Inquisitor (Immolator) of Asmodeus 1 | hp 10 | AC 17 T 12 FF 15 | CMD 14 | F +3 R +2 W +4 (+2 v mind-affecting & demons) | Spd 30' | Init +2 | Perc +6 (darkvision), SensM +7 | fire bolt 5/day | war blessing 2/day |
judgment (1/day), judgment of immolation, monster lore +2, stern gaze +1, war blessing 2/day
Ifrit inquisitor (immolator) of Asmodeus 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 128, Pathfinder RPG Bestiary 2 160)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)
Resist fire 5
Speed 30 ft. (20 ft. in armor)
Melee cold iron light mace +2 (1d6+2) or
_____ dagger +2 (1d4+2/19-20) or
_____ unarmed strike +2 (1d3+2 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks judgment 1/day
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
__ 1/day—burning hands (DC 12)
Domain Spell-Like Abilities (CL 2nd; concentration +6)
__ 5/day—fire bolt (1d6+1 fire)
Inquisitor (Immolator) Spells Known (CL 1st; concentration +5)
__ 1st (2/day)—comprehend languages, divine favor
__ 0 (at will)—detect magic, disrupt undead, read magic, resistance Domain Fire
Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats War Blessing ACG Traits Asmodean demon hunter, focused mind
Skills Acrobatics -1 (-5 to jump), Diplomacy +5, Intimidate +6, Knowledge (planes) +4 (+7 on checks related to demons), Knowledge (religion) +4, Perception +6, Sense Motive +7
Languages Common, Ignan
SQ judgment of immolation, monster lore +2, stern gaze +1
Combat Gear alchemist's fire; Other Gear armored coat APG, light steel shield, cold iron light mace, crossbow bolts (10), dagger, light crossbow, manacles, spell component pouch, wooden holy symbol of Asmodeus, 2 gp
Burning Hands (1/day) - 0/1
Crossbow bolts - 0/10
Dagger - 0/1
Fire Bolt 1d6+1 fire (5/day) (Sp) - 0/5
Judgment (1/day) (Su) - 0/1
War Blessing (2/day) - 0/2
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire Bolt 1d6+1 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Inquisitor (Immolator) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she 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 she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
__ Destruction: The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls.
__ Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1.
__ Immolation (-5): Reduce target's fire resistance by listed amount.
__ Justice: This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.
__ Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
__ Protection: The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.
__ Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 profane bonus on all saving throws.
__ Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
__ Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Servant of the Flame An immolator who selects the Fire domain (or one of its associated subdomains, if available) uses her domain powers at +1 caster level (this stacks with the ifrit’s fire affinity racial trait).
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
War Blessing (Fire and Trickery, 2/day) Twice per day, you can call upon the minor blessing from one or the other of your chosen blessings. This ability otherwise acts like the warpriest blessings class feature. Your effective warpriest level is the highest level that you have in the class that has the mystery or domain class feature.
A warpriest can select any two blessings granted by his deity. Deities grant blessings of the same name as the domains they grant. Unless otherwise noted, using a blessing is a standard action. A warpriest without a deity can select any two blessings (subject to GM approval). If a blessing’s power duplicates a spell effect, the warpriest’s caster level for that power is equal to his warpriest level.
Blessings that affect weapons and armor benefit anyone who wields or wears those items, not just the warpriest.
__ Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.
__ Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell.