Artemis Entreri

Deputy Malcom's page

78 posts. Alias of Doomed Hero.


HP 17/17, AC 16

Special Abilities

Detect Alignment

Strength 9
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 14
Charisma 9

About Deputy Malcom

Inquisitor of Abadar 2

Initiative: +5
Senses: Perception +6
Speed: 30 ft

History of Scars:

Claw marks across side of head, dipping down onto left side of face, across his eye. from a undead creature in the cemetery.



When he was young, Mal had aspired to greater things than being the sheriff of a backwoods community of fishermen. He'd wanted to be a Pathfinder, see the world, have adventure. He'd left Andoran with his father's pistol, a horse and a dream.

Turns out, being a famous Pathfinder is a lot harder than the stories made it seem. Adventures are what people who weren't there call things that no one should ever have to go through.

He couldn't afford healing, so every goblin arrow and every gnoll axe had him laid up for weeks. Finally, when he woke up in a church of Abadar a month after his fellow adventurers had left him to continue their idiotic quest, he decided he'd had enough.

The Lawfather had plenty of work, and Mal needed it, so he stayed. Turned out he had a mighty pretty daughter named Hope who, for no reason that he could figure, fancied him as much as he did her. Laying down his gun turned out to be one of the best decisions he'd ever made. He found a good job and Hope was better than any woman he'd ever dreamed of catching.

She picked the sleepy town of Biston to settle down in. It was close enough to her father that she could visit, but far enough away for comfort. Mal spent a lot of time on the road, acting as the Lawfather's hand among his more hard to reach flock. Most of the time all he had to do was arbitrate the occasional land dispute.

Then everything went to crap again. His pregnant wife was kicked in the head by a horse while she was shoeing it. She was in a coma for nearly a year. The baby was stillborn.

These days, Mal stays in Biston because that's where she chose. She's awake, but she's not really there. Sometimes he thinks he catches a glimps of the person she used to be trapped behind her dull eyes, but it never stays long. For a while he tried earning enough money to pay for magic powerful enough to heal his wife and wake her up, but he learned the folly of dreams a long time ago.

More than once he'd pulled that battered old pistol out of the drawer and put it to his own head, but he never pulled the trigger.

He still had Hope.

Or maybe he was just a coward.



AC: 16 (studded leather, +3 dex)
Touch: 13
Flat-footed: 13

CMD: 13 (+1 bab, +3 dex, -1 str)

Hit Points: 17 (8, 1d8[6], +2 favored class)

+3 Fort (+3 class)

+3 Ref (+3 dex)

+5 Will (+3 class, +2 wis)



BaB +1



Pistol, +4, 1d8 damage, x4 crit, touch attack (1st increment)
... +1 Attack and Damage within 30 ft.

Bola +0, 1d4 Trip, Nonlethal (shoanti, lethal)

Lasso +0, Entangle

Feats and Traits


Misspent Youth: +1 disable device and slight of hand. Disable device always class skill.

[b]Firearms Proficiency
(bonus, domain)
Gunsmith (bonus, domain)
Point Blank Shot (1st)
Precise Shot (human bonus)
Track (inquisitor 2)



Skill Points per level: 12 class, 2 int, 2 race
16 total

+7 Perception (2 rank, +3 class, +2 wis)
+8 Stealth (2 rank, +3 class, +3 dex)
+8 Sense Motive (2 rank. +3 class, +1 Inquisitor, +2 wis)
+6/+8 Knowledge: Nature (2 rank, +3 class, +1 int)(+2 wis for monsters)
+6 Craft: Machinery (2 rank, +3 class, +1 int)
+10 Disable Device (1 rank, +3 class, +3 dex, +1 trait, +2 equipment)
+5 Intimidate (2 rank, +3 class, +1 Inquisitor, -1 cha)
+7 Survival (1 ranks, +3 class, +1 Inquisitor, +2 wis)
+7 Ride (1 rank, +3 dex, +3 class)
+3 Swim (1 rank, -1 str, +3 class)
+4 Slight of Hand (+3 dex, +1 Trait)

Class Abilities


Black Powder Inquisition: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. 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.

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.



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).



0th level, usable at will x5
Detect Magic

1st level, 4 per day
Cure Light Wounds




  • Light mace
  • Sap
  • Bola x4
  • Combat Net x2


Armor: Studded Leather


-Belt and Pouches-
Sun Rod
Signal Horn
Small silver mirror
50 twine
5 small bells
10 fish hooks
10 tinder twigs
a vial of lamp oil
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal

-Tool Kit Satchel-
6 iron spikes
10 pitons
10' heavy chain
1 gallon of oil
50' silk rope

-On Horse-
Saddle and tack
Horse blanket
Extra horse shoes and nails x8
5 gallons of water
2 weeks feed
2 weeks rations
Winter Blanket
Extra clothing
3 bars of soap



Wish List:

Mal's Notebook: