked Gauntlets Composite Longbow Masterwork Chainmail Masterwork Cold Iron Bastard Sword Cloak of Resistance +1 Adamantium Morningstar +1 Blinding Heavy Steel Shield +1 Consumables:
Explorer's Outfit:
Soldier's Uniform:
Inquisitor's Kit:
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Total GP: 138
Attack Roll:
Power Attack -2/+4 Morning Star:
Bastard Sword
Composite Longbow
Alternate Racial Traits:
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. Soul Seer:
Archetype:
Track Teleportation (Su): At 2nd level, a cold iron warden may acquire clues about a teleporting creature’s destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the cold iron warden may attempt a Survival check (DC 10 + the teleportation spell’s caster level) to sense the direction of the creature’s destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of her. She must use this ability within a number of rounds after the creature’s teleportation equal to 1/2 her inquisitor level, after which the trail goes cold. A cold iron warden may use this ability once per day plus one additional time per day for every 4 levels she has beyond 2nd. At 12th level, if the cold iron warden exceeds the Survival check DC by 5 or more, she can also sense the creature’s location as if using the locate creature spell, using her inquisitor level as the caster level. At 18th level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the creature’s location as if she had cast discern location. This ability replaces track and the teamwork feats gained at 12th and 18th level. Abyssal Scourge (Su): At 3rd level, a cold iron warden gains Alignment Channel as a bonus feat and must choose either chaotic or evil outsiders. She can channel energy as a cleric of her inquisitor level – 2 a number of times per day equal to 3 + her Charisma modifier, but only to use Alignment Channel to damage outsiders. The DC of the Will save to halve the damage is equal to 10 + 1/2 the inquisitor’s level + the inquisitor’s Charisma modifier. At 6th level, the energy lingers in the affected area for 1 round as a shimmering, barely perceptible, mist that disrupts Abyssal magic. A creature in the mist that casts a conjuration (summoning) spell or spell-like ability with the selected alignment subtype must succeed at a concentration check or lose the spell. At 15th level, any chaotic or evil creature that casts a conjuration (teleportation) spell or spell-like ability while in the mist must succeed at a concentration check or lose the spell. The concentration check DC for both abilities is equal to 15 + double the level of the conjuration spell. A cold iron warden can take other feats to add to this ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead. This ability replaces solo tactics and the teamwork feats gained at 6th and 15th level. Favored Judgment: At 3rd level, the inquisitor gains Favored Judgment (Pathfinder RPG Ultimate Magic 150) as a bonus feat but must choose either outsider (chaotic) or outsider (evil). At 9th level, she gains Favored Judgment as a bonus feat a second time and must choose either outsider (chaotic) or outsider (evil). This ability replaces the teamwork feats gained at 3rd and 9th level. Bane (Su): A cold iron warden reduces the amount of bonus damage dealt when using her bane ability against creatures that are not outsiders with the chaotic or evil subtype by 1d6. She increases the amount of bonus damage by 1d6 when she selects outsiders with the chaotic or evil subtype. This ability modifies the bane ability. Translate Telepathy (Su): At 5th level, an inquisitor can sense when a creature within 5 feet of her receives or sends a telepathic message. The distance at which she can detect telepathic messages increases by 5 feet for every 5 additional inquisitor levels she has beyond 5th level, to a maximum of 20 feet at 20th level. By making a Perception check (DC 15 + the highest CR of the creatures using telepathy) as an immediate action, she may listen to all telepathic messages sent to and by creatures in this area for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. This ability replaces discern lies.
