Pathfinder in the Mists

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Re: Pathfinder in the Mists

Post by Zilfer »

Indeed, though i think DR actually stands for Damage Reduction but yeah that's ok. :D

Just kinda weird thinking that a torch could bypass DR on a dragon that doesn't have fire resistance. only 1 damage but still damage none the same. xD
There's always something to lose.

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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Irritatingly, Bestiary 4 has come out just as I was putting the final touches on my monster hunters' guide, and it's got a lot of Ravenloft appropriate monsters in it. So while I'm trying to bend the blood hag into my hag template, I give you...
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Crocodile (The Wildlands)
(The Verdurous Lands)

Timeline
? A crocodile so evil the jungle can’t endure him is born.
? The other animals summon hairless apes to destroy Crocodile, then give their powers to him to destroy the hairless apes (except Fly and Python).
658 BC The Wildlands form.
697 BC A mad jackal leads his people to attack the other animals, resulting in them being driven from the plateau and into the swamp, where Crocodile kills most of them.
744 BC The Wildlands join the Verdurous Lands cluster.
760 BC Present day.

Powers Checks
Caress (Violence: cruelty: 4%): Frightening
Enticement (Violence: slaughter: 4%): Frightful presence
Invitation (Violence: more slaughter: 4%): Sharp teeth
Embrace (Violence: still more slaughter: 2%): Miasma of evil
Creature (Betrayal, Blasphemy and Violence: Stealing the gifts of the other animals—who are themselves cursed for summoning the hairless apes—and slaughtering the hairless apes: 100%): Becomes darklord of the Wildlands. Gains the advanced template.

Base stats
S 37 D 10 C 25 I 1 W 14 Ch 2
Dire crocodile (magical beast)
Template: Advanced template x 2
CR 12 (9 [base] + 2 [template] + 1 [darklord abilities])

760 BC (Current day stats)
CR 12 XP 19,200
Male Advanced Dire Crocodile
CE Gargantuan Magical Beast
Init: +8 (Dex, feat) Senses: Darkvision 60 ft, low light vision, Perception +20
Aura: Frightful presence (60’, DC 16)
Defense
AC 29 Touch 6 Flat 25 (+19 natural, +4 Dex, -4 size)
Hp 197 (10 + 11d10 + 132)
Fort +19 Ref +12 Will +8
Offense
Spd 20’, swim 30’
Melee Bite +22 (3d6 + 17 plus grab; crit 19+ plus 2d6 bleed) and tail slap +22 (4d8 + 8)
Bite +18 (3d6 + 25 plus grab) and tail slap +18 (4d8 + 12) with Power Attack
Space/Reach: 20’/15’
Death roll (3d6 + 25 plus trip), swallow whole (3d6 + 17, AC 19, 19 hp)
S 45 D 18 C 33 I 17 W 14 Ch 10
BAB +12 CMB +30 (+34 grapple) CMD 44 (48 vs trip)

Feats
Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Power Attack.
Critical Focus, Bleeding Critical – bite only.
Skills
Bluff +12 (12), Intimidate +15 (11), Knowledge (nature) +9 (6), Perception +20 (12), Sense Motive +8 (6), Stealth +8 (+16 in water) (12), Swim +21 (1).
Languages
Any humanoid or monstrous humanoid language except the primordial tongue.

Treasure
None

Special
Frightful presence
Miasma of evil (1/day, 20’, DC 21, sickened)
Sharp teeth
Sinkhole of evil
Dying
Eternal
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

I remember someone saying ages ago that they'd "fixed" Draga Saltbiter. Does anyone recall what the change was?







Draga Saltbiter (Saragoss)
(The Verdurous Lands)

Timeline
703 BC Born on the Sea of Stars in Toril.
715 BC Leaves home as cabin boy to escape his abusive parents, captured by pirates, infected with lycanthropy. Becomes sworn to Umberlee.
718 BC Learns to control his lycanthropy and slaughters the pirates who tortured him. Becomes a particularly bloodthirsty pirate on the Vengeance.
728 BC Celebrates birthday by destroying 3 ships, massacring crew. Becomes darklord of Saragoss.
744 BC The Verdurous Lands cluster forms.
760 BC Present day.

