Kadaj the Hunter's page

1 post. Alias of Wolfthulhu.

About Kadaj the Hunter

Male Half-Orc Inquisitor 1
CG Medium Humanoid (Orc)
Init +8; Senses Darkvision (60 feet); Perception +6
AC 18, touch 12, flat-footed 16. . (+5 armor, +1 shield, +2 Dex)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +4, Ref +3, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
Spd 30 ft.
Melee Dagger +3 (1d4+3) and
. . Gauntlet (from Armor) +3 (1d3+3) and
. . Rapier +3 (1d6+3) and
. . Shield, Light Steel -1 (1d3+3) and
. . Unarmed Strike +3 (1d3+3)
Ranged Crossbow, Light +0 (1d8)
Special Attacks Agile Feet, Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, +3 melee touch, +2 ranged touch):
1 (2/day) Shield of Faith, Divine Favor
0 (at will) Detect Poison, Read Magic, Disrupt Undead, Sift
Str 17, Dex 14, Con 12, Int 13, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative
Traits Child of the Streets, Reactionary
Skills Acrobatics -3, Climb +2, Escape Artist -3, Fly -3, Heal +6, Intimidate +5, Perception +6, Ride -3, Sense Motive +6, Stealth +1, Survival +6, Swim +2Modifiers Monster Lore
Languages Giant, Orc, Taldane (Common)
SQ Inquisitor Domain: Travel, Judgement (1/day) (Su)
Combat Gear Scale Mail, Rapier, Crossbow, Light, Bolts, Crossbow, Shield, Light Steel, Dagger; Other Gear Backpack (empty), Bedroll, Bell, Case, map or scroll (empty), Chalk, 1 piece, Charcoal Stick, Flint and steel, Manacles, Mirror, small steel, Pouch, belt (empty), Rations, trail (per day), Sack (empty), Signal whistle, Waterskin, Wrist Sheath, Spring Loaded
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inquisitor Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
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