half-orc inquisitor of Pharasma 1 (Pathfinder RPG Advanced
Player’s Guide 38)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 18, touch 14, flat-footed 14* (+4* armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
Defensive Abilities orc ferocity
Speed 30 ft.
Melee dagger +2 (1d4+2/19–20)
Ranged longbow +4 (1d8/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +3)
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day)—divine favor, litany of slothUC (DC 13)
0 (at will)—disrupt undead, guidance, siftAPG, stabilize
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Point-Blank Shot
Traits Child of the TempleAPG,*, Undead SlayerAPG
Skills Intimidate +6, Knowledge (religion) +5, Linguistics +1, Perception
+6, Sense Motive +7, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc, Varisian
SQ monster lore +2, orc blood, stern gaze +1*
Combat Gear scroll of cure light wounds, acid; Other Gear studded
leather, dagger, longbow with 50 cold iron arrows, backpack, spell
component pouch, wooden holy symbol of Pharasma
*The effects of this ability are calculated into He ’s statistics.
Gentle Rest Five times per day as a melee touch attack, He can
fill a creature with lethargy, causing a living creature to become
staggered for 1 round. If she touches a staggered living creature,
that creature falls asleep for 1 round instead. Undead creatures she
touches are staggered for 3 rounds.
Judgment Once per day, He can pronounce judgment upon her
foes as a swift action, granting her one of the benefits listed below.
As a swift action, she can change any of the benefits to a different
option. Once activated, this ability lasts until combat ends, at which
point all of the bonuses immediately end. He 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.
Destruction: He gains a +1 sacred bonus on weapon damage rolls.
Healing: He gains fast healing 1.
Justice: He gains a +1 sacred bonus on attack rolls.
Piercing: He gains a +1 sacred bonus on concentration checks
and caster level checks to overcome a target’s spell resistance.
Protection: He gains a +1 sacred bonus to AC.
Purity: He gains a +1 sacred bonus on saving throws.
Resiliency: He gains DR 1/magic.
Resistance: He gains acid, cold, electricity, fire, or sonic resistance 2.
Smiting: He ’s weapons overcome damage reduction as if they
were magic and good.
Monster Lore He gains a +2 bonus on Knowledge checks
to identify creatures’ abilities and weaknesses.
Orc Blood He counts as both an orc and a human.
Orc Ferocity Once per day, when He is brought below 0 hit points but
not killed, she can fight on for 1 more round. She moves at half speed
and can either take a move action or take standard action. Doing either
deals 1 point of damage to her. Unless brought above 0 hit points, she
falls unconscious and begins dying at the end of her next turn.
Point-Blank Shot He receives a +1 bonus on attack and damage
rolls with her bow when she is within 30 feet of her target.
Undead Slayer He gains a +1 trait bonus on weapon damage rolls
Spells and Gear He has access to the following spells and gear.
Cure Light Wounds He ’s scroll heals a touched creature for 1d8+1
points of damage.
Disrupt Undead He can make a ranged touch attack at +4 against an
undead target within 35 feet. She deals 1d6 points of damage on a hit.
Divine Favor He grants herself a +1 luck bonus on attack and
damage rolls for 1 minute.
Guidance He can give a touched target a +1 competence bonus
that the target can use on any attack roll, saving throw, or skill
check in the next minute.
Litany of Sloth As a swift action, He can cause a target creature
within 35 feet who fails a DC 13 Will saving throw to become unable
to take attacks of opportunity or cast spells defensively for 1 round.
Sift He can search one 10-foot cube within 30 feet, attempting a
Perception check with a –5 penalty (total +1) to notice any secret
doors, traps, or hidden treasure. She must be able to see the area.
Stabilize He can target a living creature at –1 hit points or lower
within 35 feet. The creature automatically stabilizes.