Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12
Full Character Sheet:
Male oread inquisitor of Ayrzul 6
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 51 (6d8+18)
Fort +7, Ref +5, Will +9
Resist acid 5
Speed 20 ft.
Melee +1 morningstar +10 (1d8+8)
Ranged mwk composite longbow +7 (1d8+5/×3)
Special Attacks bane (6 rounds/day), judgment 2/day
Spell-Like Abilities (CL 6th; concentration +5)
1/day—magic stone Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
At will—detect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +9)
2nd (4/day)—aid, resist energy, spiritual weapon, weapon of aweAPG
1st (5/day)—divine favor, expeditious retreat, shield of faith, true strike 0 (at will)—acid splash, bleed (DC 13), detect magic, guidance,
light, stabilize Inquisition PersistenceUM
Str 20, Dex 14, Con 12, Int 10, Wis 16, Cha 9
Base Atk +4; CMB +9; CMD 22
Feats Combat Reflexes, Escape RouteUC, Paired OpportunistsAPG, Power Attack, Step Up, Toughness
Skills Acrobatics +2 (–2 to jump), Bluff +3, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +1, Perception +12, Sense Motive +15, Spellcraft +4, Stealth +11, Survival +7
Languages Auran, Ignan, Terran
SQ inner strength, monster lore +3, relentless footing, solo tactics, stern gaze +3, stone in the blood, track +3
Combat Gearpotion of fly, scroll of align weapon, scroll of cure serious wounds, scroll of keen edge, scroll of lesser restoration, scroll of prayer, scroll of cure light wounds with 5-castings (2), scroll of see invisibility, acid (2); Other Gear +1 mithral chain shirt, +1 morningstar, cold iron morningstar, dagger, mwk composite longbow (+5 Str) with 40 arrows, belt of giant strength +2, cloak of resistance +1, iron ropeUE, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), iron holy symbol of Ayrzul, wooden holy symbol of Ayrzul (2), rocks and dirt (2pg) manacles, mess kit, spell component pouch, trail rations (5), waterskin, 35 gp
Notes on Special Abilities, Feats, Spells, & Equipment:
Judgment (Su) Twice per day, Krakos can pronounce judgment upon his foes as a swift action, granting him one of the benefits listed below; as a swift action, he can change the benefit to a different option. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Krakos must participate in the combat
to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.
Destruction: Krakos gains a +3 profane bonus on weapon damage rolls.
Healing: Krakos gains fast healing 3.
Justice: Krakos gains a +2 profane bonus on attack rolls.
Piercing: Krakos gains a +3 profane bonus on concentration checks and caster level checks to overcome a target’s spell
Protection: Krakos gains a +2 profane bonus to AC.
Purity: Krakos gains a +2 profane bonus on saving throws.
Resiliency: Krakos gains DR 2/magic.
Resistance: Krakos gains acid, cold, electricity, fire, or sonic resistance 6.
Smiting: Krakos’s weapons overcome damage reduction as if they were magic and evil.
Bane (Su) Krakos can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he 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 Krakos wields the weapon, and he can use it for up to 6 rounds per day;these rounds do not need to be consecutive.
Inquisition Ayrzul grants Krakos the Persistence inquisition, which gives his the following abilities.
Inner Strength: Once per day as a swift action, Krakos can heal himself for 3d6 points of damage. When he uses this ability, he can also remove one of the following conditions from himself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.
Relentless Footing: As a swift action, Krakos can add 10 feet to his land speed for 1 round. He can use this ability 6 times per day.
Detect Alignment (Sp) Krakos can cast detect chaos, detect evil, detect good, and detect law as a spell-like ability at will.
Discern Lies (Sp) Krakos can discern lies, as per the spell, for 6 rounds per day (Will DC 12). These rounds do not need to be consecutive. Activating this ability is an immediate action.
Escape Route Krakos does not provoke attacks of opportunity when moving through squares adjacent to his allies or his allies’ spaces.
Monster Lore (Ex) Krakos gains a +3 bonus on Knowledge checks to identify creatures’ abilities and weaknesses.
Paired Opportunists Whenever Krakos is adjacent to an ally, he receives a +4 circumstance bonus on attacks of opportunity against creatures that he and the ally both threaten. Enemies that provoke attacks of opportunity from that ally also provoke attacks of opportunity from him so long as he threatens them. This does not allow him to take more than one attack of opportunity against a creature for a given action.
Solo Tactics (Ex) Krakos benefits from his teamwork feats (Escape Route and Paired Opportunists) as though his allies also had those feats. The descriptions for his teamwork feats include this benefit.
Stern Gaze (Ex) Krakos gains a +3 bonus on Intimidate and Sense Motive checks. These bonuses are already included in his statistics.
Stone in the Blood Any time Krakos is subject to acid damage (regardless of whether or not his acid resistance negates it), he gains fast healing 2 for one round. He can heal up to 12 hit points per day from this ability.
Teamwork Feat Krakos can switch his Paired Opportunists feat into another teamwork feat up to 3 times per day.
Track (Ex) Krakos gains a +3 bonus on Survival checks to track creatures (+10 total).
Spell Krakos can cast the following spell.
Weapon of Awe Krakos can choose any weapon and grant it a +2 sacred bonus to damage for 7 minutes. During this time, if the weapon deals a critical hit, the target of the critical hit becomes shaken for 1 round.
Gear Krakos carries the following gear.
Iron Rope Krakos can utter a command word to permanently transform this rope into solid iron. The transmuted rope has 10 hardness and 30 hit points. The rope is 25 feet long, but it can be cut up to three times and each section of rope can be commanded to transform individually.