Domain Powers:
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Mythic Abilities:
Hierophant: Inspired Spell Tier 1: Dual Path: Fleet Charge, Impossible Speed Tier 2: Mythic Spellcasting Tier 3: Mythic Vital Strike, Legendary Item Tier 4: Enduring Blessing Tier 5: Mythic Power Attack, Fleet Warrior Tier 6: Legendary Item Tier 7: Divine Source, Precision Tier 8: Enduring Blessing Tier 9: Mythic Feat, Mythic Domain Tier 10: Legendary Item Divine Source Domains: Glory, Good Mythic Spells:
Legendary Weapon
Late-Tier Nova:
Background:
Standing a head taller than most other men and powerfully muscled, the massive hand-a-half sword at his side would look unwieldy on a lesser man, but seems right seated in the scabbard on his hip. Typically clad in a crimson cloak and white surcoat over silvery mail; his arming coat, gloves, boots and other affects a uniform black -- even his gauntlets enameled to match -- Zethrimar Brexilar Alteunfel is the very image of a righteous crusader. Well, almost. Inquisitor Alteunfel is an imposing man -- and would be even were he wholly human. But with his coppery, almost red skin and black ram's horns curling back from his hairline, there can be no doubt that he is something else entirely. If asked, Inquisitor Alteunfel will tell you, in his typically taciturn way, that he was born sometime after the First Crusade -- he isn't sure which year precisely -- in the crusader city of Drezen to a former prostitute turned barmaid and a father he never knew. His mother, a dark Chelish beauty, had been a stunning and high-priced courtesan in her youth and, although no longer young, was still very striking. More importantly, she was a kind woman despite hard circumstances. Her love for a child many would have seen as a burden was obvious. However, when asked -- even on her deathbed -- she refused to speak of the boy's father. The boy himself liked to imagine it was one of the Hell Knights whose camp and offices abutted the inn that was their home. This notion was not pure fancy on his part: There was a certain senior officer among the Godclaw who obviously favored the barmaid. In fact, the inn she worked at, The Mermaid's Tale, soon gained a reputation as no place for the sort of rowdiness seen in similar establishments throughout the city, due in no small part to the presence of those grim-faced, grey clad knights. But, despite later events, the man never acknowledged the boy as his. This may have had something to do with the boy's obviously tainted heritage. Many babies are born somewhat red in the face. Not very many are born red all over. Or stay that way. And though every child seems to grow all too fast, not many walk at three months of age on legs that seem too long and somehow slightly wrong. Age only made his appearance more fiendish -- the horns had begun to develop by his eighth birthday and by adolescence he had already the overly tall, long-limbed look that, combined with an unnaturally thin waist and a certain oddness of proportion, would leave him always looking slightly gaunt, despite his prodigious strength. In Cheliax, tieflings are despised: second-class citizens at best. But here, with the Wolrdwound right next door, they were outright hated -- even if that same proximity made them more common than elsewhere in Golarion. Regardless, after the boy's mother had succumbed to a fever that swept through Drezen when he was 10 or 11, the Hell Knight officer who'd been so fond of her took the boy on as his page and runner. He was ever fleet of foot, and the promptness with which he delivered messages, combined with a sort of precociously observant manner, won a grudging respect from more than a few of the knights. While he outright refuses to speak of the fall of Drezen, his name shows up in a manifest of survivors: The boy was among the few who not only escaped the city before the end, but survived the long, nightmarish trek toward safety. A hand-written account by a merchant, which includes the dictated accounts of others in his party and the official report of a Drezen guardsmen who accompanied them, records some of that trip and was preserved among a sheaf of papers documenting the city's fall. Apparently the boy had been sent with a letter, a large sword and a heavy coin purse to a rally point far behind the city's walls -- ostensibly to have the blade sharpened. The boy himself, having grown up very near poverty and not having yet discovered his love of scholarship, could read no word of the letter, nor would he have as it was sealed -- and he was honest to a fault. It was just as well for him, as his sense of duty -- strong even then -- would have seen him tear that letter to shreds. It instructed a particular captain of the guard, an honest man and well-known to a number of the Hell Knights, to place the young page on