Female Dwarf Inquisitor 20
LG Medium humanoid (human, dwarf)
Init +17; Senses Darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 48 (50 vs magical beast), Touch 26, Flat-footed 37 (39 vs magical beast) (+10 armor, +5 deflection, +10 Dex, +1 insight, +7 shield, +5 natural)
hp 200 (20d8+100)
Fort +24, Ref +23, Will +24; +2 vs poison, spell-like abilities and spells
Defensive Abilities Evasion, Stalwart
--------------------
Offense
--------------------
Speed 20 ft
Ranged +33/+33/+28 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+17;x3) normal full round
OR +31/+31/+26/+21 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+17;x3) rapid shot full round
OR +27/+27/+22/+17 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+25;x3) rapid shot deadly aim full round
OR +32/+32/+27/+22 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+38;x3) judgement rapid shot deadly aim full round
OR +33/+33/+28/+23 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+39;x3) judgement rapid shot deadly aim full round vs magical beast
OR +33/+33/+28/+23 +5 Adaptive Courageous Seeking Endless Ammunition Composite Bow (1d8+40;x3) judgement surged judgement rapid shot deadly aim full round vs magical beast
Special Attacks Judgement (7/day), True Judgement (1/day), Destructive Smite (8/day), Destructive Aura (20 rounds/day), Greater Bane (20 rounds/day)
Inquisitor Spells Known (CL 20th; concentration +25)
6th (5/day)—heal, neutralize poison, greater, harm (DC 21), dispel magic, greater, blade barrier (DC 21)
5th (6/day)—righteous might, litany of vengeance, true seeing, break enchantment, stoneskin, communal
4th (6/day)—divine power, death ward, battlemind link, litany of escape, stoneskin, freedom of movement
3rd (6/day)—heroism, burst of speed, magic weapon, greater, magic vestment, protection against energy, dimensional anchor
2nd (6/day)—silence (DC 17), invisibility, see invisibility, hunter's lore, remove disease, remove curse
1st (7/day)—wrath, divine favor, expeditious retreat, bowstaff, litany of weakness, hedging weapons
0th (at will)—light, detect magic, read magic, acid splash, detect poison, create water
--------------------
Statistics
--------------------
Str 30, Dex 30, Con 20, Int 10, Wis 20, Cha 6
Base Atk +15; CMB +25; CMD 41
Feats Point Blank Shot, Precise Shot, Deadly Aim, Judgement Surge, Favored Judgement (Magical Beast), Rapid Shot, Manyshot, Clustered Shot, Improved Precise Shot, Far Shot, Co-ordinated shot (teamwork), Shake it Off (teamwork), Target of Opportunity (teamwork), Enfilading Fire (teamwork), Escape Route (teamwork), Stick Together (teamwork)
Traits Community-minded, Fate's favored
Skills Acrobatics +30, Perception +28, Stealth +32, Knowledge (Arcana) +30, Use Magic Device +22, Survival +25, Climb +15, Swim +15
Languages Common, Dwarf
SQ Cunning Initiative, Monster Lore, Track, Teamwork Feats (5/day), Solo Tactics, Discern Lies (20 rounds/day), Stalwart, Stern Gaze, Exploit Weakness, Slayer
Combat Gear see Gear.
--------------------
Special Abilities
--------------------
Judgment; Destruction +13 (+14 vs magical beasts) (Su) Gains sacred bonus to damage.
Judgment; Healing +7 (Su) Gains Fast Healing.
Judgment; Justice +5 (+6 vs magical beasts) (Su) Gains sacred bonus to damage.
Judgment; Piercing +7 (+8 vs magical beasts) (Su) Gains sacred bonus on concentration checks and CL checks to overcome SR.
Judgment; Protection +5 (+6 vs magical beasts) (Su) Gains sacred bonus to AC.
Judgment; Purity +5 (Su) Gains sacred bonus to saving throws.
Judgment; Resiliency +5 (Su) Gains sacred bonus to DR.
Judgment; Resistance +14 (Su) Gains one type energy resistance.
Judgment; Smiting (Su) Weapon counts as magic, lawful and adamantine to bypass DR.
Destructive Smite +10 (+12 for self) (8/day) (Su) Gain morale bonus on damage equal to 1/2 inquisitor level for one melee attack.
Destructive Aura +10 (+12 for self) (20 rounds/day) (Su) All within 30 ft gain morale bonus on damage equal to 1/2 inquisitor level. Rounds do not need to be consecutive.
Monster Lore +5 (Ex) Adds wisdom mod to knowledge checks in addition to intelligent mod to ID creatures.
Stern Gaze +10 (Ex) Adds 1/2 inquisitor level to intimidate and sense motive as morale bonus.
Teamwork Feats (5/day) At 3rd level and every three levels, learn a teamwork feat. Can switch a feat number of time equal wisdom mod.
Solo Tactics (Ex) Treat allies as having teamwork feats to receive feat benefits.
Track +10 (Ex) Add 1/2 inquisitor level to survival check to track a creature.
Cunning Initiative +5 (Ex) Adds wisdom mod in addition to dexterity mod to initiative checks.
Bane (20 rounds/day) (Su) Adds bane ability. Can switch to another type as swift action. Rounds do not need to be consecutive.
Greater Bane (20 rounds/day)(Su) Bane damage is increase to 4d6.
Second Judgment (Ex) Can have two judgment active. Can switch one for another one as a swift action. Consume one use of judgment on initial activation.
Third Judgment (Ex) Can have three judgment active. Can switch one for another one as a swift action. Consume one use of judgment on initial activation.
Exploit Weakness (Ex) If crit, ignore DR and regeneration for that round. Creature with constant regeneration is immune. If dealing energy damage that creature is weak against, add +1 points of damage per die roll.
True Judgment (Fort DC 25) (Su) Once per day, declare true judgement on a creature and make an attack. If hit, creature must make Fort save or die.
Discern Lies (20 rounds/day) (Sp) As spell. Can activate as immediate action. Rounds do not need to be consecutive.
Slayer (Ex) Every judgment, treat a selected judgment 5 levels higher to determine bonus. It cannot be changed during duration.
Stalwart (Ex) If succeed fort or will save, ignore partial effects.