Harsk

Almaas Kargar's page

638 posts. Organized Play character for noral.


Race

HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26

Classes/Levels

| Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Gender

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 |

About Almaas Kargar

~ ~

–– Monk (Zen Archer) 3, Inquisitor (Ravener Hunter, Sanctified Slayer) 7 ––

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-- STATS --
Str: 10, Dex: 13, Con: 16**, Int: 12, Wis: 26*, Cha: 5

* Increase Level 4th & 8th, +4 Headband of Inspired Wisdom
** +2 Belt of Mighty Constitution
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–– SAVES ––
Fortitude: +18 (Con +3, Inquisitor +5, Monk +3, Dwarf ‘Unstoppable‘ racial trait +1, Cloak of Resistance +4, lucky horseshoe & fate’s favoured trait +2 luck bonus)
Reflex: +12 (Dex +1, Inquisitor +2, Monk +3, Cloak of Resistance +4, lucky horseshoe & fate’s favoured trait +2 luck bonus)
Will: +22 (Wis +8, Inquisitor +5, Monk +3, Cloak of Resistance +4, lucky horseshoe & fate’s favoured trait +2 luck bonus)

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–– COMBAT ––
Ranged to hit: +8 (BAB +7, Dex +1)
Melee to hit: +7 (BAB +7, Str +0)
Longbow to hit: +1 Longbow +18 [BAB +7, Wis +8 (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +3 Wood Mystery Wood Bond]
Longbow damage: 1d8+5, 20/x3 [+4 Deadly aim, +1 Enhancement bonus] plus potentially sneak attack 2d6

or Rapid Shot MW Longbow +15/+15/+10 [Full attack with rapid shot] (1d8+5, 20/x3)

[Point Blank Shot +1/+1 free action, Studied Target +2/+2 as a move or swift action to be reflected] plus potentially sneak attack 2d6

CMB: +7 (BAB +7, Str +0)
CMD: 27 (30 vs. Bull Rush or Trip) (BAB +7, Str +0, Dex +1, Monk Wis +8, Deflection +1)

Speed: 30 ft. (20 ft base speed + 10 ft. Monk ‚fast movement‘)

Initiative: +9 (+1 Dex, Wis +8 Inquisitor)

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–– AC ––
AC 22, T 21, FF 21 (Monk Wis +8, Dex +1, Ring of Deflection +1, Amulet of Natural Armor +1)
Armor Check Penalty: 0

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–– SKILLS ––
Acrobatics +11 (Rank 6, Class +3, Dex +1, ‘Deep Red Cracked Ion Stone’ +1)
Climb +4 (Rank 1, Class +3, Str +0)
Bluff -1 (Rank 0, Cha -3, 'Stoic Negotiator‘ racial trait +2)
Diplomacy +26 (Rank 10, Class +3, Wis +8 'Empathic negotiator' trait, +2 racial bonus 'Stoic Negotiator‘ racial trait, +2 untyped bonus 'Iron Citizen' racial trait, ‘Pink and Green Sphere Cracked Ioun Stone’ +1)
Heal +12 (Rank 1, Class +3, Wis +8)
Intimidate +0 (Rank 0, -3 Cha, +3 Inquisitor ½ level ‘Stern gaze’)
Knowledge: Arcana +11 (Rank 7, Class +3, Int +1) +19 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: Dungeoneering +5 (Rank 1, Class +3, Int +1) +13 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: Engineering +2 (Rank 1, Int +1) +10 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: History +5 (Rank 1, Class +3, Int +1)
Knowledge: Local +2 (Rank 1, Int +1) +10 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: Nature +8 (Rank 4, Class +3, Int +1) +16 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: Planes +14 (Rank 10, Class +3, Int +1) * +2 vs. Demons from Demon Hunter feat and +22 to identify abilities of creatures ‘Inquisitor monster lore’
Knowledge: Religion +8 (Rank 4, Class +3, Int +1) +16 to identify abilities of creatures ‘Inquisitor monster lore’
Perception +22 (Rank 10, Class +3, Wis +8, ‘Dark Blue Cracked Ion Stone’ +1)
Profession: Merchant +16 or +18 related to metal/stone* (Rank 1, Class +3, Wis +8, +2 racial bonus 'Stoic Negotiator‘ racial trait, +2 untyped bonus 'Iron Citizen' racial trait, MW Tool +2) * Craftsman alternate racial trait
Ride +5 (Rank 1, Class +3, Dex +1)
Sense Motive +18 (Rank 1, Class +3, Wis +8, +3 Inquisitor ½ level ‘Stern gaze’, ‘Dark Blue Cracked Ion Stone’ +1, +2 untyped bonus 'Iron Citizen' racial trait)
Spellcraft +5 (Rank 1, Class +3, Int +1)
Stealth +5 (Rank 1, Class +3, Dex +1)
Survival +12 (Rank 1, Class +3, Wis +8) + 15 to follow or identify tracks due to ‘Inquisitor track’ with +3 Inquisitor ½ level ‘track’
Swim +4 (Rank 1, Class +3, Str +0)

