Nikos Demyan
Male human cavalier 1/inquisitor (infiltrator, sanctified slayer) of Asmodeus 1
LE Medium humanoid (human)
Init +2;
Senses Perception +6
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +4; +1 vs. abilities that detect lies or force the truth
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Offense
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Speed 30 ft.
Special Attacks challenge 1/day (+1 damage), tactician 1/day (Precise Strike, 3 rds), studied target +1 (1st, move action)
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day) - cure light wounds, divine favor
0 (at will) - brand (DC 12), create water, detect magic, light
Domain Heresy inquisition
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Statistics
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Str 18, Dex 12, Con 13, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Mounted Combat, Power Attack, Precise Strike
Traits sedition, wicked leader
Skills Bluff +9, Diplomacy +6, Intimidate +6 (+7 when at or above maximum hp), Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Ride +5, Sense Motive +6, Spellcraft +5, Stealth +5
Languages Common, Infernal
SQ flame's skills, forbidden lore, glorious challenge, misdirection, mount (horse named Desdemona), necessary lies, order of the flame
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion
Flame's Challenge +1 +1 to damage target, -2 AC vs. others when used, can issue glorious challenge
Flame's Skills +1 +1 bonus to intimidate when at or above maximum hp
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity
Glorious Challenge If dropped foe, free challenge vs. new foe within 15 ft with stacking -2 AC & +2 damage
Guileful Lore Add wisdom modifier to Bluff and Diplomacy
Misdirection (Lawful Good) (Sp) When preparing spells choose an alignment to count as for magical detection
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat
Necessary Lies +1 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth
Power Attack -1/+2 You can subtract from your attack roll to add to your damage
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target
Sedition +1 to bluff and +1 to Leadership score
Studied Target +1 (move action, 1 at a time) (Ex) Study foes as a Move action, gain +1 to attack/damage & some skills vs. them
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies within 30 ft
Wicked Leader +1 on charisma checks against evil creatures, cohort is 1 level behind instead of 2 as long as they are evil