Jerimiah Whitewall
Male Human (Taldan) Inquisitor 3
LN Medium Humanoid (human)
Init +7;
Senses Perception +11
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 18 (3d8+6); judgement of sacred healing 2
Fort +5,
Ref +4,
Will +7
Defensive Abilities judgement of sacred protection +1;
DR judgement of sacred resiliency 1: magic;
Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
. . Masterwork Cold Iron Morningstar +4 (1d8+1/x2)
Ranged Darkwood Light crossbow +6 (1d8/19-20/x2) and
. . Hand crossbow +5 (1d4/19-20/x2)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities
. . At will—
Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day)
Bane (DC 15), Doom (DC 15), Protection from Evil, Litany of Sloth
0 (at will)
Stabilize, Daze (DC 14), Read Magic, Create Water, Detect Magic, Brand (DC 14)
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Statistics
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Str 13,
Dex 16,
Con 14,
Int 15,
Wis 18,
Cha 13
Base Atk +2;
CMB +3;
CMD 16
Feats Point Blank Shot, Precise Shot, Rapid Reload (Light crossbow), Shake It Off
Traits Frontier-Forged (Any Frontier Area), Lover of the Law, Noble Born - Surtova
Skills Acrobatics +0 (-4 jump), Bluff +7, Climb -2, Diplomacy +7, Disguise +1, Escape Artist +0, Fly +0, Intimidate +7, Knowledge (dungeoneering) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +7 (+11 to identify the abilities and weaknesses of creatures), Perception +11, Profession (barrister) +10, Ride +0, Sense Motive +11, Stealth +6, Survival +10 (+11 to get along in the wild, +11 to track), Swim -2;
Racial Modifiers monster lore
Languages Common, Hallit, Skald
SQ command (7/day), domains (inevitable), judgement (1/day), solo tactics, teamwork feat (change 4/day), track
Combat Gear Wand of Cure Light Wounds, Alchemist's fire (3), Holy water (3), Tanglefoot bag (2);
Other Gear +1 Armored coat, Crossbow bolts (20), Dagger, Darkwood Light crossbow, Hand crossbow, Masterwork Cold Iron Morningstar, Ioun torch, Backpack, masterwork (4 @ 13.5 lbs), Belt pouch (16 @ 16 lbs), Cards, Flint and steel, Hip flask, Holy symbol, silver (Abadar), Shaving kit, Silk rope, Tindertwig (5), Waterskin (2), 590 GP, 4 SP
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Special Abilities
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Command (7/day) (Su) As per command spell.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Inevitable) Associated Domain: Law
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Judgement (1/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 +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (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 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Lover of the Law You have a strong belief in the righteousness of law and justice. You receive a +1 trait bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Noble Born - Surtova +2 damage with light or one-handed weapons vs. flat-footed opponents
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 melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Shake It Off Gain +1 to all saving throws per adjacent ally
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
Track +1 Add the listed bonus to survival checks made to track.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.