Class Abilities
• Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day.
• Judgment: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends.
List of judgments:
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but all of the bonuses reset to those granted on the first round until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type, but doing so resets the bonus granted to those granted on the first round.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
Healing: The inquisitor is surrounded by a healing light, gaining Fast Healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point of damage each round after the first, to a maximum of 3 points of damage on the third and following rounds. At 10th level, the amount of healing doubles (2 hp on the first round, 4 on the second, and so on).
Justice: The judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: The judgment gives the inquisitor great focus and makes her spells more potent. This grants a +1 sacred bonus on Concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 each round after the first to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to armor class. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against attack rolls made to confirm critical hits against you.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: The judgment makes the inquisitor resistant to harm, granting damage reduction 1/magic. This bonus increases to 2/magic on the second round, and 3/magic on the third and following rounds. At 10th level, this damage reduction changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is Neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 each round after the first, to a maximum of 6 on the third and following rounds. At 10th level, the amount of protection increases to 5 on the first round, plus an additional 5 each round thereafter, to a maximum of 15 on the third and following rounds.
Smiting: The judgment bathes the inquisitor’s weapons in a divine light. This judgment provides no bonus on the first round. On the second round, the inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. On the third and following rounds, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is Neutral, she does not receive a bonus on the third round. At 10th level, on the third and following rounds, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
• 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.
• Stern Gaze: 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).
Halfling Racial Traits
* +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
* Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Slow Speed: Halflings have a base speed of 20 feet.
* Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
* Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
* Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
* Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
* Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
* Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Traits
• Desert Shadow (Qadira Faction): You move with a quick and quiet grace and your enemies are often taken unawares by your silent speed. When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check.
• Eyes and Ears of the Watch (Religious, Abadar): Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks.
Favored Class: Inquisitor
Background:
Amelia’s family have been servants to a Katheer merchant family for generations. Unlike her parents, who took immense pride in their service, Amelia was never content to live the life of a lowly household help. Much to the dismay of her parents, she would always sneak expensive foods out of the kitchen or lie down for a bit in the soft feather beds of the Master’s family. In short, Amelia loved the comforts of wealth and civilized society with a passion.
For years, she tried to think of a way to escape the family destiny of service. To weak to be a fighter, and lacking the talent for neither magic nor entertainment, her options were limited. She briefly considered a life of crime, but didn’t really relish the thought of dungeons and severe punishment that was an inevitable part of such a life. Simple, honest work was never an option, obviously. That left the church.
Amelia would often accompany the Master and his family when they went to devotions in the temple of Abadar, god of commerce. While in the temple, Amelia would offer prayers of her own for the god of wealth to favor her with a bit of just that, in return for her devoted service. But looking at the robed clerics conducting the rites, she could not quite see herself in their place, patiently seeing to the tasks of the temple day after day. It did not seem like a probable route to riches either. None the less, when Amelia became of age, she went to the temple of Abadar and offered her services. As she had expected, she did not really appreciate the life of an acolyte. Far too much hard work, quite devotion and boring studies for her taste. As a result, she would often sneak out in search of more exiting things.
It was not long before Amelia was called in to see the head of the temple. He curtly informed her that her instructors had all agreed that she did not possess the required qualities of a cleric in the service of The Master of the First Vault. As Amelia’s hopes came crashing down, he added that perhaps there could be another way for her to serve the Judge of Gods. For although Abadar was first and foremost the god of law and cities, sometimes he required tasks performed outside the courts and marketplaces. There was need for individuals who could travel the world and seek out the enemies of civilization and trade. Protect merchant caravans, infiltrate robber gangs and hunt down barbaric humanoid tribes threatening civilized settlements.
And so, Amelia became an Inquisitor in the service of Abadar. Her first service as a caravan guard and scout eventually led her to Abaslom, where word of her skills reached the Pathfinders. Amelia was easy to recruit. To her, the Pathfinder Society was the perfect way to find enough treasure and earn enough rewards to eventually retire to the life of comfort she has always dreamed about.