Powers Checks
Caress (Blasphemy: swearing service to Umberlee: 8%; 715 BC): Mistreated by pirates even after joining crew.
Enticement (Betrayal and Violence: horrific revenge on pirate captors: 4%; 718 BC): Summon sharks. +2 Dex in shark form.
Invitation (Violence: actions as pirate: 4%; c721 BC): Quick change shape, Cha +2
Embrace (Violence: actions as pirate: 4%; c724 BC): Animate dead, Wis +2
Creature (Betrayal and Violence: slaughtering crew of 3 ships: 32%; 728 BC): Becomes darklord of Saragoss. Control weather, undying soul, control undead, sense arrivals, aquatic.

Base stats
S 12 D 12 C 13 I 12 W 14 Ch 14 (high fantasy)
Racial: Cha +2 (human)
Wereshark: Wis +2, Cha -2
Levelling: Wis +1, Cha +1
Powers checks: Wis +2, Cha +2
Favoured class: hp
CR 12 (9 [levels] + 1 [template] + 2 [darklord abilities])

760 BC (Current day stats)
CR 12 XP 19,200
Male Human Natural Wereshark Inquisitor (Infiltrator) 10
CE Medium Humanoid (human, shapechanger, aquatic) [human form]
Init: +5 (Dex, feat) Senses: Lowlight vision, scent; Perception +15
Aura: gale aura (10 rds/day)
Defense
AC 15 Touch 11 Flat-footed 14 (+1 Dex, +4 armour)
hp 68 (8 +9d8 +10 +10)
Fort +8, Ref +4, Will +11
Judgements
Offense
Spd 30 ft, swim 30 ft.
Melee +10/+5 fists (1d3+3)
+8/+3 dagger (1d4+1, crit 19+)
Ranged +8/+3
Space/Reach: 5’/5’
S 12 D 12 C 13 I 13 W 19 Ch 17
BAB +7 CMB +8 CMD 19 (18)

CE Large Humanoid (human, shapechanger, aquatic) [shark form]
Init: +5 (Dex, feat) Senses: Lowlight vision, blind sense 30 ft, keen scent; Perception +15
Aura: gale aura (10 rds/day)
Defense
AC 21 Touch 11 Flat-footed 19 (+2 Dex, +4 armour, -1 size, +6 natural)
hp 88 (8 +9d8 +30 +10)
Fort +10, Ref +6, Will +11
DR 10/silver
Judgements
Offense
Spd Swim 60 ft.
Melee +14 bite (1d8+7 plus curse of lycanthropy)
Space/Reach: 10’/5’
S 21 D 14 C 17 I 13 W 19 Ch 17
BAB +7 CMB +13 CMD 26 (23)

Feats
Catch Off-Guard, Combat Casting, Judgment Surge (1/day), Outflank, Sea Legs, Self-sufficient, Shared Judgment, Shielded Caster

Skills
Acrobatics +9 (6), Bluff +14 (4), Climb +10 (4), Diplomacy +14 (4), Escape Artist +6 (5), Heal +6 (0), Intimidate +14 (8), Knowledge (local) +6 (5), Knowledge (nature) +7 (3), Knowledge (religion) +7 (3), Perception +15 (8), Profession (sailor) +11 (4), Sense Motive +15 (8), Spellcraft +9 (5), Stealth +9 (5), Survival +12 (3), Swim +19 (5)
Shark form: Acrobatics +10 (6), Escape Artist +9 (5), Intimidate +18 (8), Swim +23 (5)

Languages
Vaasi*, Sahuagin

Treasure
(26,000 gp/21,000 gp)
Amulet of mighty fists +2, bracers of armour, +4, ring of air breathing (able to breathe air 2 hours/day)

Special
Detect alignment
Bane (10 rds/day)
Judgements: Destruction +4 dmg
Fast healing 4
Justice +3/+6 attack
Piercing +4 concentration and SR
Protection +3/+6 AC
Purity +3/+6 save
DR 3/good
Energy resistance 8
Smiting (magic, chaos, adamantine)
Second judgement (4/day)
Shared judgement
Misdirection (appears LN to divinations)
Necessary lies (+10)
Solo tactics
Swap teamwork feat
Gale aura (10 rds/day)
Storm burst (7/day; 1d6+5)
Forbidden lore (cast L, G spells)
Bloodlust
Chemical vulnerability (mangrove)
Curse of lycanthropy (DC 15; dire lycanthropy)
Change shape (swift action)
Lycanthropic empathy
Control undead made in Saragoss
Summon sharks (as children of the night; 2d6)
Control weather
Sense arrivals
Aquatic
Undying soul
Mastery +3
Sinkhole of evil

