Seize the Initiative: 5/5 left
Level 1 spells: 2/2 left
Skills:
Acrobatics +3 (+4 Dex -1 ACP)
Appraise +0
Bluff -1
Climb +1 (+2 Str -1 ACP)
Diplomacy -1
Disguise -1
Escape Artist +3 (+4 Dex -1 ACP)
Handle Animal -1
Heal +2
Intimidate +4 (-1 Cha +1 Rank +3 Class +1 Stern Gaze)
Knowledge (Local) +5 (+1 Rank +3 Class +1 Trait)*
Perception +6 (+2 Wis +1 Rank +3 Class)
Ride +3 (+4 Dex -1 ACP)
Sense Motive +7 (+2 Wis +1 Rank +3 Class +1 Stern Gaze)
Stealth +7 (+4 Dex +1 Rank +3 Class -1 ACP)
Survival +6 (+2 Wis +1 Rank +3 Class)
Swim +5 (+2 Str +1 Rank +3 Class -1 ACP)
* Gain +2 (WIS) on knowledge checks to identify creatures.
Languages: Common, Skald
Feats:
Point-Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (CRB)
Precise Shot - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (CRB)
Traits:
Human Traits:
- Bonus Feat (Precise Shot)
- Skilled
Normal Traits:
- World Traveler (+1 to Knowledge: Local, it becomes a class skill) (UCa)
- Veteran of Battle (+1 to initiative and if Njall can act in a surprise round he may draw a weapon as a free action) (UCa)
Class Features:
- Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (greatsword). She is also proficient with light armor, medium armor, and shields (except tower shields).
- Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
- Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
- Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
War Domain, Tactics:
- Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Studied Target:
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Detect Magic - standard, V,S, 60 ft cone, concentration to 1 min - Detect magic auras, can pinpoint and learn more with concentration.
Light - standard, V,DF, touch - Object touched creates light as a torch (20 ft normal, 20 ft increased)
Guidance - standard, V,S, touch, 1 min or until used - +1 competence bonus on a single attack roll, saving throw, or skill check within the next minute.
Level 1:
Bless - standard, V,S,DF, allies in 50ft radius, 1 min, grants +1 morale bonus on attack rolls and saves against fear
Cure Light Wounds - standard, V,S, touch, instant, Save: Will half, SR: Yes - Touch living creature to heal 1d8+1, or undead creature to deal 1d8+1 damage.
Stats:
STR 14 DEX 18 (16 base +2 race) CON 12 INT 10 WIS 14 CHA 8
Equipment:
Wealth: 9 GP 15 SP 14 CP
Encumbrance: 56 lbs
-w/o Backpack: 45 lbs
-w/o Bedroll or Backpack: 40 lbs