Ardeth

D'hara's page

193 posts. Alias of Nickadeamous.


Full Name

D'Hara

Classes/Levels

Inactive

About D'hara

stat line:

HP 78/78 | AC: 21, T: 20, FF: 21, CMD: 26 | Saves F +10, R +10, W +13 | Init +8 | Perception +14, Sense Motive +12 | Status: Normal

Appearance:

D'Hara stands about 5’6” and weighs around 150 pounds. Her head is shaved but sprouts two small horns on her forehead. She also has spurs growing out of each elbow. Numerous piercings decorate her face and body and a tattoo of Zon-Kuthon's unholy symbol occupies her face. Most people find her appearance hideous.

She wears no armor and carries no shield. Her simple monk robes are blood red and she wears a reversible hooded cloak that is blood red on one side and dark grey on the other representing her god Zon-Kuthon's colors. A whip rests on her hip and a spiked chain is encircled around her waist. Two bandoliers criss-cross her chest holding a score of shuriken.

Personality:

Abuse from an early age has left her hollow and detached. She has very little empathy, but that doesn’t stop her from being able to read people. She is very quiet and withdrawn. More often than not, she barely speaks louder than a whisper. She is generally polite and formal. She rarely smiles unless she is working and believes what she is hearing. She also loves to learn.

Background:

Very little is known about Armiger D’Hara before joining the Order of the Rack. Found in the private quarters of a priest of Shelyn as a child, D-Hara was raised in the church. She served the church for many years before running away. It was a few years on the streets before she was abducted by an older man. She joined the ranks of many other missing runaways for a life of pain and abuse. Torture became a daily facet of her life as her host liked to experiment. She was introduced to the teachings of Zon-Kuthon. She found a strength that she hadn’t known before. Gone was her confusion, the uncertainty. Replaced with unwavering devotion and a clear path with purpose, she embraced her new life. At the age of 13, she tortured and broke her first victim, another young female runaway. Shortly thereafter she was released onto the world. A seeker of secrets, a purveyor of truth, and an enforcer of orderliness. For the next few decades, she wandered Cheliax as both a courtesan and a torturer. She was very pretty and put her looks to use learning how to disarm people with her looks and extract information with pleasure. When that didn’t work, she would practice her other skills.

Still, even with all of her successes and experience, she was still a novice. That is until she joined the Order of the Rack. The Hell Knights offered her structure. Something that she lacked and was desperately looking for. She studied and learned for a few more decades before actively trying to climb the ranks. To help prove her loyalty, she carved the spiked wheel into her hands, her feet, her chest and even had it done on her back. Her supervisors convinced her to focus on her talents and forgo the prostitution life style. To show her loyalty, she had the unholy symbol of Zon-Kuthon tattooed on her face and forehead. The eye sockets of the skull sit over her own eyes. The spiked chains ran down her cheeks like tears. It was more than enough to put off the common man.

She has learned how to extract information from even the toughest individuals. She has been recognized within the Order of the Rack as one of the top interrogators. Her success has earned her a promotion and the opportunity to travel to Kenabres. Whispered rumors and confessions have yielded information about betrayal and deceit within the ranks of the crusaders. D’Hara was dispatched to find out more information by the Master of Blades Kassir Voidai himself.

