Ancient-Born

Zed Ulmin's page

1,512 posts. Alias of CampinCarl9127.


Full Name

Zed Ulmin

Race

Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25

Classes/Levels

Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Gender

Male

Size

Medium

Age

140

Alignment

NG

Deity

Pharasma

Languages

Common

Strength 22
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 7

About Zed Ulmin

Statistics:
Male Dhampir Inquisitor (Kinslayer) 12
NG Medium Humanoid (Dhampir)
Init +7; Senses Perception +25; darkvision 60 ft., low-light vision 120 ft.
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DEFENSE
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AC 28, touch 14, flat-footed 26 (+12 armor, +2 dex, +2 deflection, +2 natural)
hp 99
Fort +13, Ref +9, Will +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain)
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OFFENSE
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Speed 30 ft. (20 ft. in armor)

Melee Tetsubo +18/+13 (1d10+12)
Scythe +16/+11 (2d4+9)
Dagger +16/+11 (1d4+6)

Ranged Light Crossbow +12 (1d8)
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STATISTICS
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Str 22, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +9/+4; CMB +15; CMD 27
Traits Subject of Study (Undead), Hunter's Blood
Feats Exotic Weapon Proficiency (Tetsubo), Power Attack, Heavy Armor Proficiency, Furious Focus, Instant Judgement, Divine Interference
Skills (106 points; 72 inquisitor, 12 Int, 22 background)
ACP -3
(12) Artistry (philosophy) +16
(1) Climb* +10
(1) Heal +8
(12) Intimidate +19
(6) Knowledge (arcana) +10 (+Wis to identify creatures)
(4) Knowledge (dungeoneering) +8 (+Wis to identify creatures)
(4) Knowledge (local) +8 (+Wis to identify creatures)
(6) Knowledge (planes) +10 (+Wis to identify creatures)
(6) Knowledge (religion) +10 (+Wis to identify creatures, +3 vs undead)
(12) Lore (Kavapesta) +16
(12) Perception +25
(12) Sense Motive +26
(4) Spellcraft +8
(12) Stealth* +15
(1) Survival +8 (+1/2 level tracking (+1 vs undead))
(1) Swim* +10
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Diplomacy to gather info on undead (trait)
+1 Knowledge (religion) vs undead (trait)
+1 Survival tracking undead (trait)
+Wis to identify creatures (class)
+1/2 level Intimidate (class)
+1/2 level Sense Motive (class)
+1/2 level Survival (tracking) (class)
+1 Perception/Sense Motive (item)
+1 Stealth (item)
+5 Perception (item)
Languages Common, Necril

Special Abilities:

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SPECIAL ABILITIES
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Undead Resistance Dhampirs gain a +2 racial bonus on saves vs disease and mind-affecting effects.

Resist Level Drain A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Vampire Hunter Some dhampirs bear a deep hatred for their undead progenitors and their kin that can never be fully quenched. They gain a +1 bonus on attack rolls against vampires.

Fangs On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.

Darkvision Dhampir see perfectly in the dark up to 60 feet.

Low-light vision In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Nosferatu-Born Weakness -1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.

Negative Energy Affinity Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Subject of Study (Undead) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type. You gain a +1 bonus on damage rolls against undead.

Hunter's Blood You didn’t choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name – it’s better known than you are. You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.

Repose Domain (Ancestors/Souls Subdomains) You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Touch the Spirit World (4/7) With a touch, you empower a weapon to affect incorporeal creatures. The weapon deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your inquisitor level. You can use this ability a number of times per day equal to 3 + Wis mod.

Speak With Dead (12/12) At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your inquisitor level.

Judgment (2/4) An inquisitor can pronounce judgment as a swift action. At 1st level and every three levels thereafter, the inquisitor gains a daily use of this ability. Once activated this ability lasts until the combat ends. 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.

Second Judgment At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Slayer's Brand (Branding Ray, Debilitating Brand, Devastating, Holy) The kinslayer gains the ability to brand undead or evil creatures with positive energy. She must make a melee or ranged touch attack vs the creature (within 20 feet). This deals 1d6 + Cha positive energy damage, and burns her personal symbol into the creature's flesh, bone, or even its incorporeal form. She can sense the existence of a branded creature as a locate creature spell (CL = half inquisitor level). A slayer's brand lasts until the creature is destroyed or until used on another creature. A branded creature takes a -2 penalty on attack rolls against the kinslayer. When she attacks a branded creature she has a crit range of 19-20. Good kinslayers gain a +2 sacred bonus on crit confirmation rolls.

