Human Inquisitor 5
LN Medium Humanoid (human)
Init +6; Senses Perception +11
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 30 (8+4d4+4); judgement of sacred healing 2
Fort +4, Ref +4, Will +8
Defensive Abilities judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 4 (-choose-)
Speed 20 ft.
Melee Longsword +4 (1d8+1/19-20/x2)
Ranged Light crossbow +6 (1d8/19-20/x2)
Special Attacks bane (+2 / 2d6) (5 rounds/day), judgement of sacred destruction +2, judgement of sacred justice +2, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (5 rounds/day), Touch of Law (6/day)
Inquisitor Spells Known (CL 5):
2 (3/day) Detect Thoughts (DC 15), Confess (DC 15), Flames of the Faithful (DC 15)
1 (5/day) Divine Favor, Shield of Faith, Cure Light Wounds, True Strike, Magic Weapon, Detect Evil, Burst Bonds (DC 14), Detect Chaos, Protection from Chaos
0 (at will) Resistance, Virtue, Light, Detect Magic, Brand (DC 13), Stabilize
Str 13, Dex 16, Con 11, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Deadly Aim -1/+2, Duck and Cover, Point Blank Shot, Rapid Reload (Light crossbow), Rapid Shot
Traits Divine Warrior, Indomitable Faith
Skills Acrobatics +5 (+1 jump), Climb +6, Diplomacy +7, Escape Artist +1, Fly +0, Heal +8, Intimidate +10, Perception +11, Ride +0, Sense Motive +13, Stealth +8, Survival +3 (+5 to track), Swim +4 Modifiers monster lore
Languages Abyssal, Common
SQ domains (law), judgement (2/day), solo tactics, teamwork feat (change 3/day), track
Other Gear Mithral shirt, Light crossbow, Longsword, Bag of holding I (empty), Manacles of cooperation, Ring of sustenance, 2350 GP
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Divine Warrior +1 melee weapon damage when you cast a divine spell that affects weapons.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (-Choose-) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Manacles of cooperation Wearer doesn't try to escape and complies with requests (DC 11 Will to resist)
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.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Track +2 Add the listed bonus to survival checks made to track.
A piercing scream awakens him from the peaceful slumber afforded to him by a day of hard work. The woman he has vowed to love long into the next life is missing from the bed, her spot cold to touch. In contrast, a wave of heat bats at the man's face as a plume of flame from the rear of the cabin knocks him to the floor. There, his wavering sight gathers the dreadful image of his beloved, burning within a ring of conjured fire. The one responsible turns to fork an eldritch sign back at her husband before leaving them both to be swept away, as ashes by the next morning's gusts.
The nightmare (if only it had been just that) has continued to torment the dour man for several years. Hundreds of nights, Garenth has woken up in a cold sweat, only to stare into the cold remains of his campfire until dawn comes to push the memory to the back of his mind in place of his quest. Once a man of faith no more complex than that of a farmer, his obsession to find the sinister arsonist that stole his wife's life has driven him to become a zealot of the highest tier. Iomedae was the deity he chose to revere, feeling her sense of justice the closest to his unwavering geas of retribution. His fanatical pursuit, however, has left him a grim pessimist at best, while he constantly struggles to hold onto the compassionate ideals of his faith.
From land to land he has stalked, keeping contemptuous eye on all practitioners of magic, especially witches. Those that he finds particularly unlawful or prone to sinister behavior are apt to end their lives scorching above a heap of dry timber. Even though he has weeded out a number of witches that have met his criteria, the dismal hunter has yet to find his spouse's killer. Though zealous in his inquisition, he's not above accepting aid from a caster as long as they avoid his suspicion. Whilst wandering, he keeps an eye out for anything possibly linked to foul magics and is the first to volunteer should an assignment arise to investigate.
Recently, his search has led him to Ustalav, a land fraught with tales of the strange and terrible. It is here he hopes to find the one responsible for orchestrating the decline of his life, keeping a hand close to his crossbow should the time of execution finally arrive. Though his hopes are particularly high in such a place, he walks the dark roads with his head down and worn face drawn in a determined scowl.