Full Name |
Caladan Brood |
Race |
Demonspawn Tiefling |
Classes/Levels |
Inquisitor 4 | AC 20, t 12, ff 18 | hp: 21/30 | Fort +5 | Ref +3 | Will +5 | Perc +1 | Darkvision |
Gender |
Male |
Size |
Med |
Alignment |
LN |
Deity |
Abadar |
Languages |
Common, Abyssal, Draconic |
Strength |
16 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
12 |
About gm_caladan
Caladan Brood
Demon-spawn tiefling inquisitor of Abadar 4
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
Languages Abyssal, Common, Draconic
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield)
hp 30 (4 HD)
Fort +5, Ref +3, Will +5
Resist cold 5
Speed 20 ft. (30 ft. w/o armor), 30 ft. (sprinting, 40 ft. sprinting w/o armor )
Melee morningstar +6 (1d8+3) . . power attack +5 (1d8+5)
Melee 2 claws +6 (1d4+3) . . power attack +5 (1d4+5)
Ranged old man dansby’s longbow +5 (1d8+1/x3)
Base Atk +3; CMB +6; CMD 18
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +5)
. . At will - detect alignment
. . 4/day -oooo- command (DC 12)
Inquisitor Spells Known (CL 4th; concentration +5)
. . 2nd (1/day) - remove charms & compulsions, blistering invective
. . 1st (4/day) - bless, cause fear (DC 12), cure light wounds, divine favor
. . orisons - brand[APG] (DC 11), daze (DC 11), detect magic, guidance, light, read magic
. . Domain: Law (Inevitable subdomain)
Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 12
SQ command, maw or claw, scaled skin (cold), fiendish sprinter, monster lore +1, prehensile tail, stern gaze +2, track +2, black mantle (+2 con), favored class (+2 stern gaze, monster lore), solo tactics, teamwork feat
Feats 1. Toughness, 3. Power Attack, i3. Precise Strike
Traits family connections, law enforcer
Skills (armor check penalty: -4 armor, -2 shield)
Appraise +5 = 1r +3c +1a
Acrobatics -4 = 0r +0c +2a -6AC (-4 to jump)
Bluff +8 = 4r +3c +1a (+2 vs. evil outsiders)
Climb +1 = 1r +3c +3a -6AC
Diplomacy +8 = 4r +3c +1a (+2 vs. evil outsiders)
Intimidate +12 = 4r +3c +1a +4sg
Knowledge (arcana) +5(+9) = 1r +3c +1a (+4 ml)
Knowledge (dungeoneering) +5(+9) = 1r +3c +1a (+4 ml)
Knowledge (local) +2(+6) = 1r +0c +1a (+4 ml)
Knowledge (nature) +5(+9) = 1r +3c +1a (+4 ml)
Knowledge (planes) +5(+9) = 1r +3c +1a (+4 ml)
Knowledge (religion) +5(+9) = 1r +3c +1a (+4 ml)
Sense Motive +12 = 4r +3c +1a +4sg (+2 to get a hunch)
Spellcraft +6 = 2r +3c +1a
Survival +8 = 2r +3c +1a +2T
Other Gear scale mail, mwk heavy steel shield, cold iron sickle, cold iron morningstar, morningstar, old man dansby’s longbow (+1 strength pull), 2x +1 animal bane arrows, quiver (20 arrows), backpack, basic maps (major landmarks only), bedroll, belt pouch, candle (10), 5x alchemist’s fire, cold weather outfit, flint and steel, flint and steel, hemp rope (50 ft.), holy text, knife, utility (0.5 lb), manacles, mess kit, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, waterskin (2), wooden holy symbol of Abadar;
thora’s sapphire eye (600gp), gold ingot (500gp), 25pp, 707gp
Cold weather outfit +5 Fort save vs. cold weather.
Family Connections Your dark ancestry gives you a special insight into how to motivate or placate fiends and their kin. You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Law Enforcer +2 to Sense Motive to get a hunch.
Monster Lore +2 (Ex) +4 to Knowledge checks when identifying the weaknesses of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +2 Add the listed bonus to survival checks made to track.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. This tiefling chose two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
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.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.