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Malvoisin's Slumbering Tsar Saga RG
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<blockquote data-quote="Insight" data-source="post: 5953482" data-attributes="member: 11437"><p><strong>Zultaan, the Scourge of Thyr</strong></p><p></p><p><strong>ZULTAAN, THE SCOURGE OF THYR</strong></p><p><em>Human Inquisitor 7, Lawful Good</em></p><p><strong>Description</strong>: Strong and resolute, this devout follower of Thyr, Lord of Justice, seems of singular mind and passion. He rarely discusses anything aside from hunting demons and seems uninterested in pleasantries and the social game. Still, beneath the scars he bears, he is handsome and bespeaks a well-rounded education when he chooses to speak.</p><p><strong>Age</strong>: 29</p><p><strong>Height</strong>: 6'2"</p><p><strong>Weight</strong>: 210lbs.</p><p><strong>Eyes</strong>: Hazel</p><p><strong>Hair</strong>: Brown / Black, Very Short</p><p><strong>Distinguishing Marks</strong>: Silver Cross Tattoo, Center Chest, smaller version on Right Forearm, teethmarks of various sizes on arms and hands, lashmarks on back, various badly-healed cuts everywhere</p><p>[sblock=Ability Scores]<strong>STR</strong> 15 | 17</p><p><strong>DEX</strong> 10</p><p><strong>CON</strong> 12</p><p><strong>INT</strong> 13</p><p><strong>WIS</strong> 18 | 20</p><p><strong>CHA</strong> 14</p><p><span style="font-size: 9px">Second number is enhanced by equipment</span>[/sblock]</p><p>[sblock=Combat]<strong>AC</strong> 21 | <strong>FF</strong> 21 | <strong>Touch</strong> 11</p><p><strong>CMB</strong> +8 | <strong>CMD</strong> 17</p><p><strong>Initiative</strong> +5</p><p><strong>Base Attack Bonus</strong> +5</p><p><strong>Melee Attack - +2 Heavy Mace</strong> +11 attack, 1d8+5 damage, Crit 20/x2</p><p><strong>Ranged Attack - Longbow</strong> +5 attack, 1d8 damage, Crit 20/x3</p><p><strong>Saving Throws</strong></p><p>- <strong>Fort</strong> +7</p><p>- <strong>Reflex</strong> +4</p><p>- <strong>Will</strong> +12</p><p><strong>Hit Points</strong> 56</p><p><a href="http://invisiblecastle.com/roller/view/3580407/" target="_blank">6d8=34</a>[/sblock]</p><p>[sblock=Class Abilities]<strong>Hit Dice</strong> d8</p><p><strong>Armor and Weapons</strong> Light and Medium Armor. Shields (except Tower Shields). Simple weapons + Hand Crossbow, Longbow, Repeating Crossbow, Shortbow. Deity favored weapons are Light or Heavy Mace.</p><p><strong>Class Skills</strong> Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge - Arcana, Knowledge - Dungeoneering, Knowledge - Nature, Knowledge - the Planes, Knowledge - Religion, Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, and Swim</p><p><strong>Domain - Protection</strong>: Gains a +2 resistance bonus to saving throws (added above). Gains the <em>Resistant Touch</em> ability 8/day. <em>Resistant Touch</em>: As a standard action, he can touch an ally to grant him the resistance bonus granted by the Protection domain. This lasts for 1 minute.</p><p><strong>Judgment</strong>: Usable 3/day. As a swift action, he can pronounce judgment upon his foes. This creates an effect that lasts for the remainder of the combat. When he uses this ability, he must choose one of the following effects: Destruction, Healing, Justice, Piercing, Protection, Purity, Resiliency, Resistance, or Smiting.[sblock=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. Currently a +3 bonus.[/sblock]</p><p>[sblock=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. Currently Fast Healing 3.[/sblock]</p><p>[sblock=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. Currently a +2 bonus.[/sblock]</p><p>[sblock=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. Currently a +3 bonus.