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The Fifth Archdaemon

Aluar's page

36 posts. Alias of ManyFaces.

Full Name





Inquisitor 1








Lawful Neutral






Common, Abyssal

Strength 13
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 16
Charisma 7

About Aluar

Height: 5' 11"Weight: 175 lbs.

Aluar has mismatched eyes, one red (right), one white (left). His white hair is long, and worn loose to partially cover a ghastly scar in the shape of a clawed hand over his right eye. He has pale skin.

He wears a broad-brimmed black grave diggers hat, a black shirt, an over-sized black leather long coat with silver-colored stitching in a spiral pattern sewn upon the left sleeve and cut to fit over armor, some braided black leather pants and a pair of faded black knee-high leather boots.

Aluar was born in a small village with a terrible history. At least, that is what he was told by the priest's of Pharasma who raised him. Found as a small boy on the cusp of death and un-death, surrounded by a village fallen to the undead.

He spent his life learning about the Lady of the Grave, and the abomination which he had almost become. He would carry the scar of the Wight's touch forever, his right eye charred, a strange red glow showing as a small pupil within. The Veil, forever within his sight now.

At times he would see the spirits of the dead as they passed over. A fleeting glimpse here and there. A strange sensation when spirits were present, or a foul foreboding when undead were near.

Now at 24, trained in the ways of his saviors, he sets out to do the biding of Pharasma. For death is every where, and so must Pharasma's agents be.

Aluar is consumed by his faith. Having spent most of his time among the dead and hunting the undead, he can seem a bit brusque and strange to the living. He is slow to judge others, treating all with equality be they high or low, for it is not his place but that of The Lady of the Grave, whom he serves.

He shows an unusual kindness to new life of any form, and will defend the adolescent who have yet to reach maturity.

Character Traits:

Undead Slayer (Pharasma)

Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged.

Benefit: You gain a +1 trait bonus on weapon damage against undead.

Ghost Sight
When you were younger you suffered a brush with death. Perhaps you were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then you have not been the same. You can see beyond the veil, able to see ghost and spirits and detect the taint of the undead.

Benefit: You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).

Combat Stats:

Perception: +7 Initiative: +3 Speed: 30ft.

Hit Points: 9

Saving Throws: Fort: +3 (+1 Con, +2 Base), Ref: +3 (+3 Dex), Will: +5 (+2 Base, +3 Wis)

BAB: +0, Melee: +1 (+1 Str), Ranged: +3 (+3 Dex)

Attack: Longbow +3 (1d8/x3) (within 30' +4 1d8+1) or Wooden Stake|Dagger|{Cestus} +1 (1d4+1/x2) {1d4+1/19-20x2}

CMB: +1 (+1 Str), CMD: 14 (+1 Str, +3 Dex, +10 Base)

AC: 15 (+2 Armor, +3 Dex), flat-footed 12, touch 13

Heresy Inquisition
Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics’ own arguments to root them out and bring them to justice.

Granted Powers

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks


Acrobatics +1 (+1 Dex)
Appraise +1 (+1 int)
+Bluff +7 (+1 Rank, +3 Wis, +3 class)
+Climb +1 (+1 Str)
+Diplomacy -2 (-2 Cha)
Disguise -2 (-2 Cha)
Escape Artist +3 (+3 Dex)
Fly +3 (+3 Dex)
Heal +3 (+3 Wis)
+Intimidate +8 (+1 Rank, +3 Wis, +3 class, +1 Stern Gaze)
+Kn-Arcana +5 (+1 Rank, +1 Int, +3 Class) To Identify Monster +8 (+1 Rank, +1 Int, +3 Wis, +3 Class)
+Kn-Nature +5 (+1 Rank, +1 Int, +3 Class) To Identify Monster +8 (+1 Rank, +1 Int, +3 Wis, +3 Class)
+Kn-Religion +5 (+1 Rank, +1 Int, +3 Class) To Identify Monster +8 (+1 Rank, +1 Int, +3 Wis, +3 Class)
+Perception +7 (+1 Rank, +3 Wis, +3 Class)
+Ride +3 (+3 Dex)
+Sense Motive +8 (+1 Rank, +3 Wis, +3 class, +1 Stern Gaze)
Sleight of Hand +3 (+3 Dex)
+Stealth +7 (+1 Rank, +3 Dex, +3 Class)
+Survival +7 (+1 Rank, +3 Wis, +3 Class)
Swim +1 (+1 Str)

Class Features:

Weapon and Armor Proficiency:An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Judgement (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).

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.


Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “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.

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).



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.

1st Level: (DC 14, 2 spells per day) Divine Favor, Wrath


Wealth: 9sp
Encumb: Light (43 lbs.) Light:50 lbs. or less; Medium:51-100 lbs.; Heavy:101-150 lbs.

Explorer's Outfit (8lbs)
Backpack (2lbs)
Flint & Steel
Holy symbol, silver (1lb)
Ink pen
Ink (1oz. vial)
paper, rice (20 sheets)

Weapon Blanch, silver
Sunrod (1 lb)

Leather armor (Light Armor; AC +2, Max Dex +6, Armor Check Penalty 0; 15lbs)

Longbow (Type: P, 1d8, Crit: x3, 100ft. inc; 3lbs)
Arrows, Common x20 (3lbs)
Arrows, Blunt x20 (3lbs)

Wooden Stake x5 (Type: P, 1d4, Crit: x2, 10ft. inc; 1 lb./per= 5lbs.)
Dagger (Type: P or S, 1d4, Crit: x2, 10ft. inc; 1 lb.)
Cestus (Type: P or B, 1d4, Crit 19-20x2, 1 lb., -2 on precision skills while wearing)


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