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About Elon ShabinElon Shabin
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 16 (2d8); judgement of sacred healing 1 Fort +4, Ref +3, 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 2 (cold), resistant touch (6/day) --------------------
Melee +1 Axiomatic Cestus +3 (1d4+2+2d6 vs. Chaotic/19-20/x2) and
Ranged Sling +3 (1d4+1/x2) Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic) Spell-Like Abilities Detect Alignment (At will), Resistant Touch (6/day) Inquisitor Spells Known (CL 2):
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Base Atk +1; CMB +2; CMD 14 Feats Combat Expertise +/-1, Step Up Skills Acrobatics +1, Bluff +6, Climb +0, Diplomacy +6, Disguise +5, Escape Artist +1, Fly +1, Heal +10, Intimidate +2, Knowledge (dungeoneering) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +8, Ride +1, Sense Motive +9, Spellcraft +7, Stealth +6, Survival +8 (+9 to track), Swim +4 Modifiers monster lore Languages Abyssal, Common, Infernal SQ domains (protection), judgement (1/day), track Combat Gear Healer's kit; Other Gear Studded leather armor, +1 Axiomatic Cestus, Quarterstaff, Sling, Backpack, masterwork (9 @ 20.5 lbs), Bedroll, Blanket, winter, Fishhook, Flint and steel, Rope, Silent whistle, String or twine, Whetstone, 21 GP, 3 SP, 7 CP --------------------
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. Inquisitor Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. 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 Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures. Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute. Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them. Track +1 Add the listed bonus to survival checks made to track. |
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