Spell-like abilities
CL 10
1/day – animate dead

Typical Spells
Domain: Storms (Weather)
DC 14 + spell level
At will – bleed, resistance, read magic, detect magic, brand, guidance
6/day – comprehend languages, divine favour, interrogation, lend judgement, litany of weakness
5/day – death knell, invisibility, hold person, castigate, howling agony
4/day – dispel magic, glyph of warding, litany of eloquence, retribution
2/day – coward’s lament, divine power
 
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Re: Pathfinder in the Mists

Post by Nemesio »

Wow! Did you have them pre-made or did you just whip them up?

Love King Crocodile. He is just as devastating as I remember. I assume Sharp Teeth is the equivalent of a vorpal bite?

...And Draga as an Inquisitor fits perfectly, seeing how he was mentioned to have worshiped Umberlee, and he loves to "purify" his enemies with devious tortures... How else are ya supposed to pass the time in the Saragoss?

-----------------------------------------------------

I know your pain Ryan... Bestiary 4 is a bit of a tease... Don't get me wrong, I think the Pathfinder Bestiaries are some of the best ever made, but I think 4 had lots of potential, and I was a little let down... The Kapre for example, which is based on the Filipino forest spirit is a treant-like plant?!... Where's the Big hairy bogeyman described in all the myths? :? At least it still blows smoke in your face... And when are they gonna make some actual myth based celestials. The Empyreals are lame. :( I wanna see some Bodhisattvas and Arch Angels! Most of the fey are redundant... How about a Fairy Godmother or something?.. Three really cool Abyssal Lords just a ploy to get us to buy the next bestiary... And who the hell is Mogaru?!! In my campaign I want Godzilla devastating my cities... I know they couldn't included famous Kaiju for legal reasons... At least Mogaru could be easily converted. Just take away a tail and change his energy attacks to radiation. ;)

On a more positive note, I think the Nightmare Creature template could potentially be used for updating the Nightmare Court. Whaddaya think?
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

Ryan Naylor wrote:I remember someone saying ages ago that they'd "fixed" Draga Saltbiter. Does anyone recall what the change was?
Well, DeepShadow used him and Saragoss extensively in his Epic Ravenloft campaign (Reckonings). It's been a long time, so I don't recall what changes he made, but that might be what you're remembering.
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Re: Pathfinder in the Mists

Post by Zilfer »

Nemesio wrote:Wow! Did you have them pre-made or did you just whip them up?

Love King Crocodile. He is just as devastating as I remember. I assume Sharp Teeth is the equivalent of a vorpal bite?

...And Draga as an Inquisitor fits perfectly, seeing how he was mentioned to have worshiped Umberlee, and he loves to "purify" his enemies with devious tortures... How else are ya supposed to pass the time in the Saragoss?

-----------------------------------------------------

I know your pain Ryan... Bestiary 4 is a bit of a tease... Don't get me wrong, I think the Pathfinder Bestiaries are some of the best ever made, but I think 4 had lots of potential, and I was a little let down... The Kapre for example, which is based on the Filipino forest spirit is a treant-like plant?!... Where's the Big hairy bogeyman described in all the myths? :? At least it still blows smoke in your face... And when are they gonna make some actual myth based celestials. The Empyreals are lame. :( I wanna see some Bodhisattvas and Arch Angels! Most of the fey are redundant... How about a Fairy Godmother or something?.. Three really cool Abyssal Lords just a ploy to get us to buy the next bestiary... And who the hell is Mogaru?!! In my campaign I want Godzilla devastating my cities... I know they couldn't included famous Kaiju for legal reasons... At least Mogaru could be easily converted. Just take away a tail and change his energy attacks to radiation. ;)

On a more positive note, I think the Nightmare Creature template could potentially be used for updating the Nightmare Court. Whaddaya think?

I actually liked Bestiary 4 especially since the number of undead in it put a nice buffer to what I felt lacked a bit of choices to choose form. :D
There's always something to lose.

