Male Half-orc Inquisitor 13 | hp 119/119 | Init +9 | AC 25, T 16, FF 21 | CMB +13, CMD 29 |
F +14, R +12, W +15 | Prcptn +25 (drkvsn), SM +26 |
A towering half-orc, nearly a head taller than most humans, KULIK has white, spiky hair shorn closely and green eyes. He wears a silvery chain shirt which bears small fragments of several other wild beasts dangling about it — "trinkets", he calls them. Strapped across his back are an ornate longbow and a greataxe with a blade of black metal. A close look reveals a delicate butterfly tattoo on his right palm.
KULIK (PFS #3601-4)
Male Half-Orc Inquisitor 13
CG Medium Humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +25
AC 25, touch 16, flat-footed 21 (+7 armor, +2 deflection, +4 Dex, +2 natural)
hp 119 (13d8+51)
Fort +14, Ref +12, Will +15; +4 dodge bonus vs. allies spells that have this feat
Defensive Abilities evasion, orc ferocity (1/day), stalwart
Str 16 (18), Dex 16 (18), Con 14 (16), Int 8, Wis 18 (16), Cha 10
Base Atk +9; CMB +13; CMD 29
Feats Clustered Shots, Coordinated Shot, Deadly Aim (-3/+6), Enfilading Fire, Friendly Fire Maneuvers, Lookout, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits Deft dodger, Watching Taldor
Skills Acrobatics +5 (+9 jump), Appraise -1, Bluff +0, Climb +9, Diplomacy +15, Disguise +0, Escape Artist +4, Fly +4, Heal +8, Intimidate +10, Kn (dungeoneering) +5 (+9 w/monster lore), Kn (nature) +5 (+9 w/monster lore), Kn (planes) +5 (+9 w/monster lore), Kn (religion) +5 (+9 w/monster lore), Perception +25, Ride +4, Sense Motive +26, Stealth +4, Survival +20 (+26 to track), Swim +4; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Common, Orc
SQ agile feet (7/day), judgement (5/day, 2 simultaneous), monster lore +4, solo tactics, stern gaze +6, teamwork feat (change 3/day), track +6
Gear potion of cure light wounds (x2), potion of fly, scroll of dismissal, scroll of restoration, wand of cure light wounds, wand of endure elements32/50, wand of infernal healing42/50, wand of lesser restoration (4 charges), acid (x2), alchemist's fire (x2), alkali flask (x2), holy water (x2), liquid ice (x2), wpn blanch (adamantine), wpn blanch (ghost salt); +2 mithral chain shirt, +1 adaptive, holy composite longbow, +1 cold iron greataxe, arrows (x20), blunt arrows (x20), cold iron arrows (x20), smoke arrows, mwk composite longbow (Str +2), mwk silver morningstar, silver arrows (x20), smoke arrows, starknife, amulet of natural armor +2, belt of physical perfection (Str, Dex, Con +2), boots of speed, cloak of resistance +2, efficient quiver (x2), eyes of the eagle, first aid gloves, oil of daylight, pathfinder pouch (3 @ 246.5 lbs), ring of evasion, ring of protection +2, handy haversack (12 @ 16 lbs), climber's kit, flint and steel, silk rope, smoked goggles, torch (x2), spring loaded wrist sheath, (1 @ 0 lbs, wand of cure light wounds), 6826 gp
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain. x Bane (+2 / 4d6) (18 rounds/day) (Su) Make the weapon you are holding a bane weapon. x Coordinated Shot (T) Allies threatening an opponent not providing cover against your ranged attacks give you a +1 bonus on ranged attacks against that opponent (+2 if flanking).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (120/day) (Sp) Teleport 130'/day. Discern Lies (13 rounds/day) (Sp) Discern Lies at will
Enfilading Fire (T) Receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies.
Evasion (ring) If you succeed at a Reflex save for half damage, you take none instead.
Friendly Fire Maneuvers (T) Allies do not provide soft cover to enemies.
Inquisitor Domain (Travel) Granted Powers: Increase your base speed by 10 feet.
Judgment of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgment of Sacred Healing 4 (Su) Fast Healing
Judgment of Sacred Justice +3 (Su) Attack bonus
Judgment of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgment of Sacred Protection +2 (Su) AC bonus
Judgment of Sacred Purity +2 (Su) Save bonus
Judgment of Sacred Resiliency 2: Magic (Su) DR/magic
Judgment of Sacred Resistance 8 (-Choose-) (Su) Energy Resistances
Judgment of Sacred Smiting (magic, adamantine) (Su) DR bypass
Lookout (T) Act in the surprise round if an adjacent ally with this feat can act in the surprise round.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 hp (but still more than negative Con score), can act as though disabled for 1 rd.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement (5/day) (Su) Variable bonuses increase as the combat continues. 0/5 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
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +6 (Ex) +6 to Sense Motive and Intimidate.
Track +6 Add the listed bonus to survival checks made to track.
Watching Taldor During surprise round may draw weapons as a free action.