| Race |
Human/Inquisitor - HP: 30/30, - AC: 17/T: 12/FF: 15 - Perception: +8 |
|
| Classes/Levels |
- F: +6 / R: +6/ W: +6 - CMB: +5 - CMD: 17, Speed: 30 |
|
About Gregor Hawthorne
Gregor Hawthorne
Male Human Inquisitor 3
LN Medium Humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+12); judgement of sacred healing 2
Fort +6, Ref +6, Will +6
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 (cold)
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Offense
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Speed 30 ft.
Melee Cold Iron Sickle +5 (1d6+3/x2) and
. . Masterwork Morningstar +6 (1d8+3/x2) and
. . Silver Light mace +5 (1d6+3/x2)
Special Attacks agile feet (5/day), judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Shield of Faith, Protection from Evil, Litany of Sloth, Wrath
0 (at will) Read Magic, Detect Magic, Light, Detect Poison, Disrupt Undead, Stabilize
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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Lightning Reflexes, Power Attack -1/+2, Precise Strike, Toughness +3
Traits Armor Expert, World Traveler (Knowledge [local])
Skills Acrobatics +1, Climb +6, Diplomacy +4, Disguise +3, Escape Artist +1, Fly +1, Intimidate +5, Knowledge (arcana) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (local) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (nature) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify the abilities and weaknesses of creatures), Perception +8, Ride +1, Sense Motive +7, Spellcraft +4, Stealth +1, Survival +7 (+8 to track), Swim +6 Modifiers monster lore
Languages Common
SQ domains (travel), judgement (1/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Wand of cure light wounds, Alchemist's fire (2), Caltrops; Other Gear Masterwork Kikko armor, Cold Iron Sickle, Masterwork Morningstar, Silver Light mace, Cloak of resistance +1, Wayfinder (empty), Backpack (16 @ 12 lbs), Belt pouch (1 @ 2 lbs), Chalk (5), Crowbar, Earplugs, Abadar, Ink, black, Inkpen, Mirror, Parchment (5), Scroll case (5 @ 0 lbs), Sewing needle, Silk rope, Smoked goggles, String or twine, Thread (50 ft.), Wrist sheath, spring loaded (1 @ 0 lbs), 3049 GP, 3 SP
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
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 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
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Journal
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