unnamed Human Inquisitor
ab -- Male Human Inquisitor, 6
CR 6;
Lawful Neutral Medium Humanoid;
HD 8d6
HP 36; *
Init +5 ;
Spd 30'
Deity: Abadar
*Cunning Initiative adds Wis mod to Initiative checks.
AC 16,
Touch 12,
Flat-Footed 14
Chain Shirt, +4 AC, -2 Check Penalty
Base Atk +4;
CMB +7
, CMD 19
Melee sickle +6 or +4/+4 (1d6+2; x2) or
Melee quarterstaff +6 or +4/+4 (1d6+2; x2) or
Ranged longbow +6 (1d8; x3)
Abilities Str 14 (+2), Dex 15 (+2), Con 10 (+0), Int 16 (+3), Wis 16 (+3), Cha 17 (+3)
Saves Fort +5, Ref +4, Will +8
Skills (all at 9 ranks + stat mods)
Diplomacy +12, **Intimidate +15, *Know Arcana +12, *Know Nature +12, *
Know Nobility +13, *
Know Religion +13, Perception +12, **Sense Motive +15, Spellcraft +12,
Use Magic Device +13.
Child of the Temple trait adds +1 to Know Nobility and Know Religion, and Know Nobility becomes a class skill.
Dangerous Curiosity trait adds +1 to Use Magic Device, and UMD becomes a class skill.
* Monster Lore adds +3 Wis mod to checks made to ID monsters and their weaknesses.
** Stern Gaze adds +3 morale bonus (1/2 level) to these checks.
Feats Two-Weapon Fighting, Double Slice, Combat Expertise, Improved Trip, Precise Strike (teamwork bonus feat)
Languages Common + 3
Class Abilities: Nobility Domain, Judgment, Monster Lore, Orisons, Stern Gaze, Cunning Initiative, Detect Alignment (law, chaos, good, evil at will), Track (Survival +6), Solo Tactics (treat allies as having teamwork feat), Teamwork Feat (2), Bane (6 rounds/day), Discern Lies (6 rounds/day)
[sblock=Nobility Domain 6/day, 3 rnd dur]
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.[/sblock][sblock=Judgment 2/day]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a
swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is
frightened,
panicked,
paralyzed,
stunned,
unconscious, or otherwise prevented from participating in the combat, the ability does not end, but all of the bonuses reset to those granted on the first round until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a
swift action, she can change this judgment to another type, but doing so resets the bonus granted to those granted on the first round.
- Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
- 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 of damage each round after the first, to a maximum of 3 points of damage on the third and following rounds. At 10th level, the amount of healing doubles (2 hp on the first round, 4 on the second, and so on).
- Justice: The judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled on all attack rolls made to confirm critical hits.
- Piercing: The judgment gives the inquisitor great focus and makes her spells more potent. This 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 each round after the first to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
- Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to armor class. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against attack rolls made to confirm critical hits against you.
- 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 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against curses, diseases, and poisons.
- Resiliency: The judgment makes the inquisitor resistant to harm, granting damage reduction 1/magic. This bonus increases to 2/magic on the second round, and 3/magic on the third and following rounds. At 10th level, this damage reduction 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.
- 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 each round after the first, to a maximum of 6 on the third and following rounds. At 10th level, the amount of protection increases to 5 on the first round, plus an additional 5 each round thereafter, to a maximum of 15 on the third and following rounds.
- Smiting: The judgment bathes the inquisitor’s weapons in a divine light. This judgment provides no bonus on the first round. On the second round, the inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. On the third and following rounds, 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 a bonus on the third round. At 10th level, on the third and following rounds, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
[/sblock]
Inquisitor Spells Known -- 6/4/4; DC 13 + Spell Level
Orisons (DC 13) -- create water, detect magic, detect poison, light, mending, stabilize
1st Level (DC 14) 5/Day – comprehend languages, cure light wounds, magic weapon, shield of faith
2nd Level (DC 15) 4/Day – calm emotions, cure moderate wounds, hold person, shatter
Possessions: