Wrath of the Righteous
Inquisitor of Iomedae, Cold Iron Warden
Name: Ulorin Daleborn | Race: Half-Elf | Height: 6’
Player: Dan | Gender: M | Weight: 145 lbs.
Update: 9 | Age: 28 | Eyes: Green
Align: LG | Size: M | Hair: Brown
Deity: Iomedae | Speed: 50ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Inquisitor (Cold Iron Warden) 9
STR 24 + 7 |
DEX 12 + 1 |
CON 16 + 3 |
INT 10 + 0 |
WIS 18 + 4 |
CHA 16 + 3 | XP: 114,000 Next: 155,000
Total Current Subdual | Total Dex Misc
HP: 115 115| Init: + 8 = 1 + 4 + 2 + 1
Total Armr Shld Dex Misc
AC: 22 = 10 + 11 + xxx + 1 + xxx
Touch: 11 = 10 + xxx + xxx + 1 + xxx
FlatFoot: 18 = 10 + 8 + xxx + xxx + xxx
Bonus Base Mod Magic
Fort (Con): + 14 = 7 + 3 + 4
Ref (Dex): + 6 = 3 + 1 + 2
Will (Wis): + 13 = 7 + 4 + 2
Base Total Base Str Size | Base Total Base Dex Size
Melee: +14 / +14 = 6 + 7 + xxx | Range: +5 = 4 + 1 + xxx
Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +12 = 5 + 7 + xxx | Defense: 22 = 10 + 7 + 5 + 0 + xxx
H Armor Proficiency: Medium – no penalties on attack rolls while wearing medium armor
H Inquisition – May select an inquisition in place of a domain. If granted power calls for saving throw, DC is equal to 10 + 1/2 inquisitor level + Wisdom modifier. Caster level is equal to inquisitor level, unless otherwise stated.
H Judgment – Can pronounce judgment as a swift action. When judgment is made, receive a bonus or special ability based on judgment type. Can use once per day at 1st level. At 4th level and every three levels thereafter, can use ability one additional time per day. Once activated, lasts until end of combat. Must participate in combat to gain bonuses. If frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in combat, ability does not end, but bonuses do not resume until combat is rejoined. Must select type of judgment upon using ability. Can change to another type as a swift action. If evil, receive profane instead of sacred bonuses. Neutral may select sacred or profane, and once choice is made, it cannot be changed.
H Monster Lore – Add Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier when making checks to identify the abilities and weaknesses of creatures.
H Orisons – Learn orisons. Orisons do not consume spell slots and can be used again.
H Stern Gaze – Gain morale bonus on Intimidate and Sense Motive checks equal to 1/2 inquisitor level.
H Exotic Weapon Proficiency (Elven Curve Blade) – Gain proficiency with Elven Curve Blade.
H Cunning Initiative – Add Wisdom modifier on initiative checks, in addition to Dexterity modifier.
H Detect Alignment – At will, can use detect chaos, detect evil, detect good, or detect law. Can only use one of these at any given time.
H Track Teleportation – At 2nd level, can 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, 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 inquisitor. Must use this ability within a number of rounds after the creature’s teleportation equal to 1/2 inquisitor level, after which the trail goes cold. May use this ability once per day, plus one additional time per day for every 4 levels beyond 2nd.
H Abyssal Scourge – 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.
H Favored Judgement – At 3rd level, the inquisitor gains Favored Judgment as a bonus feat (outsider (evil).
H Translate Telepathy – At 5th level, a cold iron warden 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.
H Bane – At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
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.
MA1 Impossible Speed -Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
MA2 Burst Through – When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge.
If the result of the check exceeds the opponent’s CMD, you may move through the opponent’s square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.
MA3 Fleet Warrior – When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
MA ex Precision – Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of 7 /+2; with this ability, his base attack bonus is + 12 / +12/ +7. This ability doesn’t reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.
