Jahar Galen
Female human (Keleshite) inquisitor of Lamashtu 2 (Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (human)
Init +7;
Senses Perception +5
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 16 (2d8+3)
Fort +3,
Ref +2,
Will +6; +2 vs. mind-affecting
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +3 (1d3+2) or
. . mwk falchion +4 (2d4+3/18-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged javelin +3 (1d6+2)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—divine favor, keep watch, shield of faith
. . 0 (at will)—acid splash, detect magic, disrupt undead, light, read magic
. .
Domain Oblivion inquisition
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Statistics
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Str 15,
Dex 14,
Con 10,
Int 12,
Wis 16,
Cha 10
Base Atk +1;
CMB +3;
CMD 15
Feats Jackal Heritage, Toughness
Traits mutant eye, reactionary
Skills Acrobatics -1 (-5 to jump), Bluff +4 (+3 vs. humanoids that can see your third eye), Diplomacy +0 (-1 vs. humanoids that can see your third eye), Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Profession (trapper) +7, Sense Motive +6 (Additional +2 to notice if a creature is under a mind-affecting effect), Spellcraft +5;
Racial Modifiers +2 Perception
Languages Abyssal, Common, Kelish
SQ life anchor, monster lore +3, stern gaze +1, track +1
Combat Gear potion of cure light wounds (2),
scroll of expeditious retreat (x2),
wand of cure light wounds;
Other Gear mwk mountain pattern armor[UC], javelin (5), mwk falchion, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mask[UE], mess kit[UE], pot, soap, spell component pouch, torch (7), torch (3), trail rations (5), waterskin, wooden holy symbol of Calistria, wooden unholy symbol of Lamashtu, 1,401 gp, 5 sp
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Tracked Resources
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Javelin - 0/5
Judgment (1/day) (Su) - 0/1
Potion of cure light wounds - 0/2
Torch - 0/7
Torch - 0/3
Trail rations - 0/5
Wand of cure light wounds - 5/50
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Special Abilities
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Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Oblivion Inquisition) Deities: Desna, Lamashtu, Pharasma, Zon-Kuthon.
Granted Powers: Some inquisitors believe that without faith there is only oblivion. But there are some divine servants who know enough about the darkness that lies beyond faith to use it as a tool... And a weapon.
Jackal Heritage +2 to saves vs. mind-affecting effects.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Life Anchor (Su) Dying creatures in 10 ft radius aura add your Wisdom bonus to stabilize.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to survival checks made to track.
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