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About GaeldrungStats
Defence/ Offence
Offence
Ranged:
B.A.B. +2, CMB +5 Traits and Feats
Feats
Spells
1st lvl (3 known 3/day, DC 13):
0 lvl (4 Known, DC 12):
Skills/ Languages
Bluff: 6=3+0+3
+1 to identify monsters Total = 14 (+6/lvl, +1/lvl Int) Languages
Judgements reference:
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). Consumables (potions, poisons, etc.):
Holy water x1 Acid Flask x5 Wand of CLW x1 [50/50] Special qualities
Feat and Skill Racial Traits
Offense Racial Traits
Senses Racial Traits
Other Racial Traits
Class-based
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those withIntelligence 2 or less. At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level. In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy. At 8th level, when a sin eater eats the sins of a creature that would rise as anundead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporarynegative level to absorb the taint in the corpse, preventing it from rising as anundead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanentnegative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability. This ability replaces an inquisitor’s domain. Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Monster Lore (Ex)
Cunning Initiative (Ex)
Detect Alignment (Sp)
Track (Ex)
Orisons
Stern Gaze (Ex)
Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feats At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed asteamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonusteamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork featgained. Whenever she gains a newteamwork feat, the previous teamwork featbecomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Gear:
Carrying Capacity: 76/153/230 current: 82lbs. Mwk. Greatax (320gp, 12 lbs) Sling (0gp, 1 lbs) Bullets, Sling x10 (1sp; 5 lbs) Scale Mail (50p; 30 lbs) Acid Flask x5 Backpack
-Cash-
Fluff:
Gaeldrung is a rare beast. He has two instances of Orc in his blood (his great grandmother on his mother's side and his father's father), so you would think that his blood would dictate his life. It certainly appears that it has. He is tall, strong, clad in scale mail, and wields a huge ax. He's practically a walking stereotype. However, Gaeldrung is one of the few who choose to live the stereotype. He was raised in Absolom around the famous Pathfinders and their tales of exploration and adventure, but never had any intention of joining them. From a young age he has always been facinated by his father's Lord in Iron. He was always fighting and wrestling not because his blood spurned him to, but because that's what Gorum did. He grew up performing his daily Obediance with his father as his mother cooked breakfast. When he came of age, he joined the church and showed a particular passion for the pursuit and destruction of Gorum's most hated foes: pacifists, non-violent protestors, and others who, when asked "Will you fight" answered, "No". When his training was complete he was assigned to the Pathfinders. Why hunt Pacifists on the church's dime when the Pathfinders were willing to send people all over the world?
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