[/sblock]</p><p>[sblock=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. Currently a +2 bonus.[/sblock]</p><p>[sblock=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. Currently a +2 bonus.[/sblock]</p><p>[sblock=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. Currently, DR 2/magic.[/sblock]</p><p>[sblock=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. Currently energy resistance 6.[/sblock]</p><p>[sblock=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). Currently, his weapons count as magic and lawful or good.[/sblock]</p><p><strong>Monster Lore</strong>: Adds Wis mod (+5) to Knowledge checks made to identify creatures and determine weaknesses. Already added below.</p><p><strong>Stern Gaze</strong>: Adds 1/2 Inquisitor level (3) as a morale bonus to Intimidate and Sense Motive checks. Already added below.</p><p><strong>Cunning Initiative</strong>: Adds Wis mod (+5) to initiative checks.</p><p><strong>Detect Alignment</strong>: He can use <em>Detect Chaos</em>, <em>Detect Evil</em>, <em>Detect Good</em>, or <em>Detect Law</em> as at-will abilities.</p><p><strong>Track</strong>: Adds 1/2 Inquisitor level (3) as a bonus to Survival checks made to identify and follow tracks. Already added below.</p><p><strong>Solo Tactics</strong>: He treats all allies as possessing his Teamwork feats. This only modifies the feat's effect on him and does not grant his allies any additional benefits.</p><p><strong>Teamwork Feats</strong>: He has gained 2 Teamwork feats. These are listed below.</p><p><strong>Bane</strong>: As a swift action, he can imbue his weapon with the <em>bane</em> weapon feature. He chooses the specific effect when he uses this ability. He can switch the effect as a swift action. It lasts for up to 12 rounds per day (these do not need to be consecutive).</p><p><strong>Discern Lies</strong>: As an immediate action, he can <em>Discern Lies</em>, as the spell. This lasts for up to 7 rounds per day (these do not need to be consecutive).[/sblock]</p><p>[sblock=Skills]Intimidate [6] +17</p><p>[sblock=Demoralize Action]<strong>Demoralize</strong></p><p>You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.</p><p><strong>Success</strong>: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. </p><p><strong>Fail</strong>: The opponent is not shaken.</p><p></p><p>Demoralizing an opponent is a standard action.[/sblock]</p><p>Knowledge - Arcana [5] +9/+14<span style="font-size: 9px">1</span></p><p>Knowledge - Dungeoneering [5] +9/+14<span style="font-size: 9px">1</span></p><p>Knowledge - History [5] +10</p><p>Knowledge - Nature [5] +9/+14<span style="font-size: 9px">1</span></p><p>Knowledge - The Planes [6] +11/+16/+18<span style="font-size: 9px">1, 2</span></p><p>Knowledge - Religion [6] +10/+15<span style="font-size: 9px">1</span></p><p>Perception [6] +14</p><p>Ride [2] +5</p><p>Sense Motive [5] +16</p><p>Spellcraft [5] +9</p><p>Survival [2] +10/+13<span style="font-size: 9px">3</span></p><p><span style="font-size: 9px">1: The second number is the bonus to identify a creature or determine its weaknesses.</span></p><p><span style="font-size: 9px">2: The third number applies to identifying demons specifically.</span></p><p><span style="font-size: 9px">3: The second number is the bonus to identify and follow tracks.</span>[/sblock]</p><p>[sblock=Feats]Human - <strong>Intimidating Prowess</strong>: Add Str mod (+3) to Intimidate check. Already added above.</p><p>1st - <strong>Extended Bane</strong>: Add Wis mod (+5) to the number of rounds that <em>bane</em> may be used per day. Already added above.</p><p>3rd - <strong>Weapon Focus - Heavy Mace</strong>: Add +1 bonus to all attack rolls with the weapon. Already added above.