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About Geico All-HearthHP: 45
+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7 Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6 Adamantine Warhammer 1d20 + 9; 1d8 + 6 Class Feature: Reformation Inqusition:
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. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. 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. Bane (ex): +2/2d6 as swift action Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user Judgement 2/day, swift action, swift to change Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int. Options:
Destruction: +4 damage,
Healing: Fast healing 3 Justice: +2 to attack rolls, Piercing: +3 to Caster Level and Concentration checks vs target Protection: +2 to AC Purity: +2 to Saves Resiliency: DR/2 magic Resistance: Energy Resistance 6 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared) Smiting: Magic/Law Determination (Ex): 2/day Free action
Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses. Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. Dwarf Traits:
Diplomacy: + 14
T: Glory of Old: + 1 to Dwarf Saves
Common, Dwarven, Giant Spells:
+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7 Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6 Adamantine Warhammer 1d20 + 9; 1d8 + 6 Class Feature: Reformation Inqusition:
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. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. 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. Bane (ex): +2/2d6 as swift action Knowledgeable Defense +2: +2 Saving Throws and AC vs spells I ID Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user Judgement 2/day, swift action, swift to change Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int. Options:
Destruction: +2, increases to +3 at level 6
Healing: Fast healing 2, increased to 3 at 6 Justice: +1 to attack rolls, +2 at level 5 Piercing: +2 to Caster Level and Concentration checks vs target Protection: +1 to AC, +2 at level 5 Purity: +1 Saves, +2 level 5. Resiliency: DR/2 magic Resistance: Energy Resistance 4 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declaredl inceased to 6 at 6 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). Determination (Ex): 2/day Free action
Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses. Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. Dwarf Traits:
Diplomacy: + 14
T: Glory of Old: + 1 to Dwarf Saves
Common, Dwarven, Giant Spells:
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