Healing (5): The inquisitor gains fast healing 1. The amount of healing increases by 1 point per 3 inquisitor levels.

Justice (+3, +6 crit confirmation): The inquisitor gains a +1 sacred bonus on attack rolls. This bonus increases by +1 per 5 inquisitor levels. At 10th level, this bonus is doubled on crit confirmation rolls.

Piercing (+5): The inquisitor gains a +1 sacred bonus on concentration checks and caster level checks made to overcome spell resistance. This bonus increases by +1 per 3 inquisitor levels.

Protection (+3, +6 vs crit): The inquisitor gains a +1 sacred bonus to Armor Class. This bonus increases by +1 per 5 inquisitor levels. At 10th level, this bonus is doubled vs crit confirmation rolls.

Purity (+3, +6 vs curse/disease/poison): The inquisitor gains a +1 sacred bonus on all saving throws. This bonus increases by +1 per 5 inquisitor levels. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency (3/evil): The inquisitor gains DR 1/magic. This DR increases by 1 per 5 inquisitor levels. At 10th level, this DR changes from magic to evil.

Resistance (10): The inquisitor gains 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 per 3 inquisitor levels.

Smiting (magic, good, adamantine): The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as good. At 10th level, the inquisitor’s weapons also count as adamantine.

Monster Lore The inquisitor adds her Wis mod on Knowledge checks to identify the abilities and weaknesses of creatures.

Stern Gaze (+6) An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level.

Cunning Initiative At 2nd level, an inquisitor adds her Wis mod on initiative checks.

Undead Sense At 2nd level, a kinslayer can cast detect undead as a spell-like ability (CL = inquisitor level) at will. If she detects the presence of undead, she can use her monster lore ability to attempt to determine the type of undead detected as well as to reveal any strengths or weaknesses the undead might have. If any of the detected undead are vampires, she gains a bonus on the check equal to her inquisitor level to immediately identify them as such.

Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics Zed does not use any teamwork feats.

Greater Brand (Branding Ray, Debilitating Brand, Devastating Brand, Holy Brand) At 1st level, a kinslayer learns to modify her slayer's brand judgment as she gains levels. Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn a modification to her slayer's brand judgment.

Greater Bane (10/12) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type (and subtype if a humanoid or outsider) when she uses this ability. The type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. This ability lasts for a number of rounds per day equal to the inquisitor’s level. At 12th level the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Discern Lies (12/12) At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. Activating this ability is an immediate action.

Stalwart At 11th level if the inquisitor makes a Fort or Will save against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-173 lb. Medium 174-346 lb. Heavy 347-520 lb.
Current Load Carried 68 lb.

Money 15 GP 0 SP 0 CP
+1 Truthful Tetsubo (18320gp) (10 lb.) (treated as +3 via Greater Magic Weapon)
MWK Scythe (318gp) (10 lb.)
Lady's Mercy x2 (300gp)
MWK Light Crossbow (335gp) (4 lb.)
+1 Advancing Mithral Full Plate of Speed (29500gp) (25 lb.) (treated as +3 via Magic Vestment)
Belt of Giant Strength +4 (16000gp) (1 lb.)
Headband of Inspired Wisdom +2 (4000gp) (1 lb.)
Cloak of Resistance +3 (9000gp) (1 lb.)
Ring of Protection +2 (8000gp)
Amulet of Natural Armor +2 (8000gp)
Lesser Extend Metamagic Rod (2/3) (3000gp) (5 lb.)
Eyes of the Eagle (2500gp)
Boots of the Cat (1000gp) (1 lb.)
Heavy Wooden Shield (7gp) (10 lb.)
Iron Holy Symbol of Pharasma (5gp) (1 lb.)
Cracked Pale Ruby Trillian (+1 stealth) (200gp)
Cracked Dusty Rose Prism (+1 init) (500gp)
Cracked Dark Blue Rhomboid (+1 perception/sense motive) (400gp)
Cracked Amethyst Pyramid (+2 knowledge (religion) vs undead) (150gp)