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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Nemesio wrote:Wow! Did you have them pre-made or did you just whip them up?
Yes, I had them pre-made. I like to be prepared for these things. :)
Love King Crocodile. He is just as devastating as I remember. I assume Sharp Teeth is the equivalent of a vorpal bite?
Thank you.

Sharp teeth: A vorpal bite is a little too strong from a monster of CR 12 (and isn't that exciting an ability really). The rules don't cover limb loss very well either (as we discovered when talking about Maligno and the carrionettes, you may recall). So I compromised and gave him a horrendously powerful bite: the base damage is advanced for a gargantuan creature (from 2d8 to 3d6), and he gets critical focus and bleeding critical as bonus feats on the bite.
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Re: Pathfinder in the Mists

Post by Nemesio »

Ryan Naylor wrote:Sharp teeth: A vorpal bite is a little too strong from a monster of CR 12 (and isn't that exciting an ability really). The rules don't cover limb loss very well either (as we discovered when talking about Maligno and the carrionettes, you may recall). So I compromised and gave him a horrendously powerful bite: the base damage is advanced for a gargantuan creature (from 2d8 to 3d6), and he gets critical focus and bleeding critical as bonus feats on the bite.
Yah that's what I thought... You have any notes on the Nightmare Court? I'm thinking of giving them a go...
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Nemesio wrote:I know your pain Ryan... Bestiary 4 is a bit of a tease... Don't get me wrong, I think the Pathfinder Bestiaries are some of the best ever made, but I think 4 had lots of potential, and I was a little let down... The Kapre for example, which is based on the Filipino forest spirit is a treant-like plant?!... Where's the Big hairy bogeyman described in all the myths? :? At least it still blows smoke in your face... And when are they gonna make some actual myth based celestials. The Empyreals are lame. :( I wanna see some Bodhisattvas and Arch Angels! Most of the fey are redundant... How about a Fairy Godmother or something?.. Three really cool Abyssal Lords just a ploy to get us to buy the next bestiary... And who the hell is Mogaru?!! In my campaign I want Godzilla devastating my cities... I know they couldn't included famous Kaiju for legal reasons... At least Mogaru could be easily converted. Just take away a tail and change his energy attacks to radiation. ;)

On a more positive note, I think the Nightmare Creature template could potentially be used for updating the Nightmare Court. Whaddaya think?
Zilfer wrote:I actually liked Bestiary 4 especially since the number of undead in it put a nice buffer to what I felt lacked a bit of choices to choose form. :D
I've felt the has been a law of diminishing returns for me since Bestiary 2. There have still been a few interesting monsters in 3 and 4 (enough for me to fork out $10 for the pdfs), but not enough to really excite me in the way Bestiary 1 and 2 did. I'm just not that into the mythic rules, for example.

I didn't mind Mogaru as a Godzilla rip off though, and I'm not familiar with the kapre enough to worry about thee change (although generally speaking, mis-used real world myths annoy me *a lot*).

Since we're talking about the misuse of myths, and the Nightmare Man, I will take a moment to mention that as an Australian I didn't even notice that the Nightmare Lands were supposed to be inspired by indigenous Australian myths. I came to Ravenloft when Domains of Dread was published, and the description there made me feel like it must have been: Mullonga was described as an "aboriginal witch" and there was a rainbow serpent. And that was actually exciting, because you very rarely see Australia mentioned in these things. But then I got TNL box, and discovered that the Rainbow Serpent was more like the serpent of Eden, and there was nothing - nothing - even remotely Australian about the Nightmare Lands. So I thought I must have misinterpreted Domains of Dread, and when they said "aboriginal" they meant "Native American." But it turns out that maybe it was actually inspired by Aboriginal myth, and they just completely and utterly got it wrong in every way.

Also, there's a story that the Abber nomads are derived from the racist epithet "Abo" (short for "Aboriginal") rather than the word "jabber." I hope it's not true, but either way it's not very culturally sensitive.



Back to nightmare creatures:

In fact, that template is perfect for night terrors. I'm reworking my Nightmare Man at the moment in the light of that.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Gonzoron of the FoS wrote:
Ryan Naylor wrote:I remember someone saying ages ago that they'd "fixed" Draga Saltbiter. Does anyone recall what the change was?
Well, DeepShadow used him and Saragoss extensively in his Epic Ravenloft campaign (Reckonings). It's been a long time, so I don't recall what changes he made, but that might be what you're remembering.
I don't know.

