NG Female humanoid Inquisitor 4 | AC 18, T 14, FF 14| hp 28/28 |
About Imrijka"The Inquisitor"
Female Half-Orc Inquisitor of Pharasma 4
NG Medium Humanoid(orc,human)
Faction Init +6; SensesDarkvision 60ft; Perception +9
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DEFENSE
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AC 18, touch 14, flat-footed 14(+4 armor,+4 dex)
hp 28(4d8+5)
Fort +6, Ref +6, Will +7
Defence abilities Orc ferocity
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OFFENSE
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Speed 30ft
Melee mwk dagger +6(1d4+2/19-20)
Ranged +1composite longbow +8(1d8+3/x3)
Special Attacks Judgement 2/day, teamwork feat
Spells Known (CL 1st, Concentration +1)
Domain Spell-Like Abilities: (CL 4th; concentration +6)
5/day gentle rest Inquisitor spell like abilities: (CL 4th; concentration +6)
At will detect alignment Inquisitor spells known: (CL 4th; concentration +6)
2nd (2/day)--flames of the faithful (DC14), resist energy
1st (4/day)--devine favor, expeditious retreat, litany of sloth (DC13),
remove fear
0 (at will)--create water, detect magic, disrupt undead, guidance,
sift, stabilize Domain repose
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STATISTICS
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Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Escape route, Point Blank shot, Precise shot
Skills Bluff +3, Diplomacy +3, Heal +6, Intimidate +8, Knowledge
(arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +1, Perception +9, Ride +7, Sense Motive +8, Spellcraft +4, Stealth +7, Survival +6;
Racial Modifiers Intimidate +2; Armor Check Penalty -0
Traits Child of the Temple, Undead Slayer
Languages Common, Orc, Varisian
SQ monster lore +3, orc blood, solo tactics, stern gaze +2*, track +2
Combat gear+1 holy arrow, +1 limning arrow UE , +1 seeking arrows (2), scroll of align weapon, scroll of consecrate, scroll of see invisibility, wand of cure light wounds (9 charges), acid, alchemist’s fire, antitoxin, holy water (2), smokestick, weapon blanch APG (adamantine);
Other gearmwk chain shirt, +1 composite longbow (+2 Str) with 20 blunt APG arrows, 50 cold iron arrows, and 20 silver arrows, mwk dagger, cloak of resistance +1, backpack, bedroll, belt pouch, candles (10), flint and steel, hemp rope (50 ft.), holy text of Pharasma, manacles, mess kit, pot, scroll case, soap, spell component pouch, torches (2), trail rations (2), waterskin, silver holy symbol of Pharasma, 18 gp
*The effects of this ability are calculated into Imrijka’s statistics.
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SPECIAL ABILITIES Detect alignment: Imrijka can cast detect chaos, detect evil, detect
good, or detect law as a spell-like ability at will. She detects the presence of her chosen alignment and can concentrate on the spell for additional rounds to learn more.
Escape route: Imrijka does not provoke attacks of opportunity for moving through squares adjacent to allies or through their spaces.
Gentle rest: Five times per day as a melee touch attack, Imrijka can fill a creature with lethargy, causing a living creature to become staggered for 1 round. If she touches a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures she touches are staggered for 3 rounds.
Judgement: Twice per day, Imrijka can pronounce judgment upon her foes as a swift action, granting her one of the benefits listed below. As a swift action, she can change any of the benefits to a different option. Once activated, this ability lasts until combat ends, at which point all of the bonuses immediately end. Imrijka must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Destruction: Imrijka gains a +2 sacred bonus on weapon damage rolls.
Healing: Imrijka gains fast healing 2.
Justice: Imrijka gains a +1 sacred bonus on attack rolls.
Piercing: Imrijka gains a +2 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance.
Protection: Imrijka gains a +1 sacred bonus to AC.
Purity: Imrijka gains a +1 sacred bonus on saving throws.
Resiliency: Imrijka gains DR 1/magic.
Resistance: Imrijka gains acid, cold, electricity, fire or sonic resistance 4.
Smiting: Imrijka weapons overcome damage reduction as if they were magic and good.
Monster lore:Imrijka gains a +3 bonus on Knowledge checks to
identify creatures’ abilities and weaknesses. This bonus includes an extra benefit from her favored class bonus.
Orc Blood: Imrijka counts as both an orc and a human.
Orc Ferocity: Once per day, when Imrijka is brought below 0 hit points but not killed, she can fight on for 1 more round. She moves at half speed and can either take a move action at no cost or a standard action. Doing either deals 1 point of damage to her. Unless brought above 0 hit points, she immediately falls unconscious and begins dying at the end of her next turn.