</p><p>5th - <strong>Dazzling Display</strong>: While wielding a Heavy Mace, he can perform a bewildering show of prowess as a full-round action. He makes an Intimidate check to demoralize all foes within 30 feet who can see this display. </p><p>7th - <strong>Demon Hunter</strong>: Add +2 bonus to Knowledge - The Planes checks to know the powers and abilities of demons (added above). Add a +2 morale bonus to attack rolls against demons. Add a +2 morale bonus to caster level checks to penetrate spell resistance when using spells against demons.</p><p></p><p><strong><u>Teamwork Feats</u></strong></p><p><strong>Shake it Off</strong>: When he is adjacent to one or more allies who also have this feat, he gains a +1 bonus on saving throws per such ally (maximum +4).</p><p><strong>Shield Wall</strong>: Whenever he wields a shield and is adjacent to an ally wielding a shield who also has this feat, the AC bonus from his shield increases, depending on the shield wielded by his ally. If his ally wields a buckler or a light shield, his shield bonus increases by +1. If his ally wields a heavy shield or a tower shield, his shield bonus increases by +2. He keeps these bonuses even if his ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, he also benefits if an attack targeting him passes through the edge of the shield.[/sblock]</p><p>[sblock=Traits]<strong>Demon Slayer</strong>: He can attempt a Knowledge - The Planes check to find a demon’s weak spot. (DC 10 + the demon’s CR). If he succeeds, he gains a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.</p><p><strong>Scholar of the Great Beyond</strong>: He gains a +1 trait bonus on Knowledge - History and Knowledge - The Planes checks, and Knowledge - History is always a class skill for him. Bonuses added above.[/sblock]</p><p>[sblock=Spellcasting]<strong>Spells per Day</strong>: 4 x 1st, 3 x 2nd, 1 x 3rd</p><p>- <strong>With Wisdom 20</strong>: 6 x 1st, 4 x 2nd, 2 x 3rd</p><p><strong>Spells Known</strong>: 6 x 0th, 5 x 1st, 4 x 2nd, 2 x 3rd</p><p><strong>Save DC</strong>: 15 + Spell Level</p><p><strong><u>Spells</u></strong></p><p> - <strong>Orisons (6)</strong>: <a href="http://www.d20pfsrd.com/magic/all-spells/b/brand" target="_blank">Brand</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic" target="_blank">Detect Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/g/guidance" target="_blank">Guidance</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/l/light" target="_blank">Light</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/read-magic" target="_blank">Read Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/stabilize" target="_blank">Stabilize</a></p><p>- <strong>1st (5)</strong>: <a href="http://www.d20pfsrd.com/magic/all-spells/b/bless" target="_blank">Bless</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" target="_blank">Cure Light Wounds</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/divine-favor" target="_blank">Divine Favor</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil" target="_blank">Protection from Evil</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith" target="_blank">Shield of Faith</a></p><p>- <strong>2nd (4)</strong>: <a href="http://www.d20pfsrd.com/magic/all-spells/b/blistering" target="_blank">Blistering Invective</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds" target="_blank">Cure Moderate Wounds</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/discovery-torch" target="_blank">Discovery Torch</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/restoration" target="_blank">Lesser Restoration</a></p><p>- <strong>3rd (2)</strong>: <a href="http://www.d20pfsrd.com/magic/all-spells/h/heroism" target="_blank">Heroism</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/p/prayer" target="_blank">Prayer</a>[/sblock]</p><p>[sblock=Equipment]<strong>Wealth</strong>: 