DeepShadow? What do you recommend?
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

Ryan Naylor wrote:So I thought I must have misinterpreted Domains of Dread, and when they said "aboriginal" they meant "Native American." But it turns out that maybe it was actually inspired by Aboriginal myth, and they just completely and utterly got it wrong in every way.
Yeah, I always assumed that "Aboriginal" was used in the general sense there, not as in "Aboriginal Australian." The writers, writing for an American game company, and most likely American (though I don't know for sure all their backgrounds) were probably trying to say Native American without saying "Native American," which wouldn't make any sense in a Ravenloft context. (In the same stereotypical way we say stuff like "ordered and polite, fair skinned, and mechanically/scientifically inclined" to mean "Swiss" when talking about Lamordia). They probably borrowed the Rainbow Serpent from Australian Aborignals in attempt to make it more of a melange of aboriginal cultures and not a carbon copy of Native Americans (which of course, aren't a single culture anyway, but in fiction they usually are portrayed that way).
Also, there's a story that the Abber nomads are derived from the racist epithet "Abo" (short for "Aboriginal") rather than the word "jabber." I hope it's not true, but either way it's not very culturally sensitive.
As an American whose only been to Australia once for 2 weeks, I've never heard of Abo before. I haven't heard this story, but as a WAG, it seems more likely they were shortening/fictionalizing straight from aboriginal - Abber(-iginal) - without knowing about the potential epithet. (Much like someone who doesn't know the connotations of "Paki" in the UK might wrongly think it's an appropriate shortening of Pakistani).

In any case, cultural sensitivity isn't Ravenloft's strong suit, really. Ask a Roma. :)
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Re: Pathfinder in the Mists

Post by The Giamarga »

DeepShadow wrote:Tsien Chang would be next on my list of DL's in need of a redux. After I revisited Draga Salt-Biter, I'm convinced that no DL is unfixable.
from the Darklords that should Go thread.

Check out some of DeepShadow's musings on Draga and Saragoss here...
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Thanks to you both for that!


More darklords:

I got rid of Diamabel's type change because it was just too mechanically clunky. It is now (as it was in 2e) just a cosmetic change, not a mechanical one.

The Ebonbane I don't think is significantly different to Mangrum's previous version, so, I'll give you the God Brain as well so you don't feel shortchanged
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Re: Pathfinder in the Mists

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Diamabel (Pharazia)
(The Amber Wastes)

Timeline
568 BC Born in Prime Material Pharazia.
584 BC Father dies. Diamabel begins genocidal campaign to cleanse the world and himself. Most likely a fighter or cavalier.
590 BC Struck by sniper’s arrow while butchering town. Transformed. Becomes darklord of Pharazia.
746 BC The Amber Wastes form.
760 BC Present day.

Powers Checks
Caress (Betrayal and Violence: murders father: 32%; 584 BC): Madness.
Enticement (Violence: murders insubordinate followers: 4%; 584 BC): Frightening presence
Invitation (Violence: subjugates desert tribes: 8%; c586 BC): Advanced template (with Int and Wis penalties)
Embrace (Blasphemy and Violence: attempted genocide: 100%; c588 BC): Spiritburner. SR.
Creature (Blasphemy and Violence: attempted genocide: 32%; 590 BC): Becomes inquisitor and darklord of Pharazia. Transformed into monstrous humanoid. Flight, undying soul, regeneration, healing, bonus feat.

Base stats
S 14 D 14 C 12 I 10 W 11 Ch 14 (high fantasy)
Racial: Str +2 (human)
Levelling: Str +1, Con +1, Int +1, Cha +1
Powers checks: Str +4, Dex +4, Con +4, Int +2, Wis +2, Cha +4
Favoured class: skills
CR 19 (15 [levels] + 1 [advanced template] + 1 [PC-level treasure] + 2 [darklord abilities])