Point-Blank Shot: Imrijka receives a +1 bonus on hit and damage rolls with her bow when she is within 30 feet of her target.
Precise Shot: Imrijka does not take a penalty for firing into melee.
Solo Tactics: Imrijka benefits from Escape Route as though her allies also had that feat.
Teamwork Feat: Imrijka can switch her Escape Route feat to another
teamwork feat up to 3 times per day. A good choice is Enfilading Fire, which grants a +2 bonus on ranged attack rolls against flanked foes.
Track: Imrijka gains a +3 bonus on Survival checks to track creatures.
Undead Slayer: Imrijka gains a +1 trait bonus on weapon damage rolls against undead.
PFS INFO:
PFS# Pre-Gen
Spells and gear:
+1 holy arrow This arrow deals +2d6 points of damage to evil creatures.
+1 limning arrow This arrow outlines a magically concealed creature for 1 round, suppressing effects like blur, displacement, and invisibility.
+1 seeking arrow This arrow negates any mischance that would apply on Imrijka’s attack roll as long as she targets the correct square.
Align Weapon Imrijka’s scroll causes a weapon to become chaotic, evil, good, or lawful for the purposes of bypassing damage reduction.
Blunt Arrows These arrows deal bludgeoning damage. If Imrijka takes a –4 penalty on her attack roll, they deal nonlethal damage.
Consecrate This scroll creates a 20-foot-radius area for 6 hours that grants a +3 sacred bonus to the DC to resist positive channeled energy. Undead in the area take a –1 penalty on attack rolls, damage rolls, and saving throws. Undead may not be created or summoned into the area.
Create Water Imrijka creates 8 gallons of water within 35 feet. It lasts a day if no one drinks it.
Cure Light Wounds Imrijka’s wand heals a touched creature for 1d8+1 points of damage.
Detect Magic Imrijka can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Disrupt Undead Imrijka can make a ranged touch attack at +7 against an undead target within 35 feet. If she hits, she deals 1d6 damage.
Divine Favor Imrijka grants herself a +2 luck bonus on attack and damage rolls for 1 minute.
Expeditious Retreat Imrijka’s speed increases to 60 feet for 4 minutes.
Flames of the Faithful Imrijka’s weapon deals an extra 1d6 points of fire damage for 4 rounds. The effect ends if she drops the weapon.
Guidance Imrijka can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Litany of Sloth As a swift action, Imrijka can cause a target creature
within 35 feet who fails a DC 13 Will saving throw to become unable to take attacks of opportunity or cast spells defensively for 1 round.
Remove Fear Imrijka selects two creatures within 40 feet that are
within 30 feet of each other. She suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus on saves against further fear effects.
Resist Energy Imrijka or a touched creature gains resist energy 10 against her choice of acid, cold, electricity, fire, or sonic.
See Invisibility Imrijka’s scroll allows her to see any objects or beings within her sight range that are invisible or ethereal for 30 minutes. They appear as translucent outlines.
Sift Imrijka can search one 10-foot cube within 30 feet, attempting a Perception check with a –5 penalty (total +4) to notice any secret doors, traps, or hidden treasure. She must be able to see the area.
Stabilize Imrijka can target a living creature at –1 hit points or lower within 35 feet. The creature automatically stabilizes.
Weapon Blanch (adamantine) Imrijka can coat one weapon or 10 pieces of ammunition by pouring the coating on and then exposing the weapon to flame for 1 round. The weapon’s next successful hit penetrates DR/adamantine.
Backstory:
Imrijka has traveled much of Ustalav and beyond—she has guarded an expedition to the bony towers of Kalexcourt, spent a night in the haunted hotel known as House Beumhal, been shouted off the porch of retired monster hunter Ailson Kindler (but not before getting her copy of Hunter’s Moon signed), and had numerous other adventures. Increasingly, though, her interests and research send her beyond Ustalav’s borders, where she treads with her goddess’s blessing, bringing judgment to all who would violate the laws of life and death. In her travels she’s faced significant prejudice, but tales of Pharasma’s “monster monster-hunter” and Imrijka’s ever-present arsenal convince most bigots to keep their fool mouths firmly shut, especially when they’re in her presence. She still pursues the mystery of the unnamed man in white who may be her father, but for now, the future holds far greater promises for Imrijka. Her focus clear, she strides into tomorrow boldly, confident in her faith, her direction, and her identity.
*The effects of this ability have already been calculated into <Name>'s statistics.