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Zhan's page

301 posts. Alias of LastNameOnEarth.

Full Name



HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14


Medium - 6'4 180 lbs




Lawful Good





Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 20
Charisma 6

About Zhan

Initiative: +9
Perception: +14

LG Human Male Inquisitor 6

Initiative +9 (+2 Dex, +5 Wis, +2 Trait)
Hitpoints: 52/
AC: 19 FF: 17 Touch: 11 (10 +2 Dex, +5 Armour, +2 Shield)
CMB +6 / CMD 17
Fort +7 Ref +4 Will +12 (+14 vs. Mind Affecting)
Move: 30ft

+10(11) Attack MW Revolver 1d8+6(+1) x4 Critical 20ft range 6 shots
+8 Attack Silversheen Longsword 1d8+3
+7 Melee/+8 Thrown Dagger 1d4+3
+9(10) Range Throwing Knives 1d4+3(4)
Chain Shirt +4 AC -2 Armour Check

Acrobatics +2
Appraise +1
Bluff +9 (1 Rank)
Climb +7 (1 Rank)
Craft: Weapons +6 (1 Rank)
Diplomacy +14 (6 Ranks)
Escape Artist +2
Fly +2
Heal +9 (1 Rank)
Intimidate +17 (6 Ranks)
Knowledge: Arcana +6 (1 Rank)
Knowledge: Dungeoneering +6 (1 Rank)
Knowledge: History +3 (1 Rank)
Knowledge: Local +3 (1 Rank)
Knowledge: Nature +6 (1 Rank)
Knowledge: Planes +6 (1 Rank)
Knowledge: Religion +6 (1 Rank)
Perception +14 (6 Rank)
Profession: Undertaker +9 (1 Rank)
Ride +6 (1 Rank)
Sense Motive +17 (6 Rank)
Spellcraft +7 (2 Rank)
Stealth +6 (1 Rank)
Survival +14 (+16 to Track) (6 Rank)
Swim +7 (1 Rank)

Feats, Traits, and Abilities:
Point Blank Shot
Precise Shot
Deadly Aim
Rapid Shot
Extended Bane
Point Blank Mastery

Reactive (+2 to Initiative Checks)

Class Abilities
Conversion Inquisition
Judgement 2/Day
Monster Lore
Stern Gaze
Cunning Initiative
Detect Alignment
Bane 10 rounds per day
Zone of Truth 5 rounds per day


Destruction: +1 Sacred bonus to damage; +1/3 levels,
Healing: Fast Healing 3; +1/3 levels,
Justice: +2 Sacred bonus to Attack; +1/5 levels,
Piercing: +3 Sacred Caster bonus vs. Spell Resistance; +1/3 levels,
Protection: +2 Sacred bonus to AC; +1/5 levels,
Purity: +2 Sacred Bonus on Saves; +1/5,
Resiliency: DR 2/Magic; +1/5 levels,
Resistance: Energy Resistance 6 against chosen Element; +2/3 levels,
Smiting: Weapons are considered Magic vs. DR.[/b]

Level 0 (Save 15)
Level 1: 6x (Save DC 16)
Level 2: 5x (Save DC 17)
Spells Known:
0: Detect Magic, Light, Mending, Read MagicSift
1: Cure Light Wounds (Touch, 1d8+5 HP),
Divine Favor +1 to Attack and Damage for 2 Minutes,
Expeditious Retreat (Increase Move by +30 ft for 2 minutes)
Inflict Light Wounds (Touch, 1d8+5 HP)
2: Cure Moderate Wounds (Touch, 2d8+5 HP)
Inflict Moderate Wounds (Touch, 2d8+5 HP)
Detect Thoughts (60 ft Cone), Protection from Evil, Communal (+2 to AC, +2 on all Saves)


Weapons and Armour:
+1 Chain Shirt (1100gp/25 lbs)
Large Metal Sheild (20gp/15 lbs)
Revolver (+1 Guided) (-/4 lbs)
36 Catridges + 6 Silver + 3 Flares + 3 Adamantine (90.3gp)
Mwk Silversheen Longsword (765gp/4 lbs)
Cold Iron Dagger (2gp/1 lb)
Brace of Throwing Knives (6) (12gp/6 lb)

Magical Gear:
Wand of Cure Light Wounds (50/50) (750gp/-)
Wand of Inflict Light Wounds (50/50) (750gp/-)

General Gear:
Gunbelt with Holster (5gp/-)
Explorer's Outfit (-/8 lbs)
Waterskin (1gp/4 lbs)
Silver Holy Symbol: Iomadae (25gp/1 lb)
Flask of Holy Water (25gp/1 lb)

Total Weight: 69 lbs

Mwk Backpack: (50gp/4 lbs) = 14.5 lbs
Compass (10gp/1/2 lb)
Flint and Steel (1gp/-)
Hatchet/Hammer (1 gp/2 lbs)
3 Fishhooks (3sp/-)
Soap (-/-)
Whetstone (1cp/1 lb)
Gunsmith Kit (15gp/2 lbs)
Gun Oil
Journal (10gp/1 lb)
Ink (8gp/-)