760 BC (Current day stats)
CR 19 XP 204,800
Male Monstrous Humanoid Inquisitor (Preacher) 16
CE Medium Monstrous Humanoid
Init: +8 (Dex, feat) Senses: Darkvision 60 ft; Perception +20
Aura: frightening presence (30 ft; DC 22)
Defense
AC 24 Touch 19 Flat-footed 20 (+4 Dex, +2 natural, +3 armour, +5 deflection)
hp 123 (8 +15d8 +48); regeneration 2
Fort +16, Ref +12, Will +14
Stalwart
50% fortification
SR 27
Judgements
Offense
Spd 30 ft, fly 60 ft (average)
Melee +21/+16/+11 flaming burst, unholy, vicious greatsword +3 (4d6+10+1d6 fire +2d6 to good opponents; crit 19+; 6d6+20+1d10 fire +2d6 to good opponents on crit; deals 1d6 damage to him on hit) plus +17 wing buffet (1d4+5)
+17/+12/+7 flaming burst, unholy, vicious greatsword +3 (4d6+18+1d6 fire +2d6 to good opponents; crit 19+; 6d6+36+1d10 fire +2d6 to good opponents on crit; deals 1d6 damage to him on hit) plus +13 wing buffet (1d4+13) with Power Attack
+19/+14/+9 flaming burst, unholy, vicious greatsword +3 (8d6+18+1d6 fire +2d6 to good opponents; crit 19+; 10d6+36+1d10 fire +2d6 to good opponents on crit; deals 1d6 damage to him on hit) plus +13 wing buffet (1d4+13) with Power Attack and Greater Bane
+17/+12/+7 dagger (1d4+5, crit 19+)
Ranged +16/+11/+6
Space/Reach: 5’/5’
S 21 D 18 C 17 I 15 W 13 Ch 19
BAB +12 CMB +17 CMD 36 (32)

Feats
Combat Casting, Combat Reflexes, Dazzling Display (greatsword; +2 when bane active), Death from Above B, Extend Spell, Extended Bane, Intimidating Bane, Power Attack, Spell Bane, Weapon Focus (greatsword)
Skills
Bluff +19 (12), Diplomacy +16 (9), Fly +15 (8), Intimidate +30 (15), Knowledge (geography) +12 (10), Knowledge (local) +12 (10), Knowledge (nature) +14 (9), Knowledge (nobility) +5 (3), Knowledge (religion) +18 (13), Perception +20 (16), Perform (oratory) +10 (6), Ride +10 (3), Sense Motive +27 (15), Spellcraft +15 (10), Stealth +12 (5), Survival +12 (8), Use Magic Device +12 (8)
Languages
Pharazi*, Akiri, Vaasi

Treasure
(238,000 gp/315,000 gp)
Flaming burst, unholy, vicious greatsword +3, cloak of resistance +3, ring of protection +5, bracers of armour +3/moderate fortification, ring of retribution.

Special
Detect alignment
Greater Bane (20 rds/day; +4d6 damage)
Intimidating Bane
Discern lies (16 rds/day)
Judgements: Destruction +6 dmg
Fast healing 6
Justice +4/+8 attack
Piercing +6 concentration and SR
Protection +4/+8 AC
Purity +4/+8 save
DR 4/good
Energy resistance 12
Smiting (magic, chaos, adamantine)
Third judgement (6/day)
Shared judgement
Monster lore
Track
Stalwart
Determination (6/day; reroll attack, or +4 AC for 1 attack)
Exploit Weakness (on crit, ignore DR, suppress regeneration, +1 fire damage if vulnerable)
Fervent Action (1/day; make 1 attack, move speed or cast spell of 4th level or below)
Fire of Belief (7/day; 1d6+8 ranged touch 30 ft; CE immune)
Inquisitor abilities are Cha-based
Frightening presence
Regeneration
Heal self (1/day)
Wings
Undying soul
Mastery +4
Sinkhole of evil

Typical Spells
Domain: Fervour Inquisition
DC 14 + spell level; +2 when bane active
At will – daze, light, read magic, detect magic, brand, guidance
6/day – command, interrogation, know the enemy, litany of weakness, shield of faith, unerring weapon
6/day – blistering invective, brow gasher, castigate, confess, death knell, weapon of awe
6/day – banish seeming, invisibility purge, keen edge, locate weakness, retribution
5/day – divination, greater brand, denounce, fear, rebuke
3/day – geas/quest, litany of thunder, righteous might, unwilling shield
1/day – overwhelming presence, word of chaos
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