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Ferox Kerr's page

918 posts. Alias of Mardigan77.

Full Name

Ferox Kerr


Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 3/5 | 4th 4/4 | 5th 2/2 Judgements 5/5 | Bane 14/14 | Dimesion Hop 25/140


Male Human Inquisitor 14 | HP 6/111| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+11 W+14 | Perc +25 | Init +10


Active Buffs:
GMW +3 enhancement bonus






Lawful Good






Taldane, Shoanti

Homepage URL

Obsidian Portal

Strength 14
Dexterity 21
Constitution 14
Intelligence 12
Wisdom 16
Charisma 12

About Ferox Kerr

Ferox Ker
Inquisitor 14
LG Medium Human
Init +10; Senses Perception +24
AC 24, touch 17, flat-footed 19 (+5 armor, +5 Dex, +2 natural armor, +2 deflection)
hp 111 (14d8 + 29)
Fort +13, Ref +11, Will +14
Speed 40 ft.
Ranged Adaptive Undead Bane Composite Longbow +1 (+17/+12 1d8+3,x3)
Melee Kukri +1 (+15/+10 1d4+3, x2/18-20)
Special Attacks
Divine Spells Spontaneous (CL 14, concentration +17, spell penetration +14)
Orisons (DC 13): Brand, Detect Magic, Guidance, Light, Read Magic, Sift
1st Level (6/Day, DC 14): CLW, Divine Favor, Litany of Sloth, Protection from Evil, Wrath
2nd Level (6/Day, DC 15): Align Weapon, Blistering Invective, Detect Thoughts, Flames of the Faithful, See Invisible, Tongues, Lesser Restoration, Invisibility, Cure Moderate Wounds, Lend Judgement, Tactical Accumen
3rd Level (5/Day, DC 16): Cure Serious Wounds, Heroism, Dispel Magic, Invisibility Purge, Magic Circle Against Evil, Litany of Eloquence, Greater Magic Weapon
4th Level(4/Day, DC 17): Divine Power, Greater Invisibility, Restoration, Judgement Light, Shared Wrath
5th Level(2/Day, DC 18): Litany of Vengeance, Greater Lend Judgement, Banishment

Harrow Points:


Charisma Rerolls: Spend a Harrow Point to reroll any one Charisma-based skill check or turn undead attempt. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

Inner Strength: Spend a Harrow Point to draw a card from a Harrow Deck. You gain a +4 bonus to the card’s associated ability score for the duration of the current encounter (the GM decides when an encounter is officially over). If the card you draw matches your alignment, the bonus increases to +6. If you don’t have a Harrow Deck, determine the ability and alignment randomly via a die roll.

Destiny Shall Not Be Denied: Spend a Harrow Point to force any one d20 die roll by the GM to be rerolled. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to force additional rerolls).

Judge the Unjust: Spend a Harrow point to double the strength of a judgement for three rounds.

Str 14, Dex 21, Con 14, Int 12, Wis 16, Cha 12
Base Atk +10/+5; CMB +12; CMD 27
Feats Point Blank Shot, Precise Shot, Rapid Shot, Shake It Off(T), Deadly Aim, Coordinated Shot(T), Weapon Focus: Longbow, Manyshot, Enfilading Fire(T), Clusterd Shots, Phalanx Fighter(T), Judgement Surge
Traits Reactionary, Drug Addict: Addicted Friend
Skills Acrobatics +7, Appraise +6, Bluff +7, Climb +1, Diplomacy +18, Escape Artist +5, Heal +20, Intimidate +23, Knowledge: Religion +6 , Knowledge: Dungeoneering +6, Knowledge: Local +5, Knowledge: Arcana +5, Perception +25, Sense Motive +23, Stealth +28, Survival +20 (Track +32)
Languages Common (Taldane), Shoanti
Gear alchemist's fire, belt pouch, candle, canteen, chalk, charcoal (2 sticks), crowbar, kukri +1, dagger, earplugs, explorer's outfit, flint and steel, backpack, glamered shadow studded leather armor +2, efficient quiver, belt of physical might (con,dex) +2, headband of inspired wisdom +2, lens of detection, cloak of resistance +2, ring of protection +2, amulet of natural armor +2, boots of the cat, hat of disguise, handy haversack, holy symbol of Abadar, measuring cord, mess kit, mirror, mug, rope (silk, 50'), parchment (10 sheets), powder, signal whistle, smoked goggles, trail rations (4 days), whetstone, 600 pp, 638 gp, 34 sp, 19 cp

Potion of Cure Light Wounds x 3
Potion of Cat's Grace x 4
Scroll of Persuasive Goad x2
Scroll of Cure Light Wounds x3
Wand of Pass w/o Trace (43 charges)
Floating Feather Feather Token x 4
Manacle with Simple Lock x2
Tanglefoot Bag
Courtier's Outfit (appropriate style and color for Abadaran clergy) with appropriate jewelry
600 gp worth of diamond dust

Special Abilities
Domain Travel, Agile Feet 13/13
Judgement (Su) 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.
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.