Expendable Resources
Potion of Enlarge Person x3 (150gp)
Potion of Lesser Restoration x2 (600gp)
Potion of Fly x3 (2250gp)
Potion of Mirror Image x3 (900gp)
Potion of Ironskin x3 (900gp)
Potion of Inflict Light Wounds x3 (150gp) (these potions are labelled)
Potion of Inflict Serious Wounds x2 (these potions are labelled)
Wand of Inflict Light Wounds (38/50) (750gp)
Wand of Inflict Light Wounds (50/50) (750gp)
Scroll of Heal x2

Background:

The city of Kavapesta was founded in honor of Mother Kavapesta after her death. But the city is not the only thing that carries on her legacy, for she started a line of her blood under the name Ulmin. For nearly a thousand years, the Ulmin's have upheld the ceremonial style of worship known as Pharasmin Penitence. They also became some of the greatest undead hunters the world has ever known, protecting the final rests of the dead. The dead have paid their dues; there is no need, and no excuse, for them to walk. This is the legacy of the Ulmin line. Over eight hundred years have passed, and the Ulmin line remains strong and active. Their members have traveled far and wide to spread Pharasmin Penitence and hunt various undead, but they always come back to Kavapesta.

Revhi Ulmin was born in raised in Kavapesta and took to her family's line of work like a fly to honey. She became a fine inquisitor and focused on the path of vampire hunting. Undead are a scourge upon the living, but she believed the worst of the undead are the ones with unnatural appetites for flesh and blood things that should persist without feeding, but consume anyway. With the help of her family and clerics and paladins and many others, she rooted out lone vampires as well as cults, bringing their unholy scourge to an end. She began her own reputation in addition to her family's.

However, vampires are not mindless undead, and being well known for killing them has dangers. Revhi was returning to Kavapesta from a successful hunt when she was approached by an old man. He claimed his town had a vampire in their midst and he begged for her help. She happily accepted and after a brief family visit left for the small town of Illmarsh. She was directed to an abandoned manor in the middle of the marshes, but that's when everything went wrong. The old man was waiting for her, and he dropped his guise to reveal his true vampiric nature. Revhi was a very good hunter, but the vampire known as Vladimir Orlovsky was an antipaladin and far too powerful for her. She was overpowered and captured by the vampire, but he had far more sick and twisted plans for the slayer of his kin than just a murder. Imprisonment, starvation, torture...and worse things. Revhi's existence started to look hopeless, but as a devout of Pharasmin Penitence she endured, and it paid off. A month into this hell she seized an opportunity when Vladimir had to leave the manor, breaking both of her own wrists to escape her shackles and the nightmare forever.

Revhi returned to Kavapesta for the last time. She was deeply scarred from her imprisonment, but she was nothing if not a tough woman and came to live with the terms. Her injuries were too great to continue as an active inquisitor and hunter, but she helped the church of Pharasma in other ways, particularly when it came to training younger generations of inquisitors and undead hunters. But a few months later the nightmares all came back when she visited a healer for nausea and discovered she was pregnant. She had not been with anybody since her capture, so she knew what that meant. The rest of her family had a very hard time coming to terms with what happened to her. They despised what had happened and feared the child would be born a monstrosity, but as followers of the Goddess of fate and rebirth they opted not to meddle with the destiny of the child until it was proven evil.

And so it came to be that a family of Pharasma-worshiping undead hunters had a dhampir born into their midst. The child was immediately taken to a temple of Pharasma and his fate was read, and what a chilling fate it was. The tiles for kin and slayer were in the most prominent positions. This harshly divided the Ulmni family on what to do with the child. Some saw it as an ill omen that the child would grow up to betray and kill his own family, embracing his father's heritage. Others saw it as a good omen that he would grow up to hunt and kill undead, embracing his mother's heritage. Lucky for him, Revhi was of the latter opinion, and while other members of his family despised or hated him they would not act against Revhi.

