(To make Gestalt classes work in HeroLab I have to create them as a single class. This one (Inquisitor/Rogue Gestalt) I named an Emissary.)
For background, I'd prefer to wait on most of it until the Player's Guide comes out. However, I'm thinking that Pharasma's Inquisitors all belong to a special sect within her church called 'The Dedicated.' Within the devoted are several different specializations, one of which are the Emissaries.
[sblock=HALAL ARNYEKA]HALAL ARNYEKA CR 1/2
Male Tengu Emissary 1
NN Medium Humanoid (Tengu)
Hero Points 1
Init +2;
Senses Low-Light Vision; Perception +8
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +2 Dex, +1 dodge)
hp 12 (1d8); Judgement of Sacred Healing 1
Fort +2,
Ref +4,
Will +4
Defensive Abilities Judgement of Sacred Protection +1;
DR Judgement of Sacred Resiliency 1: Magic;
Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
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OFFENSE
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Spd 30 ft.
Melee Bite (Tengu) -5 (1d3/20/x2) and
. . Cestus +0 (1d4+1/19-20/x2) and
. . Dagger +0 (1d4+1/19-20/x2) and
. . Sap +0 (1d6+1/20/x2) and
. . Sawtooth Sabre +0 (1d8+1/19-20/x2) and
. . Sawtooth Sabre +0 (1d8+1/19-20/x2)
Ranged Shortbow +2 (1d6/20/x3)
Special Attacks Bleeding Touch 1 rounds (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic), Sneak Attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day)
Emissary Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (2/day)
Shield of Faith, Cure Light Wounds (DC 13)
0 (at will)
Resistance, Disrupt Undead, Guidance, Sift
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STATISTICS
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Str 12,
Dex 15,
Con 10,
Int 14,
Wis 15,
Cha 10
Base Atk +0;
CMB +1;
CMD 14
Feats Combat Expertise +/-1
Traits Sacred Touch
Skills Acrobatics +5, Climb +0, Disable Device +6, Escape Artist +1, Fly +1, Intimidate +1, Knowledge: Local +6, Knowledge: Nature +6, Knowledge: Religion +6, Knowledge: The Planes +6, Linguistics +10, Perception +8, Ride +1, Sense Motive +7, Stealth +7, Survival +6, Swim +0
Modifiers Monster Lore
Languages Celestial, Common, Infernal, Skald, Tengu, Varisian
SQ Emissary Domain: Death, Hero Points (1), Judgement (1/day) (Su), Trapfinding +1
Combat Gear Studded Leather, Dagger (2), Shortbow, Arrows (20), Sawtooth Sabre, Sawtooth Sabre, Cestus, Sap;
Other Gear Backpack, Masterwork (4 @ 7.5 lbs), Potion of Cure Light Wounds, Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2)
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TRACKED RESOURCES
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Arrows - 0/20
Bleeding Touch 1 rounds (5/day) (Sp) - 0/5
Dagger - 0/2
Judgement (1/day) (Su) - 0/1
Potion of Cure Light Wounds - 0/1
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SPECIAL ABILITIES
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Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Emissary Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Cold (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
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[sblock=HALAL ARNYEKA (Level 5)]HALAL ARNYEKA CR 4
Male Tengu Emissary 5
NN Medium Humanoid (Tengu)
Hero Points 1
Init +5;
Senses Low-Light Vision; Perception +12
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DEFENSE
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AC 21, touch 14, flat-footed 17. . (+7 armor, +3 Dex, +1 dodge)
hp 41 (5d8+5); Judgement of Sacred Healing 2
Fort +5,
Ref +7,
Will +6
Defensive Abilities Evasion, Judgement of Sacred Protection +2, Trap Sense +1, Uncanny Dodge;
DR Judgement of Sacred Resiliency 2: Magic;
Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 4 (Cold)
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OFFENSE
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Spd 30 ft.
Melee +1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and
. . +1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and
. . Bite (Tengu) +0 (1d3/20/x2) and
. . Cestus +5 (1d4+1/19-20/x2) and
. . Dagger +5 (1d4+1/19-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +7 (1d8+1/20/x3)
Special Attacks Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day), Bleeding Touch 2 rounds (5/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Sneak Attack +3d6
Spell-Like Abilities Bleeding Touch 2 rounds (5/day), Detect Alignment (At will), Discern Lies (5 rounds/day)
Emissary Spells Known (CL 5, +3 melee touch, +6 ranged touch):
2 (3/day)
Restoration, Lesser, Consecrate, Cure Moderate Wounds (DC 14)
1 (5/day)
Divine Favor, Shield of Faith, Hide from Undead, Cure Light Wounds (DC 13)
0 (at will)
Resistance, Disrupt Undead, Acid Splash, Light, Guidance, Sift
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STATISTICS
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Str 12,
Dex 16,
Con 12,
Int 14,
Wis 15,
Cha 10
Base Atk +3;
CMB +4;
CMD 18
Feats Combat Expertise +/-1, Double Slice, Gang Up, Precise Strike, Two-weapon Fighting, Weapon Finesse
Traits Sacred Touch
Skills Acrobatics +10, Bluff +5, Diplomacy +5, Disable Device +12, Escape Artist +2, Fly +2, Intimidate +7, Knowledge: Arcana +7, Knowledge: Dungeoneering +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Linguistics +13, Perception +12, Ride +2, Sense Motive +10, Stealth +12, Survival +10, Swim +0, Use Magic Device +8
Modifiers Monster Lore
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Shoanti, Skald, Tengu, Varisian
SQ Emissary Domain: Death, Hero Points (1), Judgement (2/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +2, Trapfinding +2
Combat Gear Cestus, +1 Mithral Agile Breastplate, +1 Sawtooth Sabre, +1 Sawtooth Sabre, Masterwork Longbow, Composite (Str +1), Dagger (2);
Other Gear Handy Haversack (5 @ 8.5 lbs), Potion of Cure Light Wounds (4), Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2)
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TRACKED RESOURCES
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Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su) - 0/5
Bleeding Touch 2 rounds (5/day) (Sp) - 0/5
Dagger - 0/2
Discern Lies (5 rounds/day) (Sp) - 0/5
Judgement (2/day) (Su) - 0/2
Potion of Cure Light Wounds - 0/4
Teamwork Feat (change 2/day) - 0/2
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SPECIAL ABILITIES
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Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 2 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Emissary Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Cold (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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