Traits [Westcrown] Firebrand (Campaign): You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Beast Bond (Social): You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (Handle Animal) is always a class skill for you.
Blood of Elves [Dragons]: Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis. [low-light vision]
Feats Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Class Abilities Domain - Animal (Feather): Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
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.
Orisons Stern Gaze: An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Spells Per Day: 1st-level 1+1 bonus
Racial Abilities Favored Class (Inquisitor)
Level 1: 1 skill point
+2 Dexterity
Bonus Feat: Point-Blank Shot
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Animal Companion:
Voltaire
Panther
N Medium Animal
HD: 2
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 Natural Armor)
HP 11 (2d8+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed: 40 ft.
Melee: bite +2 (1d6+1), 2 claws +2 (1d4+1)
Special Attacks: rake +2 (1d4+1)
Space: 5 ft.; Reach: 5 ft.
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Statistics
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Attack +1; CMB: +2 [BAB +1, Str +1]; CMD: 15 [10, BAB +1, Str +1, Dex +3]
Feats: Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Animal companion Abilities: Link: You can handle your animal companion as a free action, or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Skirmisher Tricks: The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. (3) Share Spells: You may cast a spell with a target of “You” on your animal companion (as a touch range spell) instead of on yourself. You may cast spells on your animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Skills: Perception +9, Stealth +7
Tricks: 6 + 1 bonus
Attack (2): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Heel: The animal follows you closely, even to places where it normally wouldn’t go.
Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Total Weight: 66 lbs Carrying Capacity
Light 58 lbs; Medium 59-116 lbs; Heavy 117-175 lbs Carrying Capacity: with Masterwork Backpack
Light 66 lbs; Medium 67-133 lbs; Heavy 134-200 lbs