Zed grew up and became everything his mother hoped he would be. He became a devout inquisitor of Pharasma and fell right in line with what his family had been doing for generations. The truth of his ancestry was never concealed from him, and he has always had mixed emotions about it. The circumstances of his birth were abhorrent and he constantly had to deal with prejudice (when it was within his own family it hurt the most), but he could track undead in the dark and survive being hit with the powers of the undead, making him a uniquely powerful hunter. After many years of hard work with a lot to show for his efforts, he was given a begrudging respect, if not outright acceptance.

But Vladimir had not forgotten about the vampire hunter that escaped his clutches. For years he had been plotting, and he finally put his plan into action. Revhi herself was not half the fighter she was before his tender care, but she was still a potent spellcaster and protected by the church of Pharasma. But by orchestrating a string of attacks in the nearby civilizations he empties the church of most of its powerful individuals and attacked when Revhi was the most vulnerable. However, upon sneaking into her home, he saw that she had a son now. This surprised him (and he did not make the connection that it was his own child), but he saw the opportunity to torment Rilka even further. He attempted to drain the life from Zed in front of her to scar her further before killing her, but to his surprise Zed was not hurt by the negative energy. The distracting gave Revhi time to act, and what would have been a quiet assassination turned into a full-blown fight. Zed tried to help but was out of his league and knocked to the side like a child, shattering several ribs and giving him deep cuts. Revhi fought admirably and wounded Vladimir, but the vampire was out for blood this time and finally ended the life he had spent so much time tormenting. He turned to finish off the child, but the sounds of the battle had brought the attention of others, and he fled back into the night.

Over a hundred years have passed since that fateful night, Zed's undead heritage allowing him to outlive all of his family and his few friends, watching the generations come and go in Kavapesta. While there is still quite a bit of prejudice from his family and the church against him, his elder status allows him to get by most of it. His longevity gave him a broader view of life. After years of searching for Vladimir he gave up, although he always keeps an ear out for any news about a powerful vampire. With his age came greater responsibility, and he began traveling Ustalav more both as a representative of the church of Pharasma, a representative of his family, and a hunter of all things unliving. During his time in Ravengro when he was taking care of a few rogue zombies, he came upon a man named Professor Lorrimor. The Professor was very interested in Zed's work and was even more interested when he learned of Zed's heritage and abilities. For the sake of his own curiosity, he helped Zed to learn more about what it meant to be half-undead and how he could learn about the defenses and weaknesses of real undead from his own anatomy and the wounds he had received. They became fast friends, and one of the only ones Zed ever had.

Appearance and Personality:

Zed is tall and gaunt with well-defined muscles and broad shoulders. His skin is pallor, his head completely bald, and his eyes are an unnerving ghastly white. His ears are slightly pointed, almost like a half-elf, and his facial features are thin and gaunt.

Zed is a resigned and determined person. He moves with a careful, fluid grace and considers situations carefully before making a decision. He has a few defined principles from his faith, but most of the time he relies on stone-cold pragmatism. He often is very distant, bordering on uncaring, but of the very few friends he manages to make he is fiercely protective.

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Legacy Stats for GM-JZ's Carrion Crown:
Male Dhampir Inquisitor (Kinslayer) 9
N Medium Humanoid (Dhampir)
Init +5; Senses Perception +17; darkvision 60 ft., low-light vision 120 ft.
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DEFENSE
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AC 21, touch 13, flat-footed 19 (+1 deflection, +7 armor, +2 dex, +1 natural)
hp 66
Fort +9, Ref +7, Will +10 (+2 vs disease and mind effecting effects)
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OFFENSE
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Speed 30 ft.

Melee Tetsubo +12/7 (1d10+8)
Scythe +11/6 (2d4+7)
Dagger +11/6 (1d4+5)

