Karvin
An average-looking man in breastplate with a cloak aroound his shoulders standing close to the stage immediately follows the Defender up the stairs, stopping 5 feet from the Defender and then fallen prelate and pulling a reed from his belt chants a spell. His morningstar sways on his belt.
OOC: Cast
Ghostbane Dirge (DC 16 Will save, Spell Resistance applies SR check +11) on the black cloud to cause an incorporeal creature to take physical form for 9 rounds.
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KARVIN CR 8
Male Human Inquisitor 9
LG Medium Humanoid (Human)
Init +10; Senses Perception +16--------------------
DEFENSE
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AC 23, touch 13, flat-footed 22 (+7 armor, +2 shield, +1 Dex, +1 natural)
hp 80 (9d8+9); Judgement of Sacred Healing 4
Fort +9, Ref +9, Will +12
Defensive Abilities
Judgement of Sacred Protection +2; DR 2/magic, Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 8 (Electricity)
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OFFENSE
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Spd 30 ft.
Melee
Masterwork Cold Iron Morningstar +8/+3 (1d8+1/20/x2) and
Unarmed Strike +7/+2 (1d3+1/20/x2)
Ranged
+1 Paueliel Longbow, Composite (Str +1) +11/+6 (1d8+2/20/x3)
Special Attacks
Bane (+2 / 2d6) (13 rounds/day), Holy Lance for 4 rounds (1 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +4, Judgement ofSacred Smiting (Magic, Good)
Spell-Like Abilities
Detect Alignment (At will), Discern Lies (9 rounds/day), Touch of Good (7/day)
Inquisitor Spells Known
(CL 9, +7 melee touch, +10 ranged touch):
3 (4/day)
Cure Serious Wounds (DC 17), Prayer, Heroism (DC 17), Invisibility Purge (DC 17)
2 (5 4/day) Restoration, Lesser (DC 16), Resist Energy (DC 16), See Invisibility (DC 16), Cure Moderate Wounds
(DC 16), Ghostbane Dirge (DC 16)
1 (6/day) Cure Light Wounds (DC 15), Shield of Faith (DC 15), Divine Favor (DC 15), True Strike (DC 15),
Lend Judgment (DC 15), Longshot (DC 15), Returning Weapon
0 (at will) Acid Splash, Read Magic (DC 14), Detect Magic, Create Water, Disrupt Undead, Guidance (DC 14)
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STATISTICS
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Str 12, Dex 16/18, Con 12, Int 12, Wis 18, Cha 8
Base Atk +6; CMB +7; CMD 20
Feats Allied Spellcaster, Extended Bane, Favored Judgment: Undead, Instant Judgment, Lookout, Point Blank
Shot, Precise Shot, Rapid Shot, Shielded Caster
Traits Reactionary, Wealthy Dabbler: Resistance, Light (2/day)
Skills Acrobatics -2, Bluff +3, Climb +0, Diplomacy +3, Disable Device -3, Disguise +3, Escape Artist +1, Fly
+1, Handle Animal +0, Heal +9, Intimidate +7, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9,
Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +10, Linguistics +2, Perception +16,
Ride +2, Sense Motive +12, Spellcraft +13, Stealth +2, Survival +8, Swim +0, Use Magic Device +3
ModifiersMonster LoreLanguages Abyssal, Celestial, Common
SQ Inquisitor Domain: Good, Metamagic Rod, Ectoplasmic, Lesser, Second Judgement (3/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 4/day), Track +4
Combat Gear +1 Agile Breastplate, +1 Buckler, +1 Paueliel Longbow, Composite (Str +1), Masterwork Cold Iron Arrows (50), Masterwork Cold Iron Morningstar, Silversheen Arrows (50);
Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Metamagic Rod, Ectoplasmic, Lesser--------------------
SPECIAL ABILITIES
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Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.
Bane (+2 / 2d6) (13 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Favored Judgment: Undead Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Holy Lance for 4 rounds (1 rounds/day) (Su)
A melee weapon you are holding becomes holy
Inquisitor Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Instant Judgment
May pronounce or change a judgment as an immediate action
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +4 (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 8: Electricity (Su)
Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su)
DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Metamagic Rod, Ectoplasmic, Lesser The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are useactivated
(but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being
cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can
be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction Requirements Craft Rod, Ectoplasmic Spell; Cost 1,500 gp
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Shielded Caster +4 to concentration checks if an adjacent ally also has this feat. +1 more if the ally has a shield, +1 more if the shield is a heavy or tower shield.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Touch of Good (7/day) (Sp) Grant +4 to skill checks, ability checks and saving throws for 1r.
Track +4 +4 to survival checks to track.
Wealthy Dabbler: Resistance, Light (2/day)
Select two non-harmful arcane cantrips. You can cast these two
cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your
caster level for these cantrips is equal to that class level.
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