Okay, here's a nearly complete draft. I just need to write up a description.
Albion Drury
NG Human Inquisitor
STR: 14 (3points) +1 level 4
DEX: 15 (3points) +2 magic
CON: 12 (2points)
INT: 12 (2 points)
WIS: 16 (5 points) +2 race
CHA: 14 (5 points)
HP: 38=8+(4levelsx5(average+1)+5CON+5 Favored Class Bonus
SPEED: 30’+10Domain-10’Medium Armor
INITIATIVE: +2DEX+3WIS+1feat
AC: 20 FF: 17 TCH: 12
SAVES: Reflex +3 Fort +5 Will +7
BAB: +3 CMB: +5 CMD: 17
COMBAT INFO:
+6 (+5 Power Attack/+4 Two Weapon/+3 PA and 2W) +1 Elysian Bronze Longsword 1d8+3(magical beast or monstrous humanoid)(+5 power attack) 19-20/x2 S
+6 (+5 Power Attack/+4 Two Weapon/+3 PA and 2W) MW Spiked Shield, Light 1d4+1 (+2 Power Attack) 20/x2 P
+6 MW Mighty Composite Longbow 1d8+2 20/x3 P R110’
[sblock=RACE: Human]
•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
•Bonus Feat: Humans select one extra feat at 1st level.
•Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.[/sblock]
[sblock=CLASS: Inquisitor]
•Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
•Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
•Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
[sblock=DOMAIN: Travel (Exploration)]
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
•Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
•Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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•Judgment (Su)
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.
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 the bonuses do not resume 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or
sacred bonuses. Once made, this choice cannot be changed.
•Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
•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 for every three inquisitor levels she possesses.
•Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
•Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit 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 for every three inquisitor levels she possesses.
•Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
•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 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
•Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR 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 for every three inquisitor levels she possesses.
•Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, 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 this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
•Second Judgment (Ex): (Pending) At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Monster Lore (Ex):The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
•Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
•Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
•Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
•Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
•Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
•Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
•Bane (Su): 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.
•Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
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[sblock=FEATS]
•1st: Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
•Human Bonus: Warrior Priest
Your religion is both a shield and a weapon in battle.
Prerequisites: Ability to cast divine spells, domain or mystery class feature.
Benefit: You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
•3rd Two-Weapon Fighting
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
•Bonus Teamwork Feat 3rd: Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
•5th: Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. Increases at +4 bab.
•7th: (Pending) Cornugon Smash (Combat)
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: 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.
[/sblock]
[sblock=TRAITS
•Patient Optimist--You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
•Armor Expert-- When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
[/sblock]
[sblock=SKILLS]
5x(6+1INT+1Race)=40
Acrobatics: 2+2DEX-2ACP(No penalty on jump checks—MW agile breastplate)
Bluff: 5+3CS+1CHA
Climb: 1+3+2STR(No ACP--MW agile breastplate)
Craft: +1INT
Diplomacy: 5+3CS+1CHA
Disguise: 1+3CS+1CHA
Heal: 1+3CS+3WIS
Intimidate: 1+3CS+1CHA(+1/2level)
Knowledge (arcana): 1+3CS+1INT
Knowledge (dungeoneering): 1+3CS +1INT
Knowledge (nature): 1+3CS+1INT
Knowledge (planes): 1+3CS+1INT
Knowledge (religion): 1+3CS+1INT
Perception: 5+3CS+3WIS
Profession(soldier&merchant): 1+3CS +3WIS
Ride: 1+3CS+2DEX-2ACP
Sense Motive: 5+3CS+2 WIS(+1/2level)
Spellcraft: 1+3CS+1INT
Stealth: 1+3CS+2DEX-2ACP
Survival: 5+3CS+3WIS(+1/2level when tracking)
Swim: 1+3CS+2STR-2ACP
[/sblock]
[sblock=SPELLS]
Cantrips Unlimited, 1st Level 5, 2nd Level 3
Known: Detect Magic, Guidance, Light, Read Magic, Stabilize, Virtue
1st Cure Light Wounds, Doom, Lend Judgment, Wrath
2nd Cure Moderate Wounds, Flames of the Faithful, Restoration
3rd (Pending 7th level)
[/sblock]
[sblock=EQUIPMENT]
Explorer’s Outfit
Soldier's Uniform 1 gp
+1 Elysian Bronze Longsword 3315 gp
+1 Agile Brestplate 1550 gp
Darkwood MW Quickdraw Light Wooden Shield with MW Spikes, Shield Sconce and Iron Holy symbol 579 gp
Dagger x2
Belt of Incredible Dexterity +2 4000 gp
MW Mighty (+2) Composite Longbow 600 gp
-Quiver with 20 arrows 1 gp
MW Backpack 50 gp
-Bedroll and Blanket 6 gp
Spell Component Pouch 5 gp
Holy Symbol of the the Sovereign Host, Silver 25 gp
Waterskin 1 gp
Hip Flask 1 gp
-Whiskey, Oldlaw 10 gp
Rope, Hemp 50' 1 gp
Sunrod x5 10 gp
Flask of Holy Water 25 gp
Potion, Cure Light Wounds 50 gp
Cigars x20 5 gp
Light Horse, Combat Trained 110 gp
-Military Saddle 20 gp
-Saddle Bags 4 gp
-Bit and Bridle 2 gp
-Common Barding, Leather 40 gp
190 gp 3 sp 10 cp
[sblock=Elysian Bronze]First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.[/sblock] [/sblock]
[sblock=APPEARANCE]
Albion is a fairly ordinary looking human who has little trouble blending in. He looks a little older than his 28 years perhaps owing the stresses of the life he has lived. His sandy hair is flecked with gray and there are lines at the corners of his eyes. He looks about two weeks over due for a haircut and in need of a shave. He frequently smokes cheap cigars and always has a flask of whiskey handy. As a mercenary soldier he wears a breastplate and carries a small spiked shield emblazoned with the blessed iron Octogram symbol of the Sovereign Host. While his person is rough, his equipment is of high quality and the pack his is neatly organized. He wears a sword of classical design on his hip and a longbow and quiver at his shoulder. He rides an unremarkable gray horse with leather barding and a military style saddle.
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[sblock=HISTORY/BACKGROUND/GOALS]
Albion Drury is a casualty of the Last War. His body has few enough scars and he still gets up each day and goes about his business, but much of who he was is lost. A native of Cyre, he had a young pretty wife and a new baby while off at war. That was before the Day of Mourning.
He was a bright and likable lad who had been a favorite of the local priest of the Sovereign Host, Father Ebere as a schoolboy. The old priest saw a lad of talent and while the boy was not interested in the life of priest he was at least able to secure him appointment to be trained as an Inquisitor. Young Albion was a quick study and the trainers realized that his quick wits and easy manner made him a natural for undercover work. He completed his training and the order looked for an appropriate mission for him. All the while he was wooing a local girl, Markette, a talented young painter apprenticed with House Phiarlan, and as is often the way of such things when it became clear his duty would take him away into danger they wed. The lass quickly conceived a child, but Albion was sent out before the child was born.
In the war the Sovereign Host was largely neutral, but in time of war many dark deeds are preformed and once good folk sometimes turn to evil. Albion’s youth and seemingly guileless nature allowed him to easily infiltrate various dark cabals and underground cults. He was very good at his work and many a dark enterprise was uncovered by his efforts. During this time he only got leave to go home and see his wife and child once. This warm love at home kept him going through the horrors of war. He often saw people at their vilest and most base. At the same time he lived and worked alongside folk that were companions and even in a sense friends despite the wicked acts they sometimes committed. Ultimately, he had to betray them in order to root out their evil and heresy.
He took on many roles working under cover. A position was secured for him with House Orien as a freelance courier which allowed Albion to have reason to travel many places and often be looking for work in new places with the excuse that his commission was complete and the House had no outbound job for him. As time went on, Albion increasingly played hard drinking cigar chain-smoking men of course tastes. He told himself it was only to be better at undercover work, but increasingly this is who he was becoming. He has been a mercenary soldier, an apprentice shopkeep and many others.
His life was ever changing. The one constant in his life was the family he had back home. All the changed on the Day of Mourning. He hoped against hope as the rumors of the Mournland and the horrors within spread. Eventually, he was able to journey deep into the Mournland near the Glowing Chasm. He returned alone and broken. He has never spoken of what horrors he saw there. He has said that he found his wife and child, but no more on the subject. He was never the same after that. In his mind he has questioned his faith and his place in the world. In darker moments he has been known to contemplate the Dark Six and their role in the Sovereign Host. He sometimes has strange dreams of darkness and sometimes fears that he has inadvertently become a vassal of the Traveler.
Following the War, the church has had more Inquisitors than jobs for them and Albion has had too much time on his hands. Falling back on an old cover he has worked security on the Lightning Rail for House Orien.
Finally, he has been called back to work. The church has become aware of disturbing rumors coming out of Q’barra. Old items and possibly sites of worship lost since the Age of Demons have begun to surface as more people venture their looking to find treasure and Dragonshards. Albion has been given a mission to travel to Drellin’s Ferry and follow up on these rumors. His cover is that of a mercenary courier.
He is tasked with delivering a Cauldron of Plenty to Brother Derny to aid in charitable works.
[/sblock]