NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 –
About Arkolo
PFS # 127693-7 (Grand Lodge)
Inquisitor of Erastil 6 (17 XP, 27 Fame, 4 PP)
NG M Half Orc
Init +8; Perception +12 (DV)
DEFENSE
AC 20, touch 15, flat-footed 15
HP 45 (6d8 + 6 Con + 6 FCB)
Fort +9 (+5 Base, +1 Con, +1 Cloak, +2 FF/ST)
Reflex +10 (+2 Base, +5 Dex, +1 Cloak, +2 FF/ST)
Will +11 (+5 Base, +3 Wis, +1 Cloak, +2 FF/ST)
+1 vs spells, SLA’s and effects of creatures with the fire subtype
+1 vs spells with the fire descriptor
Point Blank Shot: +1/+1 (within 30 ft)
Coordinated Shot: +1/+0 if target is in combat with ally, +2/+0 if two allies are flanking target
Enfilading Fire: +2/+0 if target is flanked by 1 or more allies
Rapid Shot: -2/+0 on all attacks when full attacking to fire an extra shot
Judgement of Justice: +2/+0
Judgement of Destruction: +0/+3
Bane: +2/+2d6+2
Divine Favor: +3/+3
[-]Deadly Aim: -2/+4 [/-]
STATISTICS
Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 7 (-2)
+4 BAB, CMB +6, CMD 21
Other Gear: (14 lbs)
Backpack (2lbs), Flint & Steel, Grappling Hook (4 lbs), 50ft Silk Rope (5 lbs), 2x Acid Flask (2 lbs), Smoked Googles, Earplugs, Spring Loaded Wrist Sheath w/ Wand of Cure Light Wounds 50/50 (2PP, 1lb), Cloak of Resistance +1, Belt of Dexterity +2, Money 1284 gp 3 sp 7 cp.
Encumbrance (14 Str)
Light 0-58 lb
Medium 59-116 lb
Heavy 174-260 lb
RACIAL ABILITIES:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
CLASS ABILITIES:
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 (longbow). She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list (see page 42). She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Judgment (Su): 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.
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 the bonuses do not resume 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
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 for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit 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 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. 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 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR 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 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, 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 this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Heresy Inquisition Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics’ own arguments to root them out and bring them to justice.
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.
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).
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.
Solo Tactics (Ex): At 3rd level, all of the 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.
Teamwork Feat: At 3rd 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.
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.
[url=]First Steps 1: In Service to Lore - 417 gp
Boons: Nil
Purchase Wand of Cure Light Wands with 2PP
8-01 Portent's Peril - 509 gp Draconic Sidekick: You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the travelling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon's sting counts as silver for the purposes of bypassing damage reduction.
Alternatively, you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for 1 adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.
Fortune's Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below. Cross off the ones you do not choose. You may activate an ability that you did not cross off by checking the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
[]The Suit of Hammers (Strength): Sundering or otherwise breaking an object
[]The Suit of Keys (Dexterity): Picking a Lock
[]The Suit of Shields (Constitution): Fortitude Saves or Constitution checks against fatigue or exhaustion
[X]The Suit of Books (Intelligence): Performing research []The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
[X]The Suit of Crowns (Charisma): Speaking to a person in a position of authority Purchase Mwk Composite (+2) Longbow with 2PP
7-10 The Consortium Compact (GM) - 430 gp Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Purchase Mithril Chain Shirt for 1100gp
3-18 God's Market Gamble - 517 gp Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
8-00 Cosmic Captive (GM) - 500 gp Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
[] Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.
[][] Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
Purchase Cloak of Resistance +1 for 1000gp
8-99 The Solstice Scar (A) - 500 gp [] Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
[] Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
[] Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.
8-99 The Solstice Scar (B) – 1250 gp [ ]Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
[ ]Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
Future Martyr’s Shard boons may unlock additional benefits.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).
[ ]Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Pay 2000gp to enchant my bow (to +1) Pay 2PP to learn Draconic
The Emerald Spire Level 2 – The Cellars (B) – 1536 gp River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle Sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be marked be the hex marked “A”. You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as per of The Emerald Spire Superdungeon allows you to purchase more land.
Pay 2 PP for Land Parcel: Hex Selected: A, Benefit: Nil, Date: 11/12/18 Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half of your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.
The Emerald Spire Level 3 – Splinterden – 3711 gp River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle Sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be marked be the hex marked “A”. You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as per of The Emerald Spire Superdungeon allows you to purchase more land.
Pay 2 PP for Land Parcel. Hex Selected: B2, Benefit: +1 Fame, +1 PP, Date: 22/06/19 Splinter Slayer: In Splinterden, you fought a bandit group named the “Splinters”. These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle Sheet.
Pay 4000 gp for Belt of Dexterity +2 Pay 1000 gp to enchant armor to +1
The Emerald Spire Level 4 – Godhome – 1600 gp Troglodyte Friend: You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.
The Emerald Spire Level 5 – The Drowned Level – 4800 gp Touch of Planar Waters: Your experience with the many portals into the elemental Plane of water in the The Drowned Level have given you insight into the mysteries of the primordial plane and it's inhabitants. Just being around the portals, a small amount of the planes magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to received the benefits of touch of the sea (CL6th). When you use this boon, cross it off this Chronicle sheet.
Paid 450 gp for Aldy’s Raise Dead Paid 5 pp + 8 pp + 2450gp for my own body recovery and Raise Dead. Paid 2560gp to remove 2x negative levels.