26pp, 13gp, 11sp</p><p><strong><u>Equipment</u></strong> [23,225gp, 9sp]</p><p>- <strong>Magic Items</strong>: +1 Breastplate, +1 Heavy Shield, +2 Heavy Mace, +1 Ring of Protection, <a href="http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-giant-strength" target="_blank">+2 Belt of Giant Strength</a>, <a href="http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom" target="_blank">+2 Headband of Inspired Wisdom</a></p><p>- <strong>Consumables</strong>: 2x <a href="http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance" target="_blank">Potion of Bear's Endurance</a>, 2x Potion of Cure Light Wounds, 1x Potion of Cure Moderate Wounds</p><p>- <strong>Mundane Items</strong>: Longbow, Quiver of 20 Arrows, Knife, Hatchet, Masterwork Backpack, Bedroll, 2 Map/Scroll Cases, Explorer's Outfit, Traveler's Outfit, Scarf, Compass, Crowbar, Flint and Steel, Grappling Hook, Silver Holy Symbol, Common Lamp, Lamp Oil x 14 pints, 2 Belt Pouches, 2x 50ft Silk Rope, 2x Sack, 5 x Waterskin, 10 Days' Trail Rations, Shaving Kit, 1 lb Salt, 2x Scroll Case, 10 Sheets of Paper, 1oz Ink, Inkpen</p><p>- <strong>Mount</strong>: <a href="http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Horse-or-Pony" target="_blank">War-Trained Light Horse</a>, Military Saddle, Saddlebags, 10 Days' Horse Feed[/sblock]</p><p>[sblock=Background in Brief]Zultaan was orphaned early in life and does not know the identity of his parents. He was left on the doorstep of the Temple of Forbidding Light, a temple of Thyr, located in Sorean. Only two things left with the baby gave any indication as to his origin. He wore a necklace bearing the name, "ZULTAAN" in Celestial script. The priests noted the baby's chest tattoo or birthmark - a silver cross, the symbol of Thyr - and immediately took in the infant. Zultaan was raised in the temple and was intended to become a temple guard. His facility with working miracles and receiving prophetic visions, however, made the temple leadership place him with the paladins instead.</p><p></p><p>Zultaan was not satisfied with the life of a paladin. While his faith in Thyr was solid, Zultaan could not live within the modest means of the paladins. He took in the martial training and adapted some of the tenets of the paladin order as his own, but, around the age of 18, Zultaan formally resigned from the order and made his own way in the world.</p><p></p><p>For the next 10 years, Zultaan wandered the world, fighting the forces of evil and seeking truth. His journey tended towards railing against demons, and so Zultaan sought out any and all knowledge of demons and their allies. Eventualy, Zultaan came upon the story of Tsar and the Army of Light. The idea of traveling to Tsar to seek the remnants of those great battles intrigued him and he made plans to head in that direction.[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 5953482, member: 11437"] [b]Zultaan, the Scourge of Thyr[/b] [b]ZULTAAN, THE SCOURGE OF THYR[/b] [i]Human Inquisitor 7, Lawful Good[/i] [b]Description[/b]: Strong and resolute, this devout follower of Thyr, Lord of Justice, seems of singular mind and passion. He rarely discusses anything aside from hunting demons and seems uninterested in pleasantries and the social game. Still, beneath the scars he bears, he is handsome and bespeaks a well-rounded education when he chooses to speak. [b]Age[/b]: 29 [b]Height[/b]: 6'2" [b]Weight[/b]: 210lbs. [b]Eyes[/b]: Hazel [b]Hair[/b]: Brown / Black, Very Short [b]Distinguishing Marks[/b]: Silver Cross Tattoo, Center Chest, smaller version on Right Forearm, teethmarks of various sizes on arms and hands, lashmarks on back, various badly-healed cuts everywhere [sblock=Ability Scores][b]STR[/b] 15 | 17 [b]DEX[/b] 10 [b]CON[/b] 12 [b]INT[/b] 13 [b]WIS[/b] 18 | 20 [b]CHA[/b] 14 [size=1]Second number is enhanced by equipment[/size][/sblock] [sblock=Combat][b]AC[/b] 21 | [b]FF[/b] 21 | [b]Touch[/b] 11 [b]CMB[/b] +8 | [b]CMD[/b] 17 [b]Initiative[/b] +5 [b]Base Attack Bonus[/b] +5 [b]Melee Attack - +2 Heavy Mace[/b] +11 attack, 1d8+5 damage, Crit 20/x2 [b]Ranged Attack - Longbow[/b] +5 attack, 1d8 damage, Crit 20/x3 [b]Saving Throws[/b] - [b]Fort[/b] +7 - [b]Reflex[/b] +4 - [b]Will[/b] +12 [b]Hit Points[/b] 56 [url=http://invisiblecastle.com/roller/view/3580407/]6d8=34[/url][/sblock] [sblock=Class Abilities][b]Hit Dice[/b] d8 [b]Armor and Weapons[/b] Light and Medium Armor. Shields (except Tower Shields). Simple weapons + Hand Crossbow, Longbow, Repeating Crossbow, Shortbow. Deity favored weapons are Light or Heavy Mace. [b]Class Skills[/b] Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge - Arcana, Knowledge - Dungeoneering, Knowledge - Nature, Knowledge - the Planes, Knowledge - Religion, Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, and Swim [b]Domain - Protection[/b]: Gains a +2 resistance bonus to saving throws (added above). Gains the [i]Resistant Touch[/i] ability 8/day. [i]Resistant Touch[/i]: As a standard action, he can touch an ally to grant him the resistance bonus granted by the Protection domain. This lasts for 1 minute. [b]Judgment[/b]: Usable 3/day. As a swift action, he can pronounce judgment upon his foes. This creates an effect that lasts for the remainder of the combat. When he uses this ability, he must choose one of the following effects: Destruction, Healing, Justice, Piercing, Protection, Purity, Resiliency, Resistance, or Smiting.[sblock=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. Currently a +3 bonus.[/sblock] [sblock=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. Currently Fast Healing 3.[/sblock] [sblock=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. Currently a +2 bonus.[/sblock] [sblock=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. Currently a +3 bonus.[/sblock] [sblock=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. Currently a +2 bonus.[/sblock] [sblock=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. Currently a +2 bonus.[/sblock] [sblock=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. Currently, DR 2/magic.[/sblock] [sblock=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. Currently energy resistance 6.[/sblock] [sblock=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). Currently, his weapons count as magic and lawful or good.[/sblock] [b]Monster Lore[/b]: Adds Wis mod (+5) to Knowledge checks made to identify creatures and determine weaknesses. Already added below. [b]Stern Gaze[/b]: Adds 1/2 Inquisitor level (3) as a morale bonus to Intimidate and Sense Motive checks. Already added below. [b]Cunning Initiative[/b]: Adds Wis mod (+5) to initiative checks. [b]Detect Alignment[/b]: He can use [i]Detect Chaos[/i], [i]Detect Evil[/i], [i]Detect Good[/i], or [i]Detect Law[/i] as at-will abilities. [b]Track[/b]: Adds 1/2 Inquisitor level (3) as a bonus to Survival checks made to identify and follow tracks. Already added below. [b]Solo Tactics[/b]: He treats all allies as possessing his Teamwork feats. This only modifies the feat's effect on him and does not grant his allies any additional benefits. [b]Teamwork Feats[/b]: He has gained 2 Teamwork feats. These are listed below. [b]Bane[/b]: As a swift action, he can imbue his weapon with the [i]bane[/i] weapon feature. He chooses the specific effect when he uses this ability. He can switch the effect as a swift action. It lasts for up to 12 rounds per day (these do not need to be consecutive). [b]Discern Lies[/b]: As an immediate action, he can [i]Discern Lies[/i], as the spell. This lasts for up to 7 rounds per day (these do not need to be consecutive).[/sblock] [sblock=Skills]Intimidate [6] +17 [sblock=Demoralize Action][b]Demoralize[/b] You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. [b]Success[/b]: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. [b]Fail[/b]: The opponent is not shaken. Demoralizing an opponent is a standard action.[/sblock] Knowledge - Arcana [5] +9/+14[size=1]1[/size] Knowledge - Dungeoneering [5] +9/+14[size=1]1[/size] Knowledge - History [5] +10 Knowledge - Nature [5] +9/+14[size=1]1[/size] Knowledge - The Planes [6] +11/+16/+18[size=1]1, 2[/size] Knowledge - Religion [6] +10/+15[size=1]1[/size] Perception [6] +14 Ride [2] +5 Sense Motive [5] +16 Spellcraft [5] +9 Survival [2] +10/+13[size=1]3[/size] [size=1]1: The second number is the bonus to identify a creature or determine its weaknesses.[/size] [size=1]2: The third number applies to identifying demons specifically.[/size] [size=1]3: The second number is the bonus to identify and follow tracks.[/size][/sblock] [sblock=Feats]Human - [b]Intimidating Prowess[/b]: Add Str mod (+3) to Intimidate check. Already added above. 1st - [b]Extended Bane[/b]: Add Wis mod (+5) to the number of rounds that [i]bane[/i] may be used per day. Already added above. 3rd - [b]Weapon Focus - Heavy Mace[/b]: Add +1 bonus to all attack rolls with the weapon. Already added above. 5th - [b]Dazzling Display[/b]: While wielding a Heavy Mace, he can perform a bewildering show of prowess as a full-round action. He makes an Intimidate check to demoralize all foes within 30 feet who can see this display. 7th - [b]Demon Hunter[/b]: Add +2 bonus to Knowledge - The Planes checks to know the powers and abilities of demons (added above). Add a +2 morale bonus to attack rolls against demons. Add a +2 morale bonus to caster level checks to penetrate spell resistance when using spells against demons. [b][u]Teamwork Feats[/u][/b] [b]Shake it Off[/b]: When he is adjacent to one or more allies who also have this feat, he gains a +1 bonus on saving throws per such ally (maximum +4). [b]Shield Wall[/b]: Whenever he wields a shield and is adjacent to an ally wielding a shield who also has this feat, the AC bonus from his shield increases, depending on the shield wielded by his ally. If his ally wields a buckler or a light shield, his shield bonus increases by +1. If his ally wields a heavy shield or a tower shield, his shield bonus increases by +2. He keeps these bonuses even if his ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, he also benefits if an attack targeting him passes through the edge of the shield.[/sblock] [sblock=Traits][b]Demon Slayer[/b]: He can attempt a Knowledge - The Planes check to find a demon’s weak spot. (DC 10 + the demon’s CR). If he succeeds, he gains a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons. [b]Scholar of the Great Beyond[/b]: He gains a +1 trait bonus on Knowledge - History and Knowledge - The Planes checks, and Knowledge - History is always a class skill for him. Bonuses added above.[/sblock] [sblock=Spellcasting][b]Spells per Day[/b]: 4 x 1st, 3 x 2nd, 1 x 3rd - [b]With Wisdom 20[/b]: 6 x 1st, 4 x 2nd, 2 x 3rd [b]Spells Known[/b]: 6 x 0th, 5 x 1st, 4 x 2nd, 2 x 3rd [b]Save DC[/b]: 15 + Spell Level [b][u]Spells[/u][/b] - [b]Orisons (6)[/b]: [url=http://www.d20pfsrd.com/magic/all-spells/b/brand]Brand[/url], [url=http://www.d20pfsrd.com/magic/all-spells/d/detect-magic]Detect Magic[/url], [url=http://www.d20pfsrd.com/magic/all-spells/g/guidance]Guidance[/url], [url=http://www.d20pfsrd.com/magic/all-spells/l/light]Light[/url], [url=http://www.d20pfsrd.com/magic/all-spells/r/read-magic]Read Magic[/url], [url=http://www.d20pfsrd.com/magic/all-spells/s/stabilize]Stabilize[/url] - [b]1st (5)[/b]: [url=http://www.d20pfsrd.com/magic/all-spells/b/bless]Bless[/url], [url=http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds]Cure Light Wounds[/url], [url=http://www.d20pfsrd.com/magic/all-spells/d/divine-favor]Divine Favor[/url], [url=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil]Protection from Evil[/url], [url=http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith]Shield of Faith[/url] - [b]2nd (4)[/b]: [url=http://www.d20pfsrd.com/magic/all-spells/b/blistering]Blistering Invective[/url], [url=http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds]Cure Moderate Wounds[/url], [url=http://www.d20pfsrd.com/magic/all-spells/d/discovery-torch]Discovery Torch[/url], [url=http://www.d20pfsrd.com/magic/all-spells/r/restoration]Lesser Restoration[/url] - [b]3rd (2)[/b]: [url=http://www.d20pfsrd.com/magic/all-spells/h/heroism]Heroism[/url], [url=http://www.d20pfsrd.com/magic/all-spells/p/prayer]Prayer[/url][/sblock] [sblock=Equipment][b]Wealth[/b]: 26pp, 13gp, 11sp [b][u]Equipment[/u][/b] [23,225gp, 9sp] - [b]Magic Items[/b]: +1 Breastplate, +1 Heavy Shield, +2 Heavy Mace, +1 Ring of Protection, [url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-giant-strength]+2 Belt of Giant Strength[/url], [url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom]+2 Headband of Inspired Wisdom[/url] - [b]Consumables[/b]: 2x [url=http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance]Potion of Bear's Endurance[/url], 2x Potion of Cure Light Wounds, 1x Potion of Cure Moderate Wounds - [b]Mundane Items[/b]: Longbow, Quiver of 20 Arrows, Knife, Hatchet, Masterwork Backpack, Bedroll, 2 Map/Scroll Cases, Explorer's Outfit, Traveler's Outfit, Scarf, Compass, Crowbar, Flint and Steel, Grappling Hook, Silver Holy Symbol, Common Lamp, Lamp Oil x 14 pints, 2 Belt Pouches, 2x 50ft Silk Rope, 2x Sack, 5 x Waterskin, 10 Days' Trail Rations, Shaving Kit, 1 lb Salt, 2x Scroll Case, 10 Sheets of Paper, 1oz Ink, Inkpen - [b]Mount[/b]: [url=http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Horse-or-Pony]War-Trained Light Horse[/url], Military Saddle, Saddlebags, 10 Days' Horse Feed[/sblock] [sblock=Background in Brief]Zultaan was orphaned early in life and does not know the identity of his parents. He was left on the doorstep of the Temple of Forbidding Light, a temple of Thyr, located in Sorean. Only two things left with the baby gave any indication as to his origin. He wore a necklace bearing the name, "ZULTAAN" in Celestial script. The priests noted the baby's chest tattoo or birthmark - a silver cross, the symbol of Thyr - and immediately took in the infant. Zultaan was raised in the temple and was intended to become a temple guard. His facility with working miracles and receiving prophetic visions, however, made the temple leadership place him with the paladins instead. Zultaan was not satisfied with the life of a paladin. While his faith in Thyr was solid, Zultaan could not live within the modest means of the paladins. He took in the martial training and adapted some of the tenets of the paladin order as his own, but, around the age of 18, Zultaan formally resigned from the order and made his own way in the world. For the next 10 years, Zultaan wandered the world, fighting the forces of evil and seeking truth. His journey tended towards railing against demons, and so Zultaan sought out any and all knowledge of demons and their allies. Eventualy, Zultaan came upon the story of Tsar and the Army of Light. The idea of traveling to Tsar to seek the remnants of those great battles intrigued him and he made plans to head in that direction.[/sblock] [/QUOTE]
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Malvoisin's Slumbering Tsar Saga RG
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