Male Hobgoblin Inquisitor (Witch Hunter) 12
LE Medium Humanoid (Goblinoid)
Init +11;
Senses Perception +18, Darkvision 60 ft., +20 Spellcraft (Identifying Spells)
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DEFENSE
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AC 28, touch 19, flat-footed 24 (+6 armor, +4 dex, +1 deflection, +3 Magic Vestment, +4 Shield of Faith) (+3 dodge vs. identified spells)
hp 88 (12d8 + 2)
Fort +11,
Ref +9,
Will +12 (+3 vs. identified spells)
Defensive Abilities Knowledgeable Defense, Stalwart
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OFFENSE
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Speed 30 ft.
Melee Longsword +13 (2d8 + 4d6 + 5/19-20/x2) (+1 vs. Arcane Spellcasters)
Ranged +1 Unholy Longbow +18 (2d8 + 4d6 + 5/x2) (+1 Attack Arcane Spellcasters) (+2d6 damage vs. Good)
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TACTICS
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Before Combat If MageHunter is alerted (possibly with the Alarm spell) before combat he will cast Shield of Faith and Invisibility, and then use his Mantle Against Chaos Ability. Every morning he casts Magic Vestment and will have that ready. After he drinks his potions; with his allies he will then attempt to sneak up on the party and attack.
During Combat MageHunter will use his Greater Bane Ability and then Judgment and target whoever appears to be an Arcane Spellcaster first. He readies Vital Strikes against them to interrupt their spells. If the Arcane Spellcaster dies he will use his higher-level spells and Domain Abilities against whomever he perceives as the largest threat.
After Combat If he is captured or his hit points go under 15, he will surrender (if he doesn't think he can run). He will answer some questions based on what is most advantageous for him.
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STATISTICS
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Str 13, Dex 18, Con 14, Int 10, Wis 16, Cha 8
Base Atk +9; CMB +10; CMD 23
Feats
Duck and Cover When making reflex saves use die result of yourself or ally, whichever is higher.
Extended Bane 3 additional rounds per day of bane.
Improved Initiative +4 Init. Bonus
Hobgoblin Discipline +1 Morale Bonus to Saving throws when within 30 ft. of at least two allies.
Lookout If an adjacent ally can act, so can MageHunter, and if they both can he may make a standard and move action.
Point-Blank Shot +1 Attack and Damage within 30 ft.
Precise Shot No penalty for shooting into melee.
Shake It Off +1 Saving throw bonus per adjacent ally.
Swap Places May switch spots with an ally during movement. Ally accepts as immediate action.
Vital Strike As a standard action may double the damage die of an attack.
Skills Intimidate +19, Knowledge (Arcana) +15, Knowledge (Religion) +15, Perception + 18, Sense Motive +24, Spellcraft +15 (+2 identifying spells, see Spell Sage), Survival +18 (6 points; 6 class, 0 INT, 1 FCB)
Non-Standard Skill Bonuses
Magehunter +2 Racial Spellcraft to identify spells
Stern Gaze +6 Morale Intimidate & Sense Motive
Languages Common, Goblin