Male Half-orc Inquisitor 15 | hp 122/122 | Init +10 | AC 27, T 18, FF 22 | CMB +17, CMD 34 |
F +14, R +14, W +16 | Prcptn +27 (drkvsn), SM +29 |
A towering half-orc, nearly a head taller than most humans, KULIK has white, spiky hair shorn closely and green eyes. He wears a silvery chain shirt which bears small fragments of several other wild beasts dangling about it — "trinkets", he calls them. Strapped across his back are an ornate longbow and a greataxe with a blade of black metal. A close look reveals a delicate butterfly tattoo on his right palm.
KULIK (PFS #3601-4)
Male Half-Orc Inquisitor 15
CG Medium Humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +27
AC 27, touch 18, flat-footed 22 (+7 armor, +2 deflection, +5 DEX, +1 insight, +2 natural)
hp 122 (15d8+44)
Fort +14, Ref +14, Will +16; +4 dodge bonus vs. allies spells (Teamwork feat and solo tactics)
Defensive Abilities evasion, orc ferocity (1/day), stalwart
STR 20 (16), DEX 20 (16), CON 14, INT 8, WIS 18 (16), CHA 10
BAB +11; CMB +17; CMD 34
Feats Clustered Shots, Coordinated Shot, Deadly Aim (-3/+6), Enfilading Fire, Friendly Fire Maneuvers, Lookout, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits Deft dodger, Watching Taldor
Skills Acrobatics +6 (+10 jump), Climb +9, Diplomacy +17, Heal +8, Intimidate +10, Kn (arcana) +5 (+9 w/monster lore), Kn (dungeoneering) +5 (+9 w/monster lore), Kn (nature) +5 (+9 w/monster lore), Kn (planes) +5 (+9 w/monster lore), Kn (religion) +5 (+9 w/monster lore), Perception +27, Sense Motive +29, Survival +21 (+28 to track)7; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Common, Orc
SQ agile feet (7/day), judgement (5/day, 2 simultaneous), monster lore +4, solo tactics, stern gaze +7, teamwork feat (change 3/day), track +7
Gear potion of cure light wounds (x2), potion of fly, scroll of dismissal, scroll of restoration, wand of cure light wounds10/50, wand of endure elements32/50, wand of infernal healing25/50, wand of lesser restoration2/50, mnemonic vestment[UE], snapleaf[UE], wayfinder of spellbreaking; bane baldric[UE], bracers of archery, greater, dusty rose prism ioun stone, headband of inspired wisdom +2, acid (x2), alchemist's fire (x2), alkali flask (x2), holy water (x2), liquid ice (x2), wpn blanch (adamantine), wpn blanch (ghost salt); +3 mithral chain shirt, +1 adaptive, holy composite longbow, +1 cold iron greataxe, arrows (x20), blunt arrows (x20), cold iron arrows (x20), silver arrows (x20), smoke arrows (x5), mwk composite longbow (Str +2), mwk silver morningstar, adamantine spiked gauntlet, starknife, amulet of natural armor +2, belt of physical might +4 (Str, Dex), boots of speed, cloak of resistance +3, efficient quiver (x2), eyes of the eagle, first aid gloves, oil of daylight, pathfinder pouch (3 @ 246.5 lbs), ring of evasion, ring of protection +2, handy haversack (12 @ 16 lbs), climber's kit, flint and steel, silk rope, knotted (50 ft.), smoked goggles, torch (x2), spring loaded wrist sheath, (1 @ 0 lbs, contains wand of cure light wounds llisted above), 4,986 gp
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain. Bane, greater (+2 / 4d6) (18 rounds/day) (Su) Make the weapon you are holding a bane weapon. xx Coordinated Shot (T) Allies threatening an opponent not providing cover against your ranged attacks give you a +1 bonus on ranged attacks against that opponent (+2 if flanking).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (150/day) (Sp) Teleport 150'/day (5' increments). Discern Lies (15 rounds/day) (Sp) Discern Lies at will
Enfilading Fire (T) Receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies.
Evasion (ring) If you succeed at a Reflex save for half damage, you take none instead.
Friendly Fire Maneuvers (T) Allies do not provide soft cover to enemies.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inquisitor Domain (Travel) Granted Powers: Increase your base speed by 10 feet.
Judgment of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgment of Sacred Justice +3 (Su) Attack bonus
Judgment of Sacred Healing 4 (Su) Fast Healing
Judgment of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgment of Sacred Protection +2 (Su) AC bonus
Judgment of Sacred Purity +2 (Su) Save bonus
Judgment of Sacred Resiliency 2: Magic (Su) DR/magic
Judgment of Sacred Resistance 8 (-Choose-) (Su) Energy Resistances
Judgment of Sacred Smiting (magic, adamantine) (Su) DR bypass
Lookout (T) Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 hp (but still more than negative Con score), can act as though disabled for 1 rd.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement (5/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +7 (Ex) +6 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +7 Add the listed bonus to survival checks made to track.
Watching Taldor During surprise round may draw weapons as a free action.