Male Human Inquisitor of Iomedae 4
LG Medium Humanoid (Human)
XP: 14 Fame: 21 Prestige: 19
Initiative+6; Perception +9
AC 23, touch 13, flat-footed 21 (+7 armor, +3 Shield, +2 Dex, +1 Defl)
HP 39 (4d8+16)
Fort+5, Ref+3, Will +5 (+2 vs. illusions)
Speed 20 ft.
Melee mwk. cold iron longsword +7 (1d8+3/19/x2) or
mwk. silver morningstar +7 (1d8+3/x2)
Ranged mwk. comp. longbow +6 (1d8+3/x3)
2nd (3/day) - flames of the faithful, spiritual weapon, weapon of awe3/3 Spells Remaining
1st (5/day) - divine favor, shield of faith, peacebond, protection from evil5/5 Spells Remaining
Orisons: read magic, acid splash, create water, detect magic, light, guidance
Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Attack +3; CMB +6; CMD 17
Feats: Toughness, Skill Focus (Sense Motive), Power Attack, Precise Strike (Teamwork)
Skills (28 Ranks: 24 Class, 4 Human)
Climb +4 
Escape Artist -1
Intimidate +6 [1+Stern Gaze]
Knowledge (Arcana) +8 
Knowledge (Dungeoneering) +8 
Knowledge (Local) +6 
Knowledge (Nature) +8 
Knowledge (Planes) +8 
Knowledge (Religion) +8 
Perception +9 
Sense Motive +13 [3+Stern Gaze+Skill Focus]
Spellcraft +6 
Survival +8 
Swim +4 
Domain: War (Tactics Subdomain)
Traits Reactionary, Skeptic
SQ Focused Study, Judgment (2/day), Stern Gaze, Monster Lore, Seize the Initiative, Solo Tactics
Combat Gear: acid flasks (2), holy water (1)
Other Gear: +1 mithral breastplate, mwk. composite longbow, 20 arrows, mwk. cold iron longsword, mwk. silver morningstar, +1 mithral heavy shield, +1 ring of protection, bandolier, backpack, silk rope (50 ft.), spell component pouch, wooden holy symbol (worn around neck), wand of cure light wounds (50), headband of vast intelligence +2 (Knowledge: Local) 1146 gp
Seize the Initiative (Su) (5/day): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgment (Su) (2/day): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
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.
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).
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
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.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Improved Monster Lore: You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Ignatius grew up the 3rd son of a noble family in the city of Almas. Though believing his whole life he would become a Paladin of Iomedae, Ignatius failed to gain admittance into the order. He now serves as an inquisitor for the Lady of Valor, seeking to expose and destroy any who oppose the Light of the Sword.