Female Undine Inquisitor (Witch Hunter)
LN Medium Humanoid (shapechanger, skinwalker)
Init +3 Senses Perception +4 (low-light)
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DEFENSE
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AC 18, touch 12 , flat-footed 17. (+5 armor, +2 shield +1 Dex)
hp 10 (d8+3)
Fort +3, Ref +3, Will +4 (+2 against witches, -1 in a area with dim light)
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OFFENSE
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Spd 30 ft.
Melee:
cold iron Fauchard +3 d10+3 (18-20/x2/Reach)
Club +2 d6+2 (20/x2)
Ranged:
Javelin +2 d6+2 (20/x2)
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STATISTICS
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Base Atk +0; CMB -2 ; CMD 13
Feat: Weapon Focus (Bastard Sword)
Traits: Adopted (Half-Elf: Ancestral Arms), Vigilante Witch Hunter, Reactionary
Drawback: Shadow-Scarred
Skills: Perception +4, Sense Motive +7, Survival +6, Spellcraft +6, Knowledge (Nature) +4, Intimidate +6
Non-combat Gear:
backpack, earplugs, wooden holy symbol, blanket, winter, bedroll, waterskin, vermin paste, cold weather outfit, compass, skis, 3 hex nails*, Tent, small, cot, 7 rations: wandermeal, 7 rations: trail, rope(hemp,knotted) 50 ft, 27 gp, 8 sp, 3 cp
(am calculating weight of items to see if encumbrance is medium)
Carrying capacity light 58 lbs. or less
medium 59–116 lbs.
heavy 117–175 lbs.
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Special Abilities
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Spell Sage (Ex)
At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charm Animals(Sp,Aquatic only) CL1
Change Shape (Su): A skinwalker can change into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
-Amphibious
-Bite attack that deals 1d6 points of damage
-Ferocity
-Swim speed of 30 feet
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.
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SPELLS
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Spells per day: 2
Spells known: 0: Stabilize, Read Magic, Guidance, Acid Splash
1: Bless, Cure Light Wounds