Hoenn
Male Half-Orc Inquisitor of Shizuru 3
LN Medium humanoid (human, orc)
Init +6;
Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 26 (3d8+6)
Fort +7,
Ref +5,
Will +7; +2 trait bonus vs. undead's spells or spell-like abilities, +2 trait bonus vs. charm and compulson
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Offense
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Speed 20 ft.
Melee kogo no ha (silversheen katana) +6 (1d8+3/18-20) and
. . bite +0 (1d4+1) and
. . katana +5 (1d8+3/18-20) and
. . morningstar +5 (1d8+3)
Ranged composite longbow +4 (1d8+2/×3)
Special Attacks studied target
Spell-Like Abilities (CL 3rd; concentration +1)
. . At will—
detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 3rd; concentration +5):
. . 1st (4/day)—comprehend languages, divine favor, litany of sloth, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, disrupt undead, read magic, stabilize
. .
Domain Conversion Inquisition
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Statistics
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Str 16,
Dex 14,
Con 15,
Int 14,
Wis 15,
Cha 7
Base Atk +2;
CMB +5;
CMD 18
Feats Additional Traits, Combat Expertise, Combat Reflexes, Endurance, Escape Route[UC], Power Attack
Traits birthmark, enemy of the undead (geb), reactionary, tusked
Skills Bluff +8, Climb +7, Diplomacy +8, Intimidate +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +4, Perception +8, Sense Motive +9, Stealth +8, Survival +6 (+8 to avoid becoming lost), Swim +7
Languages Abyssal, Common, Draconic, Infernal, Orc, Undercommon
SQ monster lore +2, orc blood, weapon familiarity, solo tactics, stern gaze +1, track +1
Combat Gear potion of cure light wounds (2),
wand of cure light wounds,
wand of lesser restoration (50 charges);
Other Gear +1 breastplate, kogo no ha (silversheen katana), composite longbow, katana, morningstar,
wayfinder, pathfinder's kit, 67 gp
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Special Abilities
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Birthmark +2 save vs. charm & compulsion
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enemy of the Undead (Geb) +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor (Sanctified Slayer) 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.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Studied Target +1 (Move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Wand of lesser restoration (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.