Akhil's page

33 posts. Alias of concerro.

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About Akhil

Male Hobgoblin Inquisitor 3
LN Medium Humanoid (Goblinoid)
Init +10; Senses Darkvision (60 feet); Perception +8
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 36 (3d10+6); Judgement of Sacred Healing 2
Fort +5, Ref +5, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
Spd 20 ft.
Melee +1 Scythe +7 (2d4+5/20/x4)
Power Attack +7 Scythe +7 (2d4+8/20/x4)
. . Dagger +5 (1d4+3/19-20/x2) and
. . Shortsword +5 (1d6+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2)

Longbow +5 (1d8/x3)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +5 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 13), Protection from Evil (DC 13), Bless, Litany of Sloth
0 (at will) Read Magic (DC 12), Detect Magic, Create Water, Detect Poison, Disrupt Undead, Stabilize
Str 16, Dex 15, Con 15, Int 14, Wis 14, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Furious Focus, Improved Initiative, Pack Attack, Power Attack -1/+3
Traits Reactionary, Vagabond Child (urban): Disable Device
Skills Acrobatics -1, Bluff +8, Climb +4, Diplomacy +8, Disable Device +8, Escape Artist -1, Fly -1, Intimidate +6, Knowledge (Local) +6, Perception +8, Ride -1, Sense Motive +8, Spellcraft +8, Stealth +9, Swim +4
Languages Common, Draconic, Goblin, Infernal
SQ Forbidden Lore (Ex), Cleric Domain: Trade(Silver Tongued Haggler), Judgement (1/day) (Su), Misdirection: -Choose- (Sp), Necessary Lies (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Weapon Cord
Combat Gear +1 Scythe, Arrows (40), Dagger, Masterwork Breastplate, Shortsword; Other Gear Backpack, Masterwork (empty), Bedroll, Cleric's vestments, Crowbar, Everburning torch, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Pathfinder Chronicle: Knowledge (Local), Powder, Rations, trail (per day) (3), Rope, silk (50 ft.), Shinobi shozoku, Sunrod (5), Thieves' tools, masterwork, Vial, ink or potion, Waterskin, Weapon Cord

GP 415
SP 1
CP 9
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection: -Choose- (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Pack Attack Ally's attack allows you to take a 5-foot step
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another--alternate Escape Route
Weapon Cord Attached weapon can be recovered as a swift action.

Favored Enemy(Ex): kobold

Favored Community (Ex)

At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

Trapfinding (Ex)

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: My character grew up on the streets as a kid,and has been arrested several times. As he grew older he began to see the true condition of the area around him, and has vowed to clean it up. He uses the skills he picked up to try to clean the Warrens out. He knows the people there are not going to play fair and neither will he. He is willing to lie, and itimidate people if talking nicely won't work, and he will not be advocating showing mercy in too many situation. He strongly believes that the law must be enforced, and that some of us have to get your hands dirty so the rest can sleep peacefully at night. He does not care much for magic, but he did try to learn something about it(spellcraft) because he knows how dangerous casters are.