D'hara, the Princess of Chains
Female Tiefling Hamatulatsu Unchained Monk 6/Inquisitor of Zon-Kuthon 2, Warpriest of Zon-Kuthon 4
LE Medium Outsider (native)
Init +8; Senses Darkvision 60 ft.; Perception +14
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Defense
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AC 21, touch 20, flat-footed 21
(+3 Dex, +6 Wis, +1 Armor, +0 Shield, +1 Deflection)
Hp 78 (6d10+18)
Fort +10, Ref +10, Will +13 (+2 vs. enchantments and effects that would sicken, nauseate, stagger, or stun)
Resistances cold 5; electricity 5; fire 5
Immune spells, spell-like abilities, and effects with the pain descriptor;
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Offense
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Speed 50 ft.
Melee unarmed strike +8/+3 (1d8+2/x2) [bludgeoning or piercing]
Melee mw cold iron spiked chain +9/+4 (2d4+3/x2) [piercing] {disarm, trip, *monk*}
Melee mw cold iron spiked chain trip +11 {provokes}
Melee attuned whip +10/+5 (1d6+3/x2) [slashing] {reach 15, disarm, trip, lethal/nonlethal}
Melee whip trip +12 {reach 15}
Ranged cold iron shuriken +10/+5 (1d6+2/x2) [piercing] {10 ft.}
Combat Options Ki Pool 8/8; Blessings 4/5; Stunning Fist 6/6, Flurry, Judgment 1/1, Fervor 7/7, Defensive Spin (style strike) 1/round; Mythic Power 5/5;
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 21 Cha 6
Base Atk +6/+1; CMB +8; CMD 26 {+2 vs. grapple}
Feats Simple Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Improved Unarmed Strike, Stunning Fist, Exotic Weapon Proficiency (whip), Monstrous Mask, Improved Grapple, Weapon Focus (shuriken), Additional Traits, Weapon Focus (whip), Whip Mastery, Kyton Style, Hamatulatsu, Mythic Exotic Weapon Proficiency (whip)
Skills
[+12] Acrobatics (6 ranks, 3 class, 3 dex)
[+7] Bluff (1 rank, 3 class, -2 drawback, 5 wis)
[+6] Climb (1 rank, 3 class, 2 str)
[+0] Craft (0 int)
[-2] Diplomacy (-2 drawback, 2 racial, -2 cha)
[-4] Disguise (-2 drawback, -2 cha)
[+7] Escape Artist (1 rank, 3 class, 3 dex)
[+3] Handle Animal (2 bg, 3 class, -2 cha)
[+9] Heal (1 rank, 3 class, 5 wis)
[+15] Intimidate (6 ranks, 3 class, 1 morale, 5 wis) [+5 vs. humanoids]
[+4] Knowledge {engineering} (1 bg, 3 class, 0 int)
[+4] Knowledge {history} (1 bg, 3 class, 0 int)
[+4] Knowledge {nature} (1 rank, 3 class) [+4 to identify creatures]
[+6] Knowledge {planes} (3 ranks, 3 class, 0 int) [+4 to identify creatures]
[+4] Knowledge {religion} (1 rank, 3 class) [+4 to identify creatures]
[+1] Linguistics (1 bg)
[+14] Perception (6 ranks, 3 class, 5 wis)
[-2] Perform (-2 cha)
[+9] Profession {courtesan} (1 bg, 3 class, 5 wis)
[+7] Ride (1 rank, 3 class, 3 dex)
[+12] Sense Motive (1 rank, 3 class, 5 wis, 1 morale, 2 racial)
[+5] Sleight of Hand (2 bg, 3 dex)
[+4] Spellcraft (1 rank, 3 class)
[+8] Stealth (2 ranks, 3 class, 3 dex)
[+9] Survival (1 rank, 3 class, 5 wis) [+1 to track]
[+6] Swim (1 rank, 3 class, 2 str)
Languages Abyssal, Common, Infernal
Traits Touched by Divinity {Campaign}, Fate’s Favored {Faith}, Holy Tattoo {Regional}, Chain Master (Race), Magical Knack (Magic)
Drawback Foul Brand
Favored Class Bonuses Monk; 1 hit point, 1 skill point, 1 skill point, 1 hit point, 1 skill point,
Inquisition Heresy
Combat Gear potions of mage armor x4
Other Gear 5 gp, 10 sp; whips x2 (4 lbs), cold iron spiked chain (10 lbs), cold iron shuriken x14 (2 lbs), traveler's outfit (5 lbs), monk's outfit (2 lbs), mw backpack (4 lbs), bandoliers x2 (0 lbs), belt pouches x2 (1 lbs), spell component pouch (2 lbs), canteen (1 lbs), gear maintenance kit (2 lbs), mess kit (1 lbs), shaving kit (.5 lbs), scrivener's kit (1 lbs), common artisan tools (5 lbs), flint and steel (0 lbs), silk rope 50 ft. (5 lbs), trail rations x5, silver unholy symbol (1 lbs), scroll case (.5 lbs), paper x10 (0 lbs), bedroll (5 lbs), journal (1 lbs), common manacles with simple lock (3 lbs), tattoo (0 lbs.), reversible cloak (1 lbs), scarf (.5 lbs), quickcatch barbed manacles (4 lbs),
Encumbrance 0 – 66 lbs; 67 – 133; 134 – 200; [Current Weight: 64.5; Light Load]
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Magic
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Warpriest Spells [CL: 6th; Concentration +10]
2nd - cure moderate wounds, owl's wisdom
1st - cure light wounds x2, divine favor x2, endure elements
Orisons - create water, detect magic, enhanced diplomacy, purify food and drink
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Inquisitor Spells [CL: 2nd; Concentration +7]
1st [4/day] - burst bonds, persuasive goad, true strike
Orisons - acid splash, bleed, detect poison, sift, stabilize
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Spell-Like Abilities
Death Watch - At Will; CL: 6th
Protection from Chaos - 1/day; CL: 6th
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Special Abilities
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AC Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Blessings (Su) - Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Unless otherwise noted, using a blessing is a standard action. If a blessing's power duplicates a spell effect, the warpriest's caster level for that power is equal to his warpriest level.

