Graagmaar is built to abuse Wisdom as much as possible. He is broadly as a skill monkey, but particular focus has been given to maximizing his bluff and diplomacy, as well as most knowledge skills. In combat, he serves as a a ranged attacker with the capacity to switch to unarmed combat where necessary.
As the character levels up, I intend to head toward the Umbral Agent prestige after level 7, and continue to tweak him as a bluff machine/ranged character.
Defense:
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AC 19, touch 19, flat-footed 17 (+2 Dex, +1 monk, +6 Wis)
hp 38 (5d8+10)
Fort +6, Ref +6, Will +10; +2 vs. abilities that detect lies or force the truth, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
Offense:
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Speed 30 ft.
Melee unarmed strike +5 (1d8+2)
Ranged or
. . mwk composite longbow flurry of blows +11/+11/+6 (1d8+2/×3) or
. . mwk composite longbow +9 (1d8+2/×3)
Special Attacks flurry of blows, hatred, hex (benefit of wisdom), judgment 1/day, sneak attack +1d6, zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
. . At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +8)
. . 1st (4/day)—bless, lend judgment[UM] (DC 17), protection from law
. . 0 (at will)—detect magic, guidance, light, read magic, stabilize
. . Domain Conversion inquisition
Shaman Spells Prepared (CL 2nd; concentration +8)
. . 1st—charm person (DC 17), ears of the city, pesh vigor (DC 17), sleep (DC 17); identify[S]
. . 0 (at will)—dancing lights, purify food and drink (DC 16), purify food and drink (DC 16), virtue
. . S spirit magic spell; Spirit Lore Wandering Spirit
Statistics:
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Str 14, Dex 14, Con 14, Int 10, Wis 23, Cha 5
Base Atk +3; CMB +5; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Deceitful, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Stone-faced[APG], Weapon Focus (longbow)
Traits fast-talker, noble born (campaign)
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, skilled liar, +2 Perception to notice unusual stonework
Languages Common, Custom Language, Dwarven
SQ fast movement, forbidden lore, ki archery, ki pool (8 points magic), misdirection, monstrous insight, necessary lies, rogue talent (convincing lie[UC]), slow fall 20 ft., spirit animal (snake, viper named Arcane Familiar)
Other Gear mwk composite longbow (+4 Str), headband of inspired wisdom +2, ring of eloquence[ACG], 2,050 gp
Special Abilities:
Convincing Lie (1 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Monstrous Insight (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Necessary Lies +2 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Skilled Liar +1 (Ex) +1 Bluff to Deceive
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spirit Animal (spirit animal (snake, viper named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Stone-Faced +4 Bluff to lie or conceal feelings/motives
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Skills:
Acrobatics +6
Appraise +10 (+12 to assess nonmagical metals or gemstones),
Bluff +25 (+29 to lie or conceal your feelings or true motives, +26 on opposed rolls to attempt to deceive someone (does not apply to feint attempts or attempts to pass secret messages))
Diplomacy +20
Disable Device +6
Disguise -1
Heal +10
Intimidate +13
Knowledge (arcana) +10
Knowledge (dungeoneering) +10
Knowledge (history) +10
Knowledge (local) +10
Knowledge (nature) +10
Knowledge (nobility) +13
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics +10
Perception +12 (+14 to notice unusual stonework)
Perform (oratory) -1
Sense Motive +14
Spellcraft +10
Stealth +6