1 Armor Proficiency (Heavy) – No penalties on attack rolls while wearing heavy armor.
3 Power Attack – You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
H Favored Judgement – Select a favored race from the ranger’s favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
5 Weapon Focus(Elven Curved Blade) – You gain a +1 bonus on all attack rolls you make using the selected weapon.
7 Cornugon Smash – When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
9 Dazzling Display – While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Bonus Intimidating Prowess – Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
MT1 Power Attack (Mythic) – When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
MT3 Extra Path Ability – Fleet Warrior
Elven Immunities – Immune to sleep effects and +2 bonus on saving throws against enchantment spells and effects.
Ancestral Arms – Gain Exotic Weapon Proficiency with one weapon as bonus feat at 1st level.
Keen Senses – Gain a +2 bonus to Perception checks.
Low-Light Vision – Can see twice as a far as humans in dim light.
Elf Blood – Count as both human and elf for effects related to race.
Multitalented – Choose two favored classes at first level. Gain +1 hit point or +1 skill point at each level taken in either class.
JUDGMENT: 4/day 2 Judgments
Justice – + 3 to attacks (+4 against Demons)
– +6 or +8 to confirm
Destruction – + 4 to damage (+5 against Demons)
MONSTER LORE: +5
STERN GAZE: +5
TRACK TELEPORTATION: 2/day
ABYSSAL SCOURGE4d6, 6/day DC: 17
CHAMPION’S STRIKE: Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
POWER ATTACK – 2 to Attack Rolls, +9 to Damage rolls
1 Touch of Resolve
SPELLS KNOWN: (CL 8th; concentration +4)
0th detect magic, guidance, light, read magic, stabilize, Resistance
1st (4/day) cure light wounds, divine favor, expeditious retreat, Protection from Evil
2nd (4/day) Cure moderate wounds, Bestow Insight, Flames of the Faithful, Brow Gasher
3rd (3/day) Deadly Juggernaut, Magic Circle against Evil, Cure Serious Wounds
4th (1/day) Divine Power, Judgment Light
SAVE DC (Spell Level + Ability Mod + 10)
Intimidate +34 = 10 rank + 3 Cha + 3 Trained + 5 Class + 2 Trait + 6 Str + 5 Helm
Knowledge (Planes) +13 = 10 rank + 0 Int + 3 Trained
Knowledge (Dungeoneering) +5 = 2 rank + 0 Int + 3 Trained
Knowledge (Religion) +13 = 10 rank + 0 Int + 3 Trained
Perception +21 = 10 rank + 4 Wis + 3 Trained + 2 Race + 2 Devotion
Sense Motive +21 = 10 rank + 4 Wis + 3 Trained + 4 Class
Survival +17 = 10 Rank + 4 Wis + 3 trained
Stolen Fury – +2 trait bonus on all combat maneuver checks against demons
By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for i minute, and increases the critical multiplier of any weapon she wields against that demon by i.
Schooled Inquisitor – +2 trait bonus to Knowledge (planes) and Knowledge (religion) checks to identify abilities and weaknesses of creatures.
Steel Skin – Can don or remove heavy armor in half the normal time. In addition, begin play with a great helm bearing family insignia that grants +2 trait bonus to Intimidate checks while worn with heavy armor.
Meticulous – -2 penalty to all skill checks made with untrained skills.
Hero Points: 1
Languages: Common, Elven
Gear: Holy Keen Elven Curve Blade, Longbow, Arrows (200), Ghost Touched Full Plate +1, Inquisitor’s Kit, Silver Holy Symbol of Iomedae, Acts of Iomedae, Soldier’s Uniform, Righteous Medal of Agility, Righteous Medal of Valor, Righteous Medal of Clarity, Maiden’s Helmet, Bane Baldric, Boots of Speed, Cloak of Resistance +2, Ring of Protection +1
Gold: 920 gp
Weapon:Holy Keen Elven Curve Blade Weight: 7 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +18 / +18 | 1d10 +13 | 15-20/x2 | x | Slashing | +2 bonus to Combat Maneuver Defense against sunder attempts
Weapon: Longbow Weight: 3 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +2 | 1d8 | x3 | 100 ft.| Piercing | x
Born within the walls of Kenabres between the third and fourth crusades, Ulorin Daleborn is the child of a Human Paladin, Abraham Daleborn, and an Elven Cleric, Renilly the Lionhearted, but was truly a child of the Church of Iomedae as much as his parents. Raised within the walls of the Church nearly as much as within the family’s modest home within Old Kenabres, Ulorin grew into becoming a brave, happy boy, taking much after his father, to his great pride, and nearly slated to become a Paladin right from birth. His parents were both shining beacons to him, leading to a constant question to guide him through life: “What would my parents do?”
When the Storm King arrived, he lost part of that direct guidance. His parents were both thrown into the Fourth Crusade by the fiend’s first attack, and during a mission behind the front lines of the war, Renilly was separated from the group of Crusaders she led, and was lost, now presumed dead. Abraham faced the horrors of war, but now had to come to face his son after losing his wife. It hardened him, making him terse, even with Ulorin, and brought a new hatred of the demon hordes to him. This caused him to continue working and molding Ulorin into a Crusader himself, which the young boy still took to with the same eagerness, wanting to be like his father. Wanting to fight for his Mother.
Four years passed, and Ulorin was about to face formal Crusader training, and the transition to adulthood, when he was kidnapped while his father was on a patrol. Word was sent out, and his father, fearful of losing his son, personally scoured the city. He became much like a Powder keg as the days passed, brimming with Righteous anger. Finally, he got the answer he was looking for, and marched upon a house within the outskirts of Old Kenabres, alone.
Within, Ulorin had been faced with a painful ritual at the hands of an insane, dark cult. The details were simply past him as the poisons used to keep him subdued either left him unconscious, or in so much pain, he could not focus upon anything else, and when it was coming to a head within the basement of that old house, the door was pounded down by his father.
The fight was not long, and Abe was near an avatar of the Rage of a Father fighting for his child. This proved to be as much a curse as a boon, his single-minded focus on retrieving his son leading him to get sloppy, and thus, suffer a mortal wound from one of the cultists. The last thing he saw, and heard, was his son encountering the final stages of the ritual, spasming and crying out in a deep pain, his eyes opening to reveal twin golden fires before finally fading. The remaining cultists, seeing the failure of their ritual, fled. Ulorin, seeing his fallen father, did much the same, running to the Temple of Iomedae for sanctuary, and to deliver the news.
The event solidified his hatred of the forces from the Worldwound. Whatever the ritual had tried to do to him festered, and drifted through his mind, but, he turned it into a boon for himself. Sadly, because of the nature of this boon,.the knights of the Church could not allow him training as a Paladin for his own safety. At first, he was crushed, but, the knights offered him a different role. A role as an Inquisitor of Iomedae.
For fifteen years, Ulorin learned, and trained, and hardened himself, but never to the extent of his father in his final days. The education of Iomedae left the Inquisitor with a strong sense of all of her teachings. Strength and Fury in battle, tempered with mercy for those corrupted. Sense of Justice tempered with compassion for the weak. Although he holds little mercy for the beasts he now hunts, Ulorin has developed into a hardworking man of principle, and valor, friendly at the best of times, and fearsome at the worst. Now at the conclusion of his training, the the Church has awarded him with the tools necessary to fight the forces of the Worldwound: A curved Elven blade, given against tradition because of his skill with the weapon. An Inquisition of Valor, bestowed upon him to eliminate the fear and bolster the morale of the front lines while he fights the Demon Hordes, and finally, his Father’s Greathelm, emblazoned with the Mark of Iomedae.
A Shift in the Nightmare
Ulorin, typically plagued by the nightmare detailing the horrific torture he experienced at the hands of the cult that killed his father, has experienced a new dream for the first time in years.
Once he was but a victim, standing by and watching as the cultists did their work, now he was a combatant fighting whatever they were trying to do to him. Actively turning… Whatever they were doing to his own anger, and fury. What he had done in his life, had now come to be reflected in his minds. This leads him to one of the most rested sleeps he has had since he was a child. This shift has left him with much to meditate upon… And has left him with a new confidence and resolve, when it comes to his inqusition.