64 skill points => 3 levels with 5 Skill Points per level (4 Monk + 1 Int) & 7 levels with 7 Skill Points per level (6 Inquisitor + 1 Int)

Languages:
• Racial: Common, Dwarven
• Int: Kelish

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–– INQUISITOR SPELLS KNOWN ––
• 0 level (6): Detect magic, Acid Splash, Read Magic, Stabilize, Guidance, Light
• 1st level (5): Divine Favor, Litany of Sloth, Protection from Evil, Bless
• 2nd level (4): Invisibility, Silence, See Invisibility, Litany of Duty
• 3rd level (2): Dispel Magic, Heroism

–– SPELLS PER DAY ––
• 1st level: 6 = 4 + Wis 2
• 2nd level: 5 = 3 + Wis 2
• 3rd level: 3 = 1 + Wis 2

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–– ABILITIES ––

• 15 rounds of Bane = 7 Inquisitor Level + Wis +8 modifier via Extended Bane feat

• 7 rounds of Discern Lies = 7 Inquisitor Level

• 4 Perfect Strike Feat = Monk Level 3 + 1 per 4 other levels

• 3 Wanderer's Fortune Feat Freedom of Movement = 1 + 1 per 5 ranks of kn planes

• 2d6 Sneak Attack Dice = 1d6 at Inquisitor 4th + 1d6 per 3 levels

• +2 Studied Target = +1 at Inquisitor 1st, additional +1 at Inquisitor 5th, 10th etc.
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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 29 XP / 19 PP / 46 Fame
* Spent: 27 PP

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–– PRESTIGE PURCHASE / RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Prestige Award Purchase: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
• On 9th Level: Retrained feat costing 5 days / 5 PP / 450 gp (=5 days * 9th Lvl * 10gp)

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–– HIT POINTS ––:

Lvl 1 - 14 Hit Points: 8 Monk + 3 Con + 3 Toughness via ‘Unstoppable‘ Dwarven racial trait
Lvl 2 - 10 Hit Points: 5 Monk + 3 Con + 2 Retraining
Lvl 3 - 10 Hit Points: 5 Monk + 3 Con + 2 Retraining
Lvl 4 - 12 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 2 Retraining + 1 Toughness
Lvl 5 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness
Lvl 6 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness
Lvl 7 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness
Lvl 8 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness
Lvl 9 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness
Lvl 10 - 10 Hit Points: 5 Inquisitor + 3 Con + 1 Fav. Class + 1 Toughness

TOTAL - 106 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 6343 gp

* Spent: - 89 gp (Starting Equipment), Retraining 6 Hit Points [540gp]; Smelling Salts [25 gp]; Potion of Touch of Sea [50 gp]; Air Crystals [50 gp]; Antiplague [50 gp]; 5 x Acid [50gp], +1Longbow [1375gp]); Wand of CLW [750 gp], Wand of Mage Armor [750 gp], Amulet of natural armor +1 [1000gp], Belt of mighty constitution +2 [4000gp], Cloak of resistance +3 [9000 gp], Ring of deflection +1 [2000 gp], Headband of inspired wisdom +2 [4000 gp], Boots of Speed [12,000 gp], Handy Haversack [2000 gp], 500 cold iron arrows [50 gp], 20 adamantine blanched cold iron arrows [202], 40 silver blanched cold iron arrows [22 gp], 20 blunt arrows [2 gp], 10 splintercloud arrows [250 gp], Smoke arrow [10 gp], MW Longbow [375 gp], 20 Thistle (bleed) arrow [20 gp], 20 Whistling arrows [2 gp], 20 ghost salt blanched cold iron arrows [552 gp], Lucky Horseshoe [6800 gp] plus last level to be added

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–– GEAR ––
Longbow +1
Arrows in handy haversack (422 cold iron arrows, 10 adamantine blanched cold iron arrows, 30 silver blanched cold iron arrows, 11 blunt arrows, 10 splintercloud arrows, 16 ghost salt blanched cold iron arrows, 1 Smoke arrow, 20 Thistle (bleed) arrows)
Arrows in first quiver (10 cold iron arrows, 4 adamantine blanched cold iron arrows, 4 silver blanched cold iron arrows, 2 ghost salt blanched cold iron arrows)
Arrows in second quiver (10 cold iron arrows, 4 adamantine blanched cold iron arrows, 4 silver blanched cold iron arrows, 2 ghost salt blanched cold iron arrows)
Smoke arrow
Lucky Horseshoe
MW longbow in handy haversack
Handy Haversack
Wand of CLW (37 charges)
Wand of Mage Armor (45 charges)
Amulet of natural armor +1
Belt of mighty constitution +2
Cloak of resistance +4
Dwarf clan dagger
Ring of deflection +1
Headband of inspired wisdom +4
Boots of speed
Implanted in right arm: ‘Ocher Rhomboid Ion Stone’ (item has shifted Almaas’s alignment to neutral, and the evil item radiates an evil aura. Item gives a bonus feat: Wanderer's Fortune. This item is cursed and can’t be removed by its owner or anyone else without a remove curse or similar spell)
Backpack
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Vermin repellent
Oil of daylight
Holy symbol Of Erastil
Smelling Salts
Masterwork Tool (Profession Merchant), 1 lb.
3 x Potion of Touch of Sea in Potion Sponge
3 x Air Crystals
3 x Antiplague
3 x Antipoison
5 x Acid
3 x Potion Sponge
3 x Oil of Grease
3 x Universal solvent
3 x Alchemical Grease
‘Pink and Green Sphere Cracked Ioun Stone’
‘Deep Red Cracked Ion Stone’
‘Dark Blue Cracked Ion Stone’

