Gabr Mos'ata
Male Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee dagger +2 (1d4+2/19-20) and
morningstar +2 (1d8+2)
Ranged longbow +3 (1d8/×3)
Inquisitor Spells Known (CL 1st; concentration +4):
1st (2/day)—bless, cure light wounds
0 (at will)—acid splash, create water, detect magic, guidance
Domain Travel
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Statistics
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Str 14, Dex 16, Con 13, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot
Traits dangerously curious, eye for quality
Skills Acrobatics +5 (+9 jump), Appraise +6, Craft (bows) +5, Fly +5, Intimidate +1, Knowledge (religion) +5, Perception +7, Sense Motive +4, Spellcraft +5, Stealth +7, Survival +7, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Fly, +2 Use Magic Device
Languages Celestial, Common, Dwarven
SQ agile feet (6/day), domains (travel), judgement 1/day, monster lore +3, stern gaze
Other Gear lamellar cuirass, arrows (40), arrows (40), dagger, longbow, morningstar, artisan's tools, backpack, belt pouch, blanket, chalk (10), charcoal stick (4), cooking kit, fishing kit, flint and steel, gear maintenance kit, grappling arrow, grooming kit, iron holy symbol (Abadar), mess kit, sack, silk rope (50 ft.), twine (50'), wrist sheath
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eye for Quality You don't suffer the effects of failing an Appraise check by 5 or more.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
9gp, 2sp
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