Destruction: The inquisitor is filled with divine wrath, gaining a +5 sacred bonus on all weapon damage rolls.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 5. This causes the inquisitor to heal 4 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +3 sacred bonus on all attack rolls. 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 +5 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. 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 +3 sacred bonus on all saving throws. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 3/magic. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s.

Resistance: The inquisitor is shielded by a flickering aura, gaining 10 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

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.
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) an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Su) 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) an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
Bane (Su)
Discern Lies (Sp) 13 rounds/day
Stalwart (Ex)
Greater Bane (Su) whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness (Ex)


Born 10 Erastus, 4689.

Renting a studio in Mainshore.

The youngest son of six siblings, born to bakers in High Bridge, Ferox had few prospects in the family business and little interest in them to start with. At the age of six, Ferox was sent to the Church of Abadar to study and enter the clergy. It was there that he excelled. As a young teen, he caught the eye of a captain of the church’s Inquisition. Taken under the wing of the Inquisition, Ferox developed a strong drive to protect Korvosa and learned how to deal with threats to its sovereignty. Ferox was his most proud when he finally received his Key and could put all that he’d learned to work.

He quickly learned that the life of an inquisitor was not as glamorous as he’d imagined. He was teamed up with a fellow graduate, Terrem Haddlor. Together, the two were tasked with the missions that the other inquisitors found beneath them or too weird to tackle themselves.

One of their first tasks involved the recovery of a minor relic stolen from the home of a lesser noble in North Point. An ancestor of the noble, some great, great, great aunt, had been a paladin of Abadar. She had quested throughout Varisia, trying to civilize the land. She was also well known for never taking a man to her bed, despite her great beauty and constant propositions. Legend was that regardless of this she was still something of a randy minx. She had taken to nightly anointing the pommel of her sword, often quite loudly. After her death, defeating some demon or other, her sword was recovered and enshrined in the family home as a relic. It was rumored to have some healing abilities, but there were only a few obscure accounts as to how to activate the power of the sword that no one had yet attempted. Ferox and Terrem tracked the sword down to a group of girls who were known to frequent the company of the noble’s son. One of girls had stolen the sword while visiting one night, hoping its healing powers would cure the group of a communicable disease they had all contracted from the son.

The last case the two inquisitors worked on would be the final case they would work on together. They were investigating a magistrate, Den Gloval, suspected of involvement with a demonic cult. After several weeks of investigation and shadowing the magistrate, they caught their break. Gloval led them late one night into the wilds outside of Korvosa. Ferox and Terrem believed they would finally catch Gloval and his conspirators. They tracked Gloval to a marsh, east along the Jeggare River. There they found Gloval and his cohorts not worshipping demons or devils. The whole group of them were buck naked, busy making the beast with two back with a pack of giant toads. Apparently, a toad’s butt is water tight. The whole “cult” had gathered to satisfy that one kink. Neither Terrem or Ferox would be the same.

Ferox could no longer produce an erection. Any erotic thought would conjure the image of those men making love to the toads. The constant drinking didn’t help. His girlfriend left him for a half-orc scullery maid. He receives regular letters from the women, detailing all of the love-making they do, often accompanied by accurate portrayals in a variety of mediums: paintings, charcoal or pencil sketches, even one very well done bronze sculpture. The letters usually profess the half-orc’s more masculine and hairier nature.

Terrem took to substance abuse, becoming addicted to shiver. An overdose one night ended Terrem’s life and his partnership with Ferox.

Ferox put the bottle away and has been on the hunt for whoever supplied Terrem with shiver, looking to end the threat that killed his friend.

He is thin and too tall for his slight build. He has sharp, hawkish features. One might consider him handsome except for his overlarge nose and the scar along his jaw. He is dressed in well-worn black leathers. His dark grey cloak is pulled back over his shoulders. A large bow is slung across his back; a couple of daggers are sheathed on his belt. The gold key of Abadar hangs on a chain around his neck.

Combat: Ferox prefers to attack from range, maneuvering to gain the best advantage on his foe.

Social: Ferox is at ease letting others take the lead in conversations, absorbing and cataloging all that’s being said for later dissection and analysis. If the conversation isn’t pressing the points he’s expecting, Ferox has no problem stepping in and directing the talks to where he wants them, with guile or at the point of an arrow.

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