#3-18: The Frostfur Captives: 1XP, 502GP, 2PP
#3-01: The God's Market Gamble: 1XP, 217GP, 2PP
Intro 3: First Steps III, Vision of Betrayal: 1XP, 401GP, 2PP
#3-07: Echoes of the Overwatched: 1XP, 502GP, 2PP
#4-19: Night March of Kalkamedes: 1XP, 513GP, 2PP
#0-4: Frozen Fingers of Midnight: 1XP, 467GP, 2PP
Male Human Inquisitor (Preacher, Sin Eater) 3
NG Medium Humanoid (human)
Init +5; Senses Perception +8, Sense Motive +8
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+3+3); Judgement of Sacred Healing 1
Fort +4, Ref +4, Will +5; +2 trait bonus vs. charm and compulsion
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
Speed 30 ft.
Melee Dagger +4 (1d4+2/19-20/x2), Sickle +4 (1d6+2/19-20/x2) and Spear +4 (1d8+3/x3)
Ranged MW Comp Longbow (Str +2) +6 (1d8+2/x3)
Special Attacks 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 (Sin Eater) Spells Known (CL 3, +4 melee touch, +5 ranged touch):
1 (3/day) Divine Favor, Shield of Faith (DC 13), Protection from Evil (DC 13), Wrath
0 (at will) Acid Splash, Create Water, Detect Magic, Guidance, Light, Read Magic
Str 14, Dex 16, Con 13, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +4; CMD 17
Escape Artist +2
Knowledge (Arcana) +5 (+7 to identify the abilities and weaknesses of creatures)
Knowledge (Dungeoneering) +4 (+6 to identify the abilities and weaknesses of creatures)
Knowledge (Local) +5 (+7 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)
Profession (Trapper): +6
Sense Motive +8
Survival +6 (+7 to track, +8 to avoid becoming lost when using this)
Equipment and Misc
Combat Gear: MW Comp Longbow (Str +2), Arrows (40), MW Chain shirt, Dagger, Spear
Other Gear: Backpack (3 @ 8.06 lbs), Belt pouch (4 @ 0 lbs), Blanket, Candle (3), Flint and steel, Holy symbol, wooden (Erastil), Scroll of Cure Moderate Wounds, Cure Moderate Wounds, Silk rope, Trail rations (6), Wand of Cure Light Wounds (46), bedroll, signal whistle, compass, waterproof bag
Coin: 1641gp, 4sp, 7cp
Eat Sin 1d8+2 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Judgement (Su): 1/day gain a sacred bonus. See Judgments below.
Cunning Initiative: Add Wisdom Mod to Initiative
Detect Alignment: Detect chaos, evil, good, or law at will.
Track +1: Add the listed bonus to survival checks made to track.
Determination (2/day): Preacher may allow rerolls or bonuses as immediate actions
Birthmark: +2 save vs. charm & compulsion
World Traveler: +1 to Knowledge, Local and it becomes a class skill
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: Ignore penalties when firing into melee.
Rapid Shot: Fire one additional time during a full-attack with a -2 penalty to all attacks.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. 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 +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. 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 +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
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).
Kargen is a former member of the Andoran military. He commanded a company of archers before an altercation where he countermanded a superior officer's orders resulted in him being demoted. After a year of being shunned for further promotion and being given menial tasks, Kargen opted for discharge and joined the Pathfinder Society hoping to still do some good for his home nation.