Saddle Bags: (4gp/8 lbs)
Small folding shovel (1gp/2 lbs)
100 ft Silk Rope (20gp/10lbs)
Bedroll (1sp/5lbs)
Signal Horn (1gp/1lb)
Grappling Hook (1gp/4 lbs)
7 days trail rations (3.5gp/7 lbs)

Heavy Warhorse (300gp)
Military Saddle (20gp/30lbs)

PP: 30
GP: 202
SP: 7
CP: 9

Carrying Capacity:
Light: 76 lbs
Medium: 153 lbs
Heavy: 230 lbs
Lift: 460 lbs
Drag: 1150 lbs


In life Zhan was an unassuming man who worked as a small town holyman and undertaker. He wasn’t a true cleric (expert or adept class?), and so his main duty was caring for the dead, laying them to rest, and officiating at the funerals. Though solitary much of his life, like many in his profession, he had the good fortune to marry a beautiful younger woman who had moved to the village, without a family of her own. Unknown to him at the time, the woman was a Necromancer on the run. She married him to play the domestic and keep a low profile for a while until the hunt for her died down. Marrying the undertaker also had the advantage of giving her access to fresh corpses with which to continue her research. He was oblivious, and happy, and doted on their daughter.

Once enough time had passed, and her research was complete, she murdered her husband, and reanimated him as a protector. She may have tipped her hand too early though, as some heroes tracker her down soon after she revealed herself. They defeated her protector and the other undead that she had created, but were unable to find the woman herself. In order to gain an ally and guide, they raised the former undead guardian back to life, or a semblance of it, a used him to track her down. They defeated her and ended her plans, though whether she was truly killed remains to be proven.

Zhan feels that he has incurred a debt he can never repay; not only was he given a second chance at life, but he snatched out of the clutches of damnation itself. Traumatized beyond reckoning, but joyful at being alive again, Zhan decided to dedicate himself to irradiating Necromancers like the one who murdered him. He put aside his old life, and studied the skills he would need to track down the black practitioners, and bring them to justice or kill them. Ultimately, he what he wishes for the most is to find out what happened to the daughter that disappeared with his former wife, and reclaim her.

Zhan appears to be a human man of above average height and but a slim, even gaunt looking build. His face appears weathered; his skin is both rough and scarred, bringing to mind either some severe injury or barely survived disease in years past. His most striking feature however, is his stark white hair, which appears not quite natural to his age, and rather the result of some severe shock to his system. He is approaching middle age and appears travel hardened and worn. While is face appears harsh, and is by no means pretty, his voice is confident and assuring, and his words draw people to him in a way his apparent lack of good looks can not.

Height: 6'4
Weight: 180 lbs
Hair: Stark White worn in a short, spiked fashion.
Eyes: Pale Blue
Handedness: Right
Clothing: Zhan usually wears sturdy clothing of a practical nature, and is almost perpetually garbed in his light chain shirt. Over all of this he wears a heavy, all-weather coat. On his right thigh is strapped a heavy metal tool that bears no obvious function, but bears a handle bent off its base. Around his belt are silver cylinders that seem to catch the light, placed in regularly spaced leather loops.
Habits: Zhan is not a fetching or dashing man, but he has an air about him that speaks of wisdom and demands respect.

Holy Marshal

Inquisitor Archetype
Weapon and Armour Proficiency: The Holy Marshal is proficient with all simple weapons, Repeating Crossbows, Firearms, and with his deity’s favoured weapon. He is proficient with Light armour, and shields, but not tower shields.

Gun Knowhow: At 1st level, the Holy Marshal gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. This ability replaces the Shortbow, Longbow, Hand Crossbow proficiencies, and Medium Armour Proficiency.

One Shot, One Kill: The Holy Marshal gains an innate understanding of where his target’s most vulnerable points lie. When attacking with his firearm, he doubles his critical threat range as long as this Judgement is active. This affect does not stack with any other affects that change a critical threat range, such as Keen affects. In addition he gains +1 attack bonus to confirm criticals achieved with his firearm. This bonus increases by +1 every four levels he possesses.

Zen Archery(Ex): At third level the Holy Marshal may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls. This ability replaces the Solo Tactics class feature.

Way of the Gun (Ex):
At 2nd level, a Inquisitor's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose any feat from the Firearm combat style, even if he does not have the normal prerequisites.

Firearm fighting style: The Inquisitor can choose from any grit feats or the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Point Blank Master and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

This replaces Teamwork Feats.

Planned Progression:
This is just a note to myself, so I don't forget
1 Precise Shot and Point Blank Shot
2 Deadly Aim
3 Rapid Shot
4 +1 Wisdom
5 Extended Bane
6 Point Blank Master
7 Far Shot
8 +1 Wisdom
9 Vital Strike
10 Shot on the Run
12 +1 Wisdom
15 Exploit Lore?
16 +1 Wisdom
20 +1 Wisdom

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