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About AtajayMale Human (Preacher) Inquisitor 15
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Ranged
BAB: +11/+6/+1 CMB +15 CMD 30 Feats Spoiler:
1. PBS, H. Precise Shot, 3 Deadly Aim, 5. Rapid Shot, 7. Improved Initiative, 9. Great Fortitude, 11. Weapon Focus (Longbow), 13. Improved Critical (Longbow), 15. Iron Will
Skills Spoiler:
(7 ranks per level):
Bluff +6 (2 rank + 1 Cha + 3 Class)
Traits Spoiler:
Centered: Benefit: +1 to saves versus charms and compulsions and the DC to use Intimidate against you increases by one. True Devotion: : Benefit: can attempt to cast divine spell and not lose spell slot 1/day with a 20% chance of success. Also can use first domain power of Healing domain 1 additional time per day. Languages Common Inquisitor Special Abilities:
Spoiler:
*Domain--Healing. Rebuke Death (Su): You can touch a living creature as a standard action and heal them for 1d4+ 1/2 level hit points on a creature who has less than zero hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*Orisons *Spells *Judgments--5/per day. Begins as a swift action: Destruction: (+5)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: (+5) 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: (+4) 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: (+5) 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: (+4) 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: (+4) 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: (+4) 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: (+10) 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: (Weapon’s count as magic and good)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). *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). *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. *Determination 5/day: Aggression—reroll a d20 attack before results are revealed. Take the second roll. *Greater Bane: can make Weapon Bane for number of rounds /day equal to class level, doing extra 4d6 damage. *Discern Lies *Stalwart: on a Fort or Will save that has a reduced effect on a successful save, if save, suffer no effect. *Exploit Weakness Spells Known: Spoiler:
0 level--Acid Splash, Create Water, Detect Magic, Guidance, Light, Read Magic. (6/day)1 level--Comprehend Languages, Cure Light Wounds, Divine Favor, Expeditious Retreat, Protection from Evil, Shield of Faith. (5/day)2 Level—Invisibility, Knock, Lesser Restoration, See Invisibility, Silence. (5/day)3 Level—Daylight, Dimensional Anchor, Dispel Magic, Greater Magic Weapon, Searing Light. (4/day) 4 Level — Divine Power, Freedom of Movement, Holy Smite, Restoration. (3/day) 5 Level — Break Enchantment, Chains of Light, Flame Strike, True Seeing Money 121 gold plus 1455 gold plus 7500 gold. Gear: Spoiler:
Magic:
Weapons:
Shortspear, 1 gp
Everyday Worn Items:
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