Channel Energy (Su) - Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Cunning Initiative (Ex) - At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Darkvision - Tieflings can see perfectly in the dark for up to 60 feet.

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.

Evasion - At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement - At 3rd level, a monk gains a +10 enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

Fervor (Su) - At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Flurry of Blows - At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Focus Weapon - At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Hard to Kill (Ex) - Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Infernal Resilience (Ex) - At 5th level, a hamatulatsu master gains immunity to all spells, spell-like abilities, and effects with the pain descriptor, as well as a +2 bonus on saving throws against effects that would sicken, nauseate, stagger, or stun her. This ability replaces purity of body.

Judgment (Su) - As a swift action usable once per day, activate a supernatural ability that lasts until combat is over.

Ki Pool (Su) - At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

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.

Mythic Power (Su) - Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Righteous Infiltration (Ex) - You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Sacred Weapon (Su) - At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

Skilled – Devil-Spawn Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Soul Seer - Rare Tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

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).

Still Mind (Ex) - At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Stunning Fist - At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. A hamatulatsu master expands the conditions that she can apply to the target of her stunning fist beyond merely stunning her target. At 4th level, she can choose to make the target shaken for 1 minute. At 8th level, she can choose to deal 1d10 points of nonlethal bleed damage. At 12th level, she can choose to make the target frightened for 1d3 rounds. At 16th level, she can deal 2d12 points of nonlethal bleed damage. The shaken and frightened conditions allow the target to attempt a Will save to negate the effect instead of a Fortitude save. This ability otherwise functions as normal for a monk of her level.

Style Strikes (Ex) - At 5th level, a monk can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strike as s style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type.

Surge (Su) - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Sustained by Faith (Su) - You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Track (Ex) - At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Unarmed Strike - At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Weapon Proficiencies – Monks are proficient with the kama, nunchaku, sai, shuriken, siangham, and any weapon with the monk special weapon property. Inquisitors are proficient with the hand crossbow, repeating crossbow, and their deity's favored weapon (spiked chain).

Notes:

All monk levels on one side. Two levels of Inquisitor and then 18 levels of Warpriest of Zon-Kuthon on the other side.

Possible Feats
..Armor of the Pit
..Fiend Sight

Ki Powers:

Additional Attack - By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.

Bark Skin [Qinggong Power] (Sp) - Self Only - 1 point - Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Duration: 10 minutes per monk level.

Chain Stun - 1 point - Deliver a Stunning Fist with the spiked chain instead of an unarmed strike.

Extra Stunning Fist - 1 point - Gain one additional use of her stunning fist ability that round, though this does not grant her an additional attack.

High Jump - A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

Retribution - 1 point - As an immediate action, a hamatulatsu master can make a single melee attack with a +2 bonus against a creature that has damaged her with a natural melee attack, unarmed strike, or weapon without the reach property.

Judgments:

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).

Blessings:

Law Blessing

Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Death Blessing

From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.

Death's Touch (major): At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action upon hitting an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation).

Style Strikes:

Defensive Spin - The monk spins about, confounding her foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.