
brvheart |

Terodius Mitrakin
Half-orc inquisitor (sanctified slayer) of Mitra 8 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 61 (8d8+24)
Fort +10, Ref +6, Will +11; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cruel longsword +12/+7 (1d8+6/19-20) or
cold iron kunai +11/+6 (1d4+5) or
silver cestus +11/+6 (1d4+5/19-20) or
whip +11/+6 (1d3+5 nonlethal) or
whip +11/+6 (1d3+5 nonlethal)
Ranged mwk composite longbow +9/+4 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip, 15 ft. with whip)
Special Attacks bane (8 rounds/day), sneak attack +2d6, studied target +2 (2nd, swift action)
Inquisitor Spell-Like Abilities (CL 8th; concentration +13)
At will—detect alignment, discern lies (8 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 8th; concentration +13)
3rd (3/day)—heroism, shield of wings
2nd (5/day)—blistering invective[UC] (DC 15), invisibility, communal protection from evil[UC], resist energy, see invisibility, silence (DC 15)
1st (5/day)—divine favor, ear-piercing scream[UM] (DC 14), heightened awareness[ACG], hide from undead (DC 14), keep watch, shield of faith
0 (at will)—create water, detect magic, guidance, read magic, sift[APG], stabilize
Domain Tactics inquisition[UM]
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Statistics
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Str 20, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +6; CMB +11; CMD 23
Feats Combat Expertise, Cornugon Smash, Hurtful, Lastwall Phalanx, Power Attack
Traits fate's favored, unbreakable hate
Skills Acrobatics +2 (-2 to jump), Climb +6, Intimidate +16, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +9, Perception +14, Sense Motive +18, Stealth +10, Survival +8, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ grant the initiative, inquisitor's direction, monster lore +3, orc blood, slayer talent (ranger combat style[ACG]), solo tactics, stern gaze +4, track +4
Combat Gear cold iron durable arrow (50), lesser extend metamagic rod, wand of cure light wounds, wand of cure light wounds, adhesive strip[UW], alchemical glue[UE], alchemical glue accelerant[UE], alchemical solvent[APG], antitoxin, gravelly tonic[ACG] (3), tracking powder[ACG]; Other Gear +1 agile breastplate[APG], +1 darkwood heavy wooden shield, +1 cruel longsword, cold iron kunai, mwk composite longbow (+5 Str), silver cestus[APG], whip, whip, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, handy haversack, traveler's any-tool[UE], bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, blanket[APG], chalk, flint and steel, hammock[UE], hemp rope (50 ft.), magnet[APG], mess kit[UE], mess kit[UE], pomander, merchant's, spell component pouch (2), string or twine[APG], tattoo holy symbol[UE], trail rations (10), waterskin (2), wooden holy symbol, 3,660 gp, 3 sp, 8 cp
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Special Abilities
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Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Grant the Initiative +3 (Ex) Allies in 30 ft add your Wisdom bonus to initiative checks.
Hurtful Make melee attack against creature you have just demoralized as free action.
Inquisitor (Sanctified Slayer) Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.
Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Inquisitor's Direction (6/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.
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Albion, The Eye |

Albion, The Eye wrote:Started building him, in case you wanted to take a look (still missing Skills - are you using Background Skills? And a Feat. I am also not sure about the wealth we would be allowed to start with, but this gives an idea):
** spoiler omitted **...
+2 adaptive orc hornbow
I do not have Adventurers Armory2 and cannot get it anymore for Herolab.
Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Again feats. Three of these need to be on the bonus feat list.
Bonus Feats are Point-Blank Shot, Precise Shot and Improved Precise Shot.
About the Hornbow, I can replace it with a Composite Longbow, but it is here though ;)Not many chances to play with one - since this is a challenging game it felt like the right place.

Albion, The Eye |

what I have so far:
Theraxx
Half-orc inquisitor (sanctified slayer) 2/monk (zen archer) 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115)
Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 66 (8d8+26)
Fort +11, Ref +8, Will +15
Defensive Abilities orc ferocity
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Offense
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Speed 0 ft.
Melee unarmed strike +7 (1d8+2)
Special Attacks flurry of blows, perfect strike 6/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +8)
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 8
Base Atk +5; CMB +7; CMD 23
Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary
Skills Intimidate +2, Sense Motive +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ high jump, ki archery, ki arrows, ki pool (9 points, magic), monster lore +6, orc blood, slow fall 30 ft., stern gaze +1, track +1
Other Gear cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, 26,000 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk...
He is also a Ravener Hunter (Inquisitor Archetype).
He is also a Qinnggong Monk (Zen Archer Archetype).Character Traits are Sacred Tattoo and Shaman's Apprentice, Orc Blood, Orcish Weapon Familiarity, Darkvision.
Ravener Hunter Mystery is Battle
Mystery is War Sight
Qinnggong Powers replacement is Slow Fall replaced with Barkskin.
Magic Items are +2 Adaptive Orc Hornbow, Belt of Giant Strength, Cloak of Resistance +1, Headband of Inspired Wisdom +4, Ring of Protection +1.
Got about 600 gold left for some bits and bobs, and some pots.
That should be it.

brvheart |

Hey Brv if Jhenn does not return, what would you think about the group finding Ratel chained and beaten somewhere, no gear, just him? He can use whatever the group is carrying and whatever they find later?
I think that would be a good idea. I am sure the group can equip him with stuff to be sure.

Robert Henry |

I'll keep an eye on things as your new Inquisitor get's settled. Look for a good spot for them to 'find him.' Maybe Jhenn will show back up and you won't need him. If not it shouldn't be too hard to work him back in. When your ready, If you want to pull him up in hero lab I'll just copy and paste from there. Just shoot me a PM when your ready to put him back in. I'll jump on roll 20 then.
I'm sure Ciri can sort out a little gear for him. Yeah, in my head I'm picturing something like how Lancelot showed up in the end of 'Excaliber.'

pad300 |
@Brvheart
Some fixes
1) That the Tactics subdomain of the War domain (from the APG), not the Tactics Inquisition (from UM).
The granted powers are different.
2) I'm not sure what Herolab’s doing with the AC, but I'd be wearing the armor and shield...
3) I had to play around to fix what the feats were doing (ie. without the menacing ranger combat style; I'm trying for Shatter Defenses at lvl 9). I ended up with Talented Slayer> Rogue Talent > Combat Trick>> Dazzling Display, rather than a Ranger Combat Style. See below.
4) I’m not sure what’s up with the HP discrepancy. I come up with 54, see below. I think you have given the FCB to HP entirely. I was intending FCB to be : 1 hp (lvl 1), 2 * (+1/2 to intimidate and monster lore) (lvl 2 and 3, half-orc racial FCB), +3 lvl 1 spells known (lvl 4,5,&6 human racial FCB), +2 lvl 2 spells known (lvl 7&8, human racial FCB)
4a) Do look at the spells this adds (in particular, Defending Bone (2nd) you may not approve of).
5) Racial abilities. I traded Orc Ferocity for Tenacious (Heroes of the Streets) and Weapon Proficiencies for City Raised (ARG)
6) I have revised the equipment list in light of the +3000 gp (from the Mitran Priest thing not having a -10% to starting wealth). See below.
6a)I can also play the found without equipment thing (that Robert Henry is proposing) if you so prefer (my key needs being a longsword and armor/shield, of which there are apparently plenty).
7)There has been a minor revision in skills (K religion drops 2 ranks( 5 >> 3), and 2 ranks in K local added (I had forgotten K Local).
The latest revision:
Terodius Mitrakin
One of the rare fast, heavy-set men, he’s bulky (228 lbs), but not tall (5’10”). His skin tends to a gray-green shade, his hair is still black (although he’s finding the occasional gray hair). Brown eyes. He has significant scarring on his face (from a ghoul’s claws), and a tattooed holy symbol on his right palm.
Half- Orc Inquisitor (Sanctified Slayer) 8
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’
Defense
AC: 23 =10+2 dex +6 armor +1 armor enhancement +2 shield +1 shield enhancement +1 NA (+1 divine vs followers of Set)
HP: 54 = 8+(7d8 => 7,3,2,2,8,4,3 = 29)+ 8*2 (con) +1 FCB
Fort +9 = +6 Inquisitor +2con +1 Resistance
Ref +5 = +2 Inquisitor +2 dex +1 Resistance
Will +10 = +6 Inquisitor +3 wis +1 Resistance
+1 divine vs followers of Set
CMD: 23 = 10 + 6 (bab)+2 (dex) +5 str
+2 vs Disarm (gauntlet magnet)
Offense +1 divine to hit and damage vs followers of Set
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +10 = +6 (BAB) +5 str
Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Ear Piercing Scream, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+2 FCB, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Protection from Evil (Communal), Defending Bone,
L3 (3, 2+1/day) DC 16: Heroism, Second Wind, Shield of Wings
Race = Half-Orc (favored class: Oracle)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)
Skills: (6 +1 int)*8 = 56 Not including ACP (?)
Perception 8 ranks +3 trained +3 wis
Intimidate 8 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm)
Sense Motive 8 ranks +3 trained +3 wis+4 stern gaze
Stealth 8 ranks +3 trained +2 dex
K Religion 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Local 2 ranks +1 int +2 racial (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str
Languages: Common, Orc, Abyssal (int)
Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),
Feats:
Weapon Focus (Longsword) (1st),
Power Attack (3ed),
Lastwall Phalanx (Teamwork Feat 3ed),
Hurtful (5th),
Outflank (Teamwork feat 6th, flexible),
Cornugon Smash (7th),
Rogue Talent: Combat Trick >> Dazzling Display (Talented Slayer 8th),
Shatter Defenses (9th),
Improved Outflank (Teamwork Feat, 9th, flexible)
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
FCB: 1 hp +1 on Intimidate checks and Knowledge checks to identify creatures., 3 lvl 1 spells, 2 lvl 2 spell,
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: War (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Studied Target (+2) (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.
Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Rogue Talent >> Combat Trick (Dazzling Display)
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.
Stern Gaze (+4) (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).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): 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.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): 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 (Sp): 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.
(Mitran priest) “will gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/ AC/Saves), including when attacking with spells or being attacked by followers of Set. Followers of Set will include any clerics, minions of Set, animated statues, Sons of Set, giant snakes, and all traps in the Dark Tower itself.“
Magic (20150 gp):
Rod of Lesser Extend (3000 gp), Amulet of Natural Armor +1 (2000 gp), Sihedron Medallion (3500 gp), Belt of Giant Strength +2 (4000 gp), 2XWand of Cure Light Wounds (50 charges) (1500 gp), Handy Haversack (2000 gp), Traveller’s Any-tool (250 gp), Feather Token: Tree (400 gp), Maiden’s Helm (3500 gp)
Armor (2807gp):
+1 MW Agile Breastplate (1550 gp), +1 Darkwood Heavy Shield (1257 gp),
Weapons (8315) gp:
+1 Cruel Longsword (8315 gp)
Weapons (821 gp): Alchemical Silver Cestus (25gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Smog Pellet X2 (80 gp), Shard Gel (25 gp), 40 Cold Iron durable arrows (80 gp), WhipX2 (2gp) (one in handy haversack), Composite Longbow (+5 Str) (600 gp)
Equipment (272.01 gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Wooden Holy Symbol (1gp), spell component pouch (X2, 1 in the haversack) (10 gp), Tattooed Holy Symbol (100 gp), Gauntlet Magnet (75 gp), Pomander (12 gp), Miner’s style Dusk lantern (50 gp), Ear trumpet (with worm screen) 10 gp, 5 pints of Whale Oil (1 gp)
Alchemy (320 gp): Gravelly Tonic X3 (150 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin (50 gp)
315 gp

pad300 |
Sihedron Medallion No, this is from Rise of the Rune Lords AND IS evil as hell
Ok, I will look around some more... (If you're wondering why, it's pretty much the only thing around that will cast false life on you... Yes, I think more HP would be useful for a frontliner - the dice have not been kind - and no, the money isn't there for a con booster.)
Miner’s style Dusk lantern ?
A Dusk lantern (ie having red lens covers), done up in the style of a Miner's lantern (smaller and attachable to your helm, so you don't need a hand for it).
40 Cold Iron durable arrows comes in lots of 50
Ok, I'll buy 50. (Normally, I thought arrows come by lots of 20, but if you want to sell them by 50's, fine by me.)

brvheart |

I'll keep an eye on things as your new Inquisitor get's settled. Look for a good spot for them to 'find him.' Maybe Jhenn will show back up and you won't need him. If not it shouldn't be too hard to work him back in. When your ready, If you want to pull him up in hero lab I'll just copy and paste from there. Just shoot me a PM when your ready to put him back in. I'll jump on roll 20 then.
I'm sure Ciri can sort out a little gear for him. Yeah, in my head I'm picturing something like how Lancelot showed up in the end of 'Excaliber.'
Jhenn has not posted now since the 9th and has not responded to my pm of a week ago. I have to replace her at this point.

Robert Henry |

Jhenn has not posted now since the 9th and has not responded to my pm of a week ago. I have to replace her at this point.
Sure, I'll read up on the latest fight, I assume he will be reintroduced after the fight. Unless you want Ratel to jump in, dressed in rags and swinging the manacle chain he's dragging :)
The original build was 6th level, I assume he will be 8th lvl now? I don't have his original build saved, If you want to redo him on herolab that would be awsome, 7th lvl feat: Iron will 8th lvl stat bonus: + 1 dex. As for skills + 2 to diplomacy, perception and knowledge religion. The only thing I want to change from the basic build is to make his divine bond to a sword instead of his horse. Horse seemed like a good idea crossing the desert, but down here it does him no good at all.
Let me know it that works, Do you want to include the roll20 link?
@ Ciri what magical two handed weapons do you have laying around. I think he's going two handed weapon instead of sword and board. If the best weapon available is a long sword, he'll take that and just use it two handed.

brvheart |

Ratel Dier
Human paladin (warrior of the holy light) 6 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +1; Senses Perception +6
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 15 (+3 armor, +1 deflection, +1 Dex, +1 natural)
hp 73 (6d10+24)
Fort +10, Ref +7, Will +9
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +11/+6 (1d8+5/19-20) or
dagger +10/+5 (1d4+4/19-20) or
mwk cold iron bardiche +11/+6 (1d10+6/19-20) or
mwk silver warhammer +11/+6 (1d8+4/×3)
Ranged sling +7 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +10; CMD 22
Feats Additional Traits, Combat Reflexes, Power Attack, Toughness
Traits deft dodger, indomitable faith, scholar of ruins
Skills Acrobatics -2 (-6 to jump), Diplomacy +8 (+10 vs. people from chosen country), Handle Animal +8, Intimidate +3 (+5 vs. people from chosen country), Knowledge (dungeoneering) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (nobility) +4 (+4 vs. forbidden lore, +4 vs. non-forbidden lore), Knowledge (religion) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Perception +6, Ride +3
Languages Common
SQ divine bond (mount), forbidden lore (0 lore; +0/+0), insanity points (0; effective Wis 10/10), lay on hands 7/day (3d6), mercies (diseased, sickened)
Other Gear +1 full plate, mwk parade armor[UE], +1 heavy steel shield, +1 longsword, , dagger, mwk cold iron bardiche[APG], mwk silver warhammer, sling, sling bullets (10), amulet of natural armor +1, handy haversack, ring of protection +1, bedroll, belt pouch, bit and bridle, blanket[APG], blanket[APG], crowbar, dandy brush, feed (per day) (22), flint and steel, grappling hook, hemp rope (50 ft.), pot, riding saddle, saddlebags, soap, torch (10), trail rations (10), waterskin, whetstone, heavy horse (combat trained), 1,429 gp, 1 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Robert Henry |

Hey brv, woud mind moving Ratel back to active status so I can follow along easier :)
Yes, he would be 8th level. Probably best to wait until the end of this combat.Cool, not a problem!
Both of those would be sweet!Robert Henry wrote:@ Ciri what magical two handed weapons do you have laying around...+2 glass-steel demon bane longspear
+1 cold iron greatsword
Come on in, the water's fine.
please note, the paladin at this point will become a npc if Jhenn fails to return. It will mean she failed a ego check and like a gau'ould got taken over by Victoria instead of existing harmoniously like a tok'ra
I don't want to take anything away from the 'present' paladin, in case Ciri wants to play with her new Gau'ould :)
Will you be having Albions inquisitor joining at the same time? Not that it's relevant, just curious.

pad300 |
The latest edition:
Terodius Mitrakin
One of the rare fast, heavy-set men, he’s bulky (228 lbs), but not tall (5’10”). His skin tends to a gray-green shade, his hair is still black (although he’s finding the occasional gray hair). Brown eyes. He has significant scarring on his face (from a ghoul’s claws), and a tattooed holy symbol on his right palm.
Half- Orc Inquisitor (Sanctified Slayer) 8
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’
Defense
AC: 22 =10+2 dex +6 armor +1 armor enhancement +2 shield +1 NA (+1 divine vs followers of Set)
HP: 54 = 8+(7d8 => 7,3,2,2,8,4,3 = 29)+ 8*2 (con) +1 FCB
Fort +9 = +6 Inquisitor +2con +2 Resistance
Ref +6 = +2 Inquisitor +2 dex +2 Resistance
Will +11 = +6 Inquisitor +3 wis +2 Resistance
(+1 divine vs followers of Set)
CMD: 23 = 10 + 6 (bab)+2 (dex) +5 str
+2 vs Disarm (gauntlet magnet)
Offense +1 divine to hit and damage
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +10 = +6 (BAB) +5 str
Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Ear Piercing Scream, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+2 FCB, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Protection from Evil (Communal), Defending Bone, Shared Training, ???
L3 (3, 2+1/day) DC 16: Heroism, Second Wind, Shield of Wings
Race = Half-Orc (favored class: Inquisitor)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)
Skills: (6 +1 int)*8 = 56 Not including ACP (?)
Perception 8 ranks +3 trained +3 wis
Intimidate 8 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm)
Sense Motive 8 ranks +3 trained +3 wis+4 stern gaze
Stealth 8 ranks +3 trained +2 dex
K Religion 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Local 2 ranks +1 int +2 racial (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str
Languages: Common, Orc, Abyssal (int)
Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),
Feats:
Weapon Focus (Longsword) (1st),
Enforcer (3ed),
Lastwall Phalanx (Teamwork Feat 3ed),
Power Attack (5th),
Outflank (Teamwork feat 6th, flexible),
Hurtful (7th),
Rogue Talent: Combat Trick >> Dazzling Display (Talented Slayer 8th),
Shatter Defenses (9th),
Improved Outflank (Teamwork Feat, 9th, flexible)
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
FCB: 1 hp +1 on Intimidate checks and Knowledge checks to identify creatures., 3 lvl 1 spells, 2 lvl 2 spell,
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: War (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Studied Target (+2) (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.
Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Ranger Combat Style: Menacing >> Intimidating Prowess
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.
Stern Gaze (+4) (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).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): 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.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): 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 (Sp): 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.
(Mitran priest) “will gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/ AC/Saves), including when attacking with spells or being attacked by followers of Set. Followers of Set will include any clerics, minions of Set, animated statues, Sons of Set, giant snakes, and all traps in the Dark Tower itself.“
Magic (18825 gp):
Rod of Lesser Extend (3000 gp), Amulet of Natural Armor +1 (2000 gp), Cloak of Resistance +2 (4000 gp), Belt of Giant Strength +2 (4000 gp), , Handy Haversack (2000 gp), Traveller’s Any-tool (250 gp), Maiden’s Helm (3500 gp), Ioun torch (75 gp)
Magic Consumables (2100 gp)
2XWand of Cure Light Wounds (50 charges) (1500 gp), Feather Token: Tree (400 gp), Potion of Swift Girding (200 gp, CL 4), 2XCaltrop Bead (Iron, 80 gp), Scroll of Lesser Restoration X2 (300 gp, CL 3), Potion of Air Bubble (in potion sponge) (52 gp, CL 1)
Armor (1807gp):
+1 MW Agile Breastplate (1550 gp), Darkwood Heavy Shield (257 gp),
Weapons (8315) gp:
+1 Merciful Longsword (8315 gp)
Weapons (816 gp): Alchemical Silver Cestus (25gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Smog Pellet X2 (80 gp), 50 Cold Iron durable arrows (100 gp), WhipX2 (2gp) (one in handy haversack), Composite Longbow (+5 Str) (600 gp)
Equipment (219.01 gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Wooden Holy Symbol (1gp), spell component pouch (X2, 1 in the haversack) (10 gp), Tattooed Holy Symbol (100 gp), Gauntlet Magnet (75 gp), Pomander (12 gp),, Ear trumpet (with worm screen) 10 gp
Alchemy (320 gp): Gravelly Tonic X3 (150 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin (50 gp)
166 gp

Fralk ibn Sabbah |

Albion, The Eye |

Ciri Princess of Cintra |

I'll keep an eye on things as your new Inquisitor get's settled. Look for a good spot for them to 'find him.' Maybe Jhenn will show back up and you won't need him. If not it shouldn't be too hard to work him back in. When your ready, If you want to pull him up in hero lab I'll just copy and paste from there. Just shoot me a PM when your ready to put him back in. I'll jump on roll 20 then.
I'm sure Ciri can sort out a little gear for him. Yeah, in my head I'm picturing something like how Lancelot showed up in the end of 'Excaliber.'
suggestion: Read Ciri's backstory, she is the lady of the lake and betrothed to him. So you could just bring ratel back as her knight of the round table boyfriend and Ratel was him all along in incognito.
"My boyfriend's back and your gonna be in trouble, hey la la, my boyfriend's back."
also he finds a pile of ash with a gem floating with +2 plate armor and a belt and a glass steele sword, +2 Ring, +2 shield and glass steele spear. With other gear.

Ciri Princess of Cintra |

Making a formal courtly introduction to Sir Ompholos, Guardian of Mithras Tomb
Sir Ompholos, I am Dutchess Cirilla Fiona Elen Riannon, Princess Royal, currently diposed Heir apparent of Cintra, Empress of Nilfgaard. I am a Student of the Arcane and a sword's woman.
Heiress of Ard Skellig and Inis An Skellig. Claimant of Brugge, Sodden, Suzerain of Attre and Abb Yarra.
The Lady of Time, Lady of the Lake, & Daughter of Destiny. Granddaughter of Queen Calanthe, descendant of Lara Dorren progenitor of The Elder Elf Royal family.
Daughter of Geralt Rivia and Yennefer Vengerberg, but my friends call me Ciri.
I travel on pilgrimage of sorts, gaining knowledge of the world in order to make alliance with others and adventure. I am but a humble pilgrim making my way in the world. I seek to visit the holy places here to gain understanding of how best to restore this tower and shrine, so the world will know what happened here, and not forget.
I would like to add that though our party members are but humble servants in performance of their duties, each has distinguished himself thus far, I trust Jim and Thoron with my life. I would remind Jim that he has earned a battlefield title of nobility, commissioned as as Lord Marshall of The Mitra's Fist and Adjunctant Lord General, Commander of Nilfgaard forces.
On to the double secret doors to the left, but they appear to be locked, can I get some help.
Here is a repost from earlier in game play
[Brvheart wrote]Lying in front of the throne are A chest, orc faced brooch, a tiny solid gold coffin, platinum bracelet, +2 demon bane glass-steel longspear, gem studded +4 iron earrings of Charisma and a +3 holy glass-steel bastard sword.
"Please. take the sword and use it in my service."
everyone make a DC25 Will Save
VICTORIA, she kisses you on your forehead.
For those that failed your will save:
You see a good spirit kiss you on the forehead as you approach.For those that made your will save:
You see gem shrink and imbed in the touched person's forehead.You feel the warmth of the gem’s gentle caress against her forehead and in your heart knew you have been blessed.
Spell Like abilities: (CL 14th; DC 15 + spell level)
heal 2/day
cure serious wounds 3/day
detect chaos/evil/good/law (at will)
detect magic (at will)
daylight 3/dayDedicated Powers:
+3 Luck bonus to AC and saves*
Empowered circle of protection from evil (+3 Deflection
AC/+3 Resistance)*
Low-Light vision 120 ft., Blindsense 120 ft., Telepathy 120
ft. and Darkvision 120 ft.*
spell turning*Special Purpose Power:
resurrection/reincarnation (special, see text description)
(*continuous functioning)

Ratel Dier |

suggestion: Read Ciri's backstory, she is the lady of the lake and betrothed to him. So you could just bring ratel back as her knight of the round table boyfriend and Ratel was him all along in incognito.
I had a vague recollection of her back story, I'm looking for Ratel's now.
I just remember he was from the east and a loyal servant of Mitra. I would rather he have left (gotten lost, or dragged off, or whatever happens) and finds his way back to you or you find him. It would just be simpler on the continuity fairies that way.
I'm going to play it that his memory has been messed with and he doesn't really know what happened. That he woke stripped, in chains and broke loose or you find him in chains.
However Brv wants to run it.

brvheart |

The latest edition:
Terodius Mitrakin
** spoiler omitted **
** spoiler omitted **...
I would say we are pretty close with this one. Just two things. The spell would create an item that would be disintegrated in 2 rounds being around your cleric. He has holy relics that work automatically.
Terodius Mitrakin
Male half-orc inquisitor (sanctified slayer) of Mitra 8 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +1 natural, +2 shield)
hp 54 (8d8+17)
Fort +10, Ref +6, Will +11; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 merciful longsword +13/+8 (1d8+6 nonlethal/19-20 plus 1d6 non-lethal) or
cold iron kunai +11/+6 (1d4+5) or
silver cestus +11/+6 (1d4+5/19-20) or
whip +11/+6 (1d3+5 nonlethal) or
whip +11/+6 (1d3+5 nonlethal)
Ranged mwk composite longbow +9/+4 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip, 15 ft. with whip)
Special Attacks bane (8 rounds/day), sneak attack +2d6, studied target +2 (2nd, swift action)
Inquisitor Spell-Like Abilities (CL 8th; concentration +13)
At will—detect alignment, discern lies (8 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 8th; concentration +13)
3rd (3/day)—heroism, shield of wings
2nd (5/day)—blistering invective[UC] (DC 15), invisibility, communal protection from evil[UC], resist energy, see invisibility, silence (DC 15)
1st (5/day)—divine favor, ear-piercing scream[UM] (DC 14), ears of the city, expeditious retreat, heightened awareness[ACG], hide from undead (DC 14), keep watch, shield of faith
0 (at will)—create water, detect magic, guidance, read magic, sift[APG], stabilize
Domain Tactics inquisition[UM]
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +6; CMB +11; CMD 23
Feats Dazzling Display, Enforcer[APG], Hurtful, Lastwall Phalanx, Outflank[APG], Power Attack, Weapon Focus (longsword)
Traits fate's favored, unbreakable hate
Skills Acrobatics +2 (-2 to jump), Climb +9, Intimidate +21, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +5, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +14, Sense Motive +18, Stealth +10, Survival +8, Swim +6; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc
SQ combat style (archery), grant the initiative, inquisitor's direction, monster lore +3, orc blood, slayer talent (ranger combat style[ACG]), solo tactics, stern gaze +4, track +4
Combat Gear cold iron durable arrow (50), feather token (tree), lesser extend metamagic rod, maiden's helm, potion of air bubble, potion of serren's swift girding, scroll of lesser restoration, lesser restoration, wand of cure light wounds, wand of cure light wounds, adhesive strip[UW], alchemical glue[UE], alchemical glue accelerant[UE], alchemical solvent[APG], antitoxin, gravelly tonic[ACG] (3), shard gel[UE], smoke pellet, smog (2), tracking powder[ACG]; Other Gear +1 agile breastplate[APG], darkwood heavy wooden shield, +1 merciful longsword, cold iron kunai, mwk composite longbow (+5 Str), silver cestus[APG], whip, whip, amulet of natural armor +1, belt of giant strength +2, caltrop bead, cold iron, cloak of resistance +2, handy haversack, ioun torch ioun stone[APG], traveler's any-tool[UE], bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, blanket[APG], chalk, ear trumpet[UE], flint and steel, hammock[UE], hemp rope (50 ft.), magnet[APG], mess kit[UE], mess kit[UE], pomander, merchant's, potion sponge[ARG], spell component pouch (2), string or twine[APG], tattoo holy symbol[UE], trail rations (10), waterskin (2), whale oil (5), wooden holy symbol, 92 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Grant the Initiative +3 (Ex) Allies in 30 ft add your Wisdom bonus to initiative checks.
Hurtful Make melee attack against creature you have just demoralized as free action.
Inquisitor (Sanctified Slayer) Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.
Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Inquisitor's Direction (6/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.
--------------------
One of the rare fast, heavy-set men, he’s bulky (228 lbs), but not tall (5’10”). His skin tends to a gray-green shade, his hair is still black (although he’s finding the occasional gray hair). Brown eyes. He has significant scarring on his face (from a ghoul’s claws), and a tattooed holy symbol on his right palm.

pad300 |
pad300 wrote:The latest edition:
Terodius Mitrakin
I would say we are pretty close with this one. Just two things. The spell would create an item that would be disintegrated in 2 rounds being around your cleric. He has holy relics that work automatically.
...
Ok, not sure what you're saying here.
1) " The spell would create an item that would be disintegrated in 2 rounds being around your cleric. He has holy relics that work automatically. " Are you referring to Defending Bone?1a) You're missing the third lvl 3 spell : Second Wind.
2) What's the second thing that you want/suggest changing??
3) Again, the Tactics subdomain of the War domain (from the APG), not the Tactics Inquisition (from UM). The granted powers are different.
4) Racial abilities. I traded Orc Ferocity for Tenacious (Heroes of the Streets) (allows 1 reroll per day on a failed Will/Fort/con check) and Weapon Proficiencies for City Raised (ARG) (which gives me a +2 on K Local, longsword and whip proficiencies).
3) You have Slayer talent >> Ranger Combat Style (Archery); it's not. To make the feats work with the revisions, that became Slayer Talent >> Rogue Talent >> Combat Trick >> Dazzling Display. You have given me Dazzling Display in the feats though...

Fralk ibn Sabbah |

3) there is no Rogue Talent on the slayer list
There seems to be, Boss... I was looking into building a Slayer at some point.
Slayer's - Rogue Talent <<< Link
I assume from the ACG.
It allows for a subset of Rogue Talents, which includes Combat Trick... which allows a Combat Feat. Nicely done, actually!

brvheart |

Fralk ibn Sabbah wrote:Correct :Dbrvheart wrote:Not sure on Albion. Have not heard from him in awhile.Might be waiting on your feedback regarding his last post, yesterday.
I am a bit confused here on your items: headband listed twice? Once as +2 and then +4?
Also need skills and finish Inquisitor
Theraxx
Half-orc inquisitor (ravener hunter, sanctified slayer) 2/monk (qinggong monk, zen archer) 6 (Pathfinder Player Companion: Blood of the Beast 4, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 69 (8d8+26)
Fort +11, Ref +8, Will +15
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 0 ft.
Melee unarmed strike +8 (1d8+3)
Ranged or
+1 adaptive composite longbow flurry of blows +13/+13/+8 (1d8+6/×3) or
+1 adaptive composite longbow +13 (1d8+6/×3)
Special Attacks flurry of blows, perfect strike 6/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
At will—detect alignment
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 2nd; concentration +8)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 22, Cha 8
Base Atk +5; CMB +8; CMD 24
Feats Deadly Aim, Defensive Combat Training, Endurance, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary
Skills Intimidate +2, Sense Motive +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ high jump, ki archery, ki arrows, ki pool (9 points, magic), monster lore +6, orc blood, slow fall 30 ft., stern gaze +1, track +1
Other Gear +1 adaptive composite longbow, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, 18,600 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
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.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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Albion, The Eye |