Ranged Light Crossbow +8 (1d8)
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STATISTICS
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Str 20, Dex 14, Con 12, Int 10, Wis 15, Cha 10
Base Atk +6/1; CMB +11; CMD 24
Traits Subject of Study, Hunter's Blood
Feats Exotic Weapon Proficiency (Tetsubo), Power Attack, Shield of Swings, Precise Strike, Furious Focus, Instant Judgement
Skills (72 points; 54 inquisitor, 18 background)
ACP -4
(9) Artistry (philosophy) +12
(4) Bluff +9
(1) Climb* +8
(2) Diplomacy +5
(2) Disguise +5
(1) Heal +6
(9) Intimidate +16
(1) Knowledge (arcana) +4
(1) Knowledge (dungeoneering) +4
(1) Knowledge (nature) +4
(1) Knowledge (planes) +4
(3) Knowledge (religion) +6
(9) Lore (Kavapesta) +12
(9) Perception +17
(9) Sense Motive +19
(1) Spellcraft +4
(9) Stealth* +15
(1) Survival +6 (+4 tracking)
(1) Swim* +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Bluff (race)
+2 Perception (race)
+1 Diplomacy tracking undead (trait)
+1 Knowledge (religion) vs undead (trait)
+1 Survival tracking undead (trait)
+2 Wisdom to identify creatures (class)
+1/2 Intimidate (class)
+1/2 Sense Motive (class)
+1/2 Survival (tracking) (class)
+1 Perception/Sense Motive (Ioun stone)
+1 Stealth (Ioun stone)
Languages Common

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SPECIAL ABILITIES
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Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.

Fangs On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.

Darkvision Dhampir see perfectly in the dark up to 60 feet.

Low-light vision In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Subject of Study Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type. You gain a +1 bonus on damage rolls against undead.

Hunter's Blood You didn’t choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name – it’s better known than you are. You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.

Final Rest Inquisition The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.

Disrupt Animation (5/5) You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgment (2/3) 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.

Second Judgment At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Slayer's Brand (Devastating, Holy) When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. The kinslayer can use her brand on creatures with the evil subtype as well as undead. To do so, she must make a successful melee touch attack against the creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the creature is destroyed or until the kinslayer uses this ability on another creature.

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 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore 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.

Stern Gaze 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).

Undead Sense At 2nd level, a kinslayer gains the ability to use detect undead as a spell-like ability (caster level equal to the kinslayer's inquisitor level) at will. If she detects the presence of undead, she can use her monster lore ability to attempt to determine the type of undead detected as well as to reveal any strengths or weaknesses the undead might have. If any of the detected undead are vampires, she gains a bonus on the check equal to her inquisitor level to immediately identify them as such.

Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Greater Brand At 1st level, a kinslayer learns to modify her slayer's brand judgment as she gains levels. Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn a modification to her slayer's brand judgment.

Devastating Brand When the kinslayer attacks a creature that she has branded with her slayer's brand, she threatens a critical hit on a roll of 19–20. If the kinslayer is good, she also gains a +2 sacred bonus on all rolls to confirm critical hits on a branded creature.

Bane (8/8) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Unravel Animation At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.

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Spells
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0th (at will) Daze
Detect Magic
Detect Poison
Guidance
Light
Stabilize

1st (6/6) Inflict Light Wounds
Hide from Undead
Protection from Evil
Weapons Against Evil
Shield of Faith

2nd (5/5) Inflict Moderate Wounds
Blistering Invective
Invisibility
See Invisibility

3rd (3/3) Halt Undead
Heroism
Communal Align Weapon
Searing Light

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GEAR/POSSESSIONS
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Carrying Capacity (needs to be updated)
Light 0-76 lb. (0-228 lb.) Medium 77-153 (229-459 lb.) lb. Heavy 154-230 lb. (460-690 lb.)
Current Load Carried 68 lb.

Money 1222 GP 4 SP CP
+1 Tetsubo (2320gp) (10 lb.)
Scythe (18gp) (10 lb.)
Dagger (2gp) (1 lb.)
Light Crossbow (35gp) (4 lb.)
+2 Scale Mail (4200gp) (30 lb.)
Heavy Wooden Shield (7gp) (10 lb.)
Belt of Giant Strength +2
Iron Holy Symbol of Pharasma (5gp) (1 lb.)
Manacles, Common (15gp) (2 lb.)
Holy Water x3
Heavyload Belt
Potion of Remove Disease
Healer's Kit
Ring of Protection +1
Amulet of natural armor +1 (2000gp)
Cloak of Resistance +2 (4000gp)
Cracked Pale Ruby Trillian (+1 stealth) (200gp)
Cracked Dusty Rose Prism (+1 init) (500gp)
Cracked Dark Blue Rhomboid (+1 perception/sense motive) (400gp)