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–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• DEADEYE BOWMAN (Religion: Erastil): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• MAGICAL KNACK (Magic: Inquisitor): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

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–– FEATS ––
• Lvl 1 (free, Zen Archer 1): UNARMED STRIKE
• Lvl 1 (free, Zen Archer 1): POINT BLANK SHOT
• Lvl 1: ADDITIONAL TRAITS: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
• Lvl 1 (free, Zen Archer 1): PERFECT STRIKE (Bows): You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round. Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
• Lvl 2 (free, Zen Archer Archetype 2): PRECISE SHOT
• Lvl 2 (free, Zen Archer Archetype 2): WEAPON FOCUS
• Lvl 3 (free, Zen Archer Archetype 3): POINT BLANK MASTER: You do not provoke attacks of opportunity when firing [a longbow] while threatened.
• Lvl 3: DEADLY AIM: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
• Lvl 5: RAPID SHOT: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
• Lvl 6 (Free feat - Inquisitor Ravener Archetype 3): DEMON HUNTER: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
• Lvl 7 (retrained at level 9): EXTENDED BANE: Prerequisites: Bane class feature. Benefit: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
• Lvl 9 (Free feat - Inquisitor 6): SHAKE IT OFF (Teamwork): Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
• Lvl 9: CLUSTERED SHOTS: Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6. Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
• Lvl 9 (‘Ocher Rhomboid Ion Stone’): Wanderer's Fortune (Conduit): Prerequisites: Knowledge (planes) 3 ranks. Benefit: As a swift action, you gain the benefits of freedom of movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first. You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).

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–– CLASS ABILITIES: Monk (Zen Archer) ––
• CLASS SKILLS: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
• WEAPON AND ARMOR PROFICIENCY: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
• AC BONUS (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
• FLURRY OF BLOWS (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
• BONUS FEATS: A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk’s normal bonus feats.
• WAY OF THE BOW (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
• UNARMED STRIKE: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
• ZEN ARCHERY (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
• POINT BLANK MASTER (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
• FAST MOVEMENT (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

–– CLASS ABILITIES: Inquisitor (Ravener Hunter, Sanctified Slayer) ––
• CLASS SKILLS: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
• 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).

• 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 (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).
• CHARGED BY NATURE: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestorUM, battleAPG, flameAPG, heavensAPG, lifeAPG, lunar (Pathfinder Player Companion: Blood of the Moon 28), natureAPG, solar (Pathfinder Player Companion: Harrow Handbook 26), stoneAPG, timeUM, volcano (Pathfinder Adventure Path #95: Anvil of Fire 72), wavesAPG, windAPG, or woodUM. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra RevelationAPG feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.
• HOLY MAGIC: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items. This ability alters the inquisitor’s spells.
- ORACLE WOOD MYSTERY: Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.

• 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.
• TEAMWORK FEAT: At 3rd 6th 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.
• DEMON HUNTER: At 3rd level, a ravener hunter gains Demon Hunter (Pathfinder Campaign Setting: The Inner Sea World Guide 286) as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the DemonAPG subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity. This ability replaces the teamwork feat gained at 3rd level.

• 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.

• STUDIED TARGET (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.
Studied Target (Ex): 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, 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 (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.
[/i]

• SOLO TACTICS (Ex): At 3rd 6th level, all of the Ravener Hunter 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.

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-- DWARF RACIAL TRAITS --
• Wis: +2, Con: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• SPEED: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• DARK-VISION
• UNSTOPPABLE: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
• STOIC NEGOTIATOR: Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
• IRON CITIZEN: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (PFS additional ressources: Dwarves selecting Iron Citizen must also replace the Hardy racial trait with the Craftsman alternate racial trate.)
• CRAFTSMAN: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• WEAPON FAMILIARITY: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

• Automatic Languages: Common, Dwarven

–– BACKGROUND –– :

Almaas is a young Dwarf from a Kelish merchant family that always felt that community, tradition and fairness are the values that should be inherently present in any civilisation .

Thus, he embraces the lessons of Erastil and tries to use his family fortune to bring prosperity through fair trade.

He can be a stoic negotiator but has an empathic approach. He is very perceptive and understands people's motives which is very important to him as a merchant and a pillar of his community.

He typically wears no armor and during battle usually tries to use his bow to attack but also uses his legs and fists if necessary.

Almaas' family has deep roots in the Exchange faction of the Pathfinder Society.

Thus, the Kargar brothers Almaas, Jangafzaar, Toral and Sadaf are all members of the Pathfinder Society.

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