I am a bit confused here on your items: headband listed twice? Once as +2 and then +4?
Also need skills and finish Inquisitor
Should be only Headband +4. Corrected now.
Think the character is finished :)Theraxx
Half-orc inquisitor (ravener hunter, sanctified slayer) of Irori 2/monk (qinggong monk, zen archer) 6
LG Medium humanoid (human, orc)
Init +13; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 22, touch 22, flat-footed 19 (+1 deflection, +2 Dex, +1 dodge, +1 monk, +7 Wis)
hp 67 (8d8+24)
Fort +12, Ref +9, Will +17
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 50 ft.
Melee mwk cold iron brass knuckles +9 (1d3+3) or
. . unarmed strike +8 (1d8+3)
Ranged or
. . +2 adaptive orc hornbow flurry of blows +13/+13/+8 (2d6+7/×3) or
. . +2 adaptive orc hornbow +13 (2d6+7/×3)
Special Attacks flurry of blows, perfect strike 6/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +9)
. . At will—detect alignment
Monk Spell-Like Abilities (CL 6th; concentration +5)
. . —barkskin (self only, 1 ki)[UM]
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 2nd; concentration +9)
. . 1st (4/day)—cure light wounds, divine favor, keep watch
. . 0 (at will)—create water, detect magic, disrupt undead, guidance, read magic
. . Mystery Battle
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 24, Cha 8
Base Atk +5; CMB +8; CMD 30
Feats Deadly Aim, Demon Hunter[ISWG], Dodge, Endurance, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, wisdom in the flesh
Skills Acrobatics +13 (+27 to jump), Climb +7, Intimidate +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +6, Knowledge (planes) +6 (+8 to know the powers and abilities of demons), Knowledge (religion) +5, Perception +18, Sense Motive +15, Stealth +10, Survival +12, Swim +7, Use Magic Device +16
Languages Common, Draconic, Orc
SQ fast movement, high jump, ki archery, ki arrows, ki pool (10 points, magic), monster lore +8, orc blood, revelation (war sight), slayer talent (battle), stern gaze +1, track +1
Combat Gear cold iron durable arrow (50), wand of mage armor (50 charges), antitoxin, weapon blanch (cold iron)[APG] (2), weapon blanch (ghost salt); Other Gear +2 adaptive orc hornbow, blunt arrows[APG] (40), mwk cold iron brass knuckles[APG], belt of giant strength +2, headband of inspired wisdom +4, ring of protection +1, grappling hook, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, trail rations (7), waterskin (2)
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Monster Lore +8 (Ex) +8 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
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.
Sacred Tattoo +1 to all saves.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
War Sight (Su) Take your choice of 2 initiative rolls.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Albion, The Eye |

I think I said no to the horn bow already. Make it a longbow only. As a half-orc he does not have the STR and I do not have the source. This is why I have issues with multiple archetypes. HL will not find battle as a mystery. I think it is due to a conflict with three other archetypes.
Yeah, I think you need to apply Ravener Hunter first, select the mystery, then apply Sanctified Slayer. HL can be fiddly.
I will swap the hornbow if I get accepted in the game ;)
Though I am not sure what you mean by ’As a half-orc he does not have the STR…’

brvheart |

Ok, so I need to pick 2 new spells (2nd and 3ed lvl).
2nd: Silence
3ed: Dispel Magic
WRT to no rogue talent on the Slayer Talent list, ACG pg 53, 2nd column, near the bottom:
"Rogue Talent: A slayer can select one of the following rogue talents in place of a slayer talent: ... combat trick... "
Ok, finish up with name. Post in discusion and dot gameplay please.

Terodius Mitrakin |

reroll your 1 on hp
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.[/ooc]
I did REROLL, and promptly got a 2. The final string was 7, 3, 2, 2, 8, 4, 3

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I have done a bit of reading through the game and character creation requirements, and I am intrigued. What role does this cleric need to play in the party other than the standard healing one? Any thoughts on deities or domains that would work well the the party and adventuring environment versus ones that would be poor choices?