About Malthur WilkMovement and Sight:
Vision: Low-light Speed: Walk 30 ft. Languages: Common, Elven, Taldane Skills and Feats:
-------------------------- Skills -------------------------- Skill Total Diplomacy 11 Knowledge (Planes) 7 Knowledge (Religion) 7 Perception 9 Sense Motive 7 Spellcraft 5 -------------------------- Feats ---------------------------
Skill Focus (Diplomacy)
Armor Proficiency, Medium
Shield Proficiency
Simple Weapon Proficiency Combat:
-------------------------- Combat -------------------------- AC: 16
Initiative: +5 BAB: +1 Melee tohit: +2 Ranged tohit: +3 Fortitude: +5
Unarmed attack:
Composite Shortbow STR:
Spear:
Spear (Thrown):
Equipment:
------------------------- Equipment ------------------------ Name QTY LBS Armored Coat 1 20lbs Assisting Glove 1 1lbs Outfit (Traveler's) 1 5lbs Potion of Cure Light Wounds 4 0lbs Special: Cures 1d8+1 points of damage Scroll (Charm Person) 2 0lbs Scroll (Mage Armor) 3 0lbs Shortbow (Composite) (2 lbs.) Total weight carried: Current load: Light
Inquisitor Spells:
SPELLBOOKNAME0 Level 0
Light (Evocation)
Read Magic (Divination)
Sift (Divination)
Stabilize (Conjuration)
Level 1
Protection from Evil (Abjuration)
Shield of Faith (Abjuration)
Wrath (Enchantment)
Inquisitor Judgements:
Judgment (Su) Starting at 1st level, 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. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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. Judgment / 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). Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks. 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. Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. 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). Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Description:
Height: 6' 3" Weight: 175 lbs. Gender: Male Eyes: Pale Blue Hair: Silver-White, Skin: Tanned Dominant Hand: Ambidextrous Quirks: Even tempered, Speech style: Commanding Voice Quotable: It stinks! Background
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