Init +7; Senses Perception +4
DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
OFFENSE
Speed 20 ft.
Melee shield, light wooden -2 (1d3+1)
Melee scimitar +2 (1d6+2/18-20)
Ranged shortbow +1 (1d6/x3)
Special Attacks Fire of Belief, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
Traits: Focused Mind and Reactionary
Known Inquisitor Spells (CL 1st, concentration +7):
1st (2/day)—lend judgment, remove fear
0 (at will)—acid splash, brand (DC 14), daze (DC 14), guidance, light
STATISTICS
Str 14, Dex 12, Con 12, Int 10, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 13
=== Feats ===
Armor Proficiency, Light, Armor Proficiency, Medium, Improved Initiative, Judgment Surge, Shield Proficiency, Simple Weapon Proficiency
=== Skills ===
Acrobatics (1 rank) -3
Acrobatics (Jump) -7,
Appraise +0,
Bluff -1,
Climb -3,
Diplomacy -1,
Disguise -1,
Escape Artist -4,
Fly -4,
Heal +4,
Intimidate (1 rank) +4,
Knowledge (Local) (1 rank) +1,
Knowledge (Local/ID monster) +5,
Knowledge (Religion) (1 rank) +4,
Knowledge (Religion/ID monster) +8,
Perception +4,
Ride -4,
Sense Motive (1 rank) +9,
Stealth -4,
Survival (1 rank) +8,
Swim -3,
Use Magic Device (1 rank) +0
Languages Common
SQ bonus feat, bonus inquisitor spell, judgment (sacred), monster lore, skilled,
Gear shield, light wooden; scimitar; outfit (traveler's); scale mail; Shortbow ; Bandolier ; 40 Arrows ; 20 blunt arrows
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Fervor Inquisition
Fire of Belief (Sp) You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6+1 points of fire damage. If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability 7 times per day. - 3 used
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.