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Ishani Dhatri

Elon Shabin's page

154 posts. Alias of Jestem.

Full Name

Elon Shabin












Abyssal, Infernal, Daemonic, Common

Strength 12
Dexterity 14
Constitution 11
Intelligence 14
Wisdom 16
Charisma 12

About Elon Shabin

Elon Shabin
Human Inquisitor 2
LN Medium Humanoid (human)
Init +5; Senses Perception +8


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)

Speed 30 ft.

Melee +1 Axiomatic Cestus +3 (1d4+2+2d6 vs. Chaotic/19-20/x2) and
. . Quarterstaff +2 (1d6+1/x2)

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):
1 (3/day) Protection from Evil, Bless, Cure Light Wounds
0 (at will) Stabilize, Create Water, Detect Magic, Light, Bleed (DC 13)

Str 12, Dex 14, Con 11, Int 14, Wis 16, Cha 12

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

Special Abilities

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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