Male Half-Orc Inquisitor (Heretic) 4 - Heresy Inquisition
CN Medium Humanoid
Favored Class: Inquisitor
Speed: 30 ft.
Init +6 (+1 Dex, +3 Wis, +2 Trait)
DEFENSE:
AC 22 (10 Base, +1 Dex, +10 armor, +1 shield)
Touch 11 (10 Base, +1 Dex)
Flat Footed 21 (10 Base, +10 armor, +1 shield)
HP 34 (4d8, +4x2 Con, +3 FC)
Fort +7 Ref +4 Will +8
CMD 18 (10 Base, BAB +3, Str +4, Dex +1)
OFFENSE:
BAB +3
Melee:
MW Longsword +8 (1d8 +4, 19-20/x2)
Whip +7 (1d3 +4, x2) or
CI Morningstar +7 (1d8 +4, x2) or
Dagger +7 (1d4 +4, 19-20/x2) or
Silver Cestus +7 (1d4[-1] +4, 19-20/x2) or
Unarmed Strike +7 (1d3 +4, x2)
Ranged:
Sling +4 (1d4 +4, x2, 50ft)
CMB: +7 (+3 BAB, +4 Str)
STATISTICS:
Str 18 (+4) [7 pts, +2 racial, +1 HD]
Dex 12 (+1) [2 pts]
Con 15 (+2) [7 pts]
Int 8 (-1) [+2 pts]
Wis 16 (+3) [10 pts]
Cha 7 (-2) [+4 pts]
Feats:
Power Attack - -1 attack, +2/3 dmg
Improved Unarmed Strike (bonus feat) - No -4 penalty & don't provoke.
Heavy Armor Proficiency - proficient with heavy armor
Tandem Trip (bonus feat, teamwork) - on trip attempt vs enemy threatened by ally with this feat, roll twice & take better
(planned: 5-Snake Style; 6-TW:Shake It Off; 7-Toughness; 9-Vital Strike, TW:Stealth Synergy; 11-Ironhide)
Abilities:
Intimidating - +2 to intimidate
Orc Ferocity - 1/day, below 0 HP, fight 1 round as if 0 HP
City-Raised - proficient with Whips, Longswords; +2 Kno(local)
Favored Weapon - Improved Unarmed Strike
Hide Tracks - creatures suffer -5 penalty to track
Stern Gaze - +1/2 lvl (min 1) on Intimidate & Sense Motive
Judgement (2/day)
Detect Alignment - Use Detect Good/Law/Chaos/Evil at will
Cunning Initiative - +Wis to Initiative
Track - +1/2lvl to Survival to track
Solo Tactics - receive teamwork feat bonuses as though allies had feats
Blessed Infiltration (WIS/day) - roll bluff/diplomacy/stealth twice & take better result
JUDGEMENTS:
Destruction: +1 sacred bonus on all weapon damage rolls. +1/3 levels.
Healing: Fast healing 1. +1/3 levels.
Justice: +1 sacred bonus on all attack rolls. +1/5 levels. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. +1/3 levels.
Protection: +1 sacred bonus to Armor Class. +1/5 levels. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: +1 sacred bonus on all saving throws. +1/5 levels. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: DR 1/magic. +1/5 levels. At 10th level, this DR changes from magic to chaotic.
Resistance: 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. +2/3 levels.
Smiting: Weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as lawful for the purpose of bypassing damage reduction. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Escape: Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).