a wagon with other children and ensure he got out of the city safely. The survivors somehow managed to avoid the fighting and horror as they made their way through the city, according to the report, in no small part thanks to the efforts of an unnamed knight who helped them to the gates before returning to the fray. The small group, along with a few others, eventually reached the relative safety of Kenabres. Hungry and cold, the boy had nobody to look after him and no possessions save the clothes on his back and the sword with which he had been sent. However, the guardsman who'd accompanied the ragged band of survivors took pity on the lad and, with a few good words, assured the Kenabres town watch that the boy was both diligent and trustworthy -- despite his curious looks and dubious heritage. And the watch, for their part, were glad of the help: Kenabres was still reeling from the renewed assault from the Worldwound and flush with refugees from Drezen. He found himself running messages again, this time for the city guard and undoubtedly caught no shortage of strange looks as he dashed about the city, a horned and tailed little devil in an over-sized uniform with a preposterously huge sword at his side. This unusual sight soon caught the attention of a young priest, one Father Javin Ari'Brehar, the keeper of a small shrine to the Empyreal Lord Ragathiel that itself stood in the courtyard of a larger church dedicated to the crusader goddess Iomedae. Taking the boy for a sign from his lord and patron, he convinced the young tiefling to join the church with tales of Ragathiel's righteous might and glorious deeds -- and a promise to teach the lad to use the over-sized blade on his belt. As an acolyte of Ragathiel, the boy managed to avoid the worst of the Third Crusade's witch hunts, despite the ever-present suspicion of the ignorant. Indeed, he was at one point very nearly burned at the stake at the instigation of a city guardsman Zeth had bested in the practice yards outside the great chapel of Iomadae. Fortunately the priests, and perhaps also the fearsomeness of his appearance, deterred the crowd. But the scars of that time, although not physical, stayed with him. As the years passed, he was sent to study far from the Worldwound in Magnimar, home to one of the oldest mystery cults devoted to Ragathiel. Never particularly bookish, he took to his more liturgical studies slowly, only later developing an interest in lore, theology and philosophy. But even early on he excelled in other ways -- thanks in part to precocious natural gifts of insight and intuition. Later, as his skills grew, he would be sent as an attache to the much larger church of Iomedae to aide in the hunting down of cultists and other evils. Indeed, Inquisitor Alteunfel has a deep reverence for Iomedae and accounts himself among her faithful, despite his chosen patron. This is not so strange, the two faiths have much in common and share a connection in Iomedae's herald: The Hand of the Inheritor having once served Ragathiel as The Hand of Vengeance. His new role kept him busy, and he enjoyed this work, grim though it was, for he excelled at it. For the first time ever he could see his heritage -- or rather the edge it brought him -- as, if not quite a blessing, at least not entirely detestable. He would use anything that could help him slow the creep of taint into Golarion, even his own foul blood, never forgetting the fall of his home. But he also never forgot the lessons of the Third Crusade or Ragathiel's dictum to not only bring justice to the wicked, but also to defend the wronged and the falsely accused. But however much he excelled in this role, he was pulled from the field by church officials after a botched assignment that led to the deaths of several innocent individuals and diplomatic difficulties with the church of Asmodeus. While documents on the matter indicate Inquisitor Alteunfel played little part in the mistakes that resulted in the so-called "Westpool Affair," he was nevertheless relegated to clerical work among the church archives in Absalom. Now, after many years of study and even more years of service, the crimson-skinned Inquisitor has returned to Kenabres for the funeral of the aged Father Ari'Brehar, who first set him on his path, and to -- at least temporarily -- care for the shrine he once tended as a boy.
Level 10:
Inquisitor 10 Strength 22 Dexterity 14 Constitution 14 Intelligence 10 Wisdom 15 Charisma 10 HP: 108
Touched by Divinity: Protection From Evil 1/Day
Skills:
Lv. 1 Inquisitor 1: Judgment 1/Day, Monster Lore, Stern Gaze, Intimidating Prowess
Tier 1: Impossible Speed, Dual Path: Fleet Charge
Legendary Weapon
Orisons -- Acid Splash, Create Water, Detect Magic, Guidance, Light, Read Magic
Mythic Spells:
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