Spacey McSpacerton's page

110 posts. Organized Play character for Rene Duquesnoy.


RSS

1 to 50 of 110 << first < prev | 1 | 2 | 3 | next > last >>
Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey finished peeing.

Acquisitives

1 person marked this as a favorite.
Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey pees.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

HOORAY! Thanks for running this sfounder!

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey speaks Should the authorities handle the ooze?

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey attempts to cast daze dc13 on the fleeing shirren.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey tries to ID these fools
Life Science: 1d20 + 6 ⇒ (11) + 6 = 17

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey pews.
pew: 1d20 + 3 ⇒ (6) + 3 = 9

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey moves in and fires on the baddy
rolled 14

miss

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey moves up to the corner and peeks around.
perception: 1d20 + 9 ⇒ (10) + 9 = 19

If I see a baddy, Charm Person DC15

If I don't see a baddy, continue moving forward to cover (C)

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey does a single move into the room, and readies a spell

A baddy seen?:
Charm Person DC15

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey channels to harm undead, but I also believe this heals living folk.

CHANNEL!: 4d8 ⇒ (5, 2, 5, 2) = 14

DC15 half

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Should we have take a 10 minute rest before continuing on?

Spacey T10s for 21 on Mysticism to ID the undeads.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

I assume same day. Correct?

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey pats himself down. Yep. Ready to rocknroll!

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Sorry y'all
Spacey blows another RP for a channel.

Channel to harm undead: 4d8 ⇒ (3, 2, 3, 3) = 11

DC something for half

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey would like to know:
* Special defenses
* Hit die
* Fun fact!

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey attempt to learn about this gross thang.
Mysticism: 1d20 + 11 ⇒ (18) + 11 = 29

Spacey changes the channel on his heal to H(arm) B(ad) O(nes).

DC16 Will half

4d8 ⇒ (7, 3, 8, 8) = 26

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Wonder if we should go find the remaining owners Spacey thinks aloud.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Damn. That sucks, and it smells like my mom's toilet water airator 3000 in here. T10 perception for 19 to look around.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey takes a listen at the door. T10 for 19.

I don't hear anything. Lets go in! Spacey says at normal volume.

Attempted to move pogs

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey goes carefully to take 10.

10 + 8 + 4 = 22.

After the surgery, he smiles at Maija.

How's my favorite strong lady? You did real well. Stay off your feet for a while and rest. See me for a followup in 1 week.

I like it when the numbers match

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey uses his priestness to do all things mysticly for Maija.

Oh no. This won't do at all. Tell me, dear. What can Dr McSpacerton do for you?

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey suggests we go to Cytech Clinic, so Noble can get that "shot" he needs. Heyo

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey suggests we try Metagenesis.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey speaks up. How about we check out the BioBoost first?

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey thinks about what he knows about the Freemarkets.

T10 for 17.

Looks like these little startup stalls want to get bought by AMA-Zulu-Oscar-November. This is where innovation meets technology. Blah blah blah mission statements and SMART goals. Spacey explains to the crew.

Are the DCs in the spoilers right? 20, 15, and 20? Just checking

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Player Name: Rene
PC Name: Spacey McSpacerton
PFS#: 14894-701
Faction: Acquisitives
Day Job: None
Perception and vision/senses: +9/blindsense
Initiative: +1

Acquisitives

1 person marked this as a favorite.
Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey thinks to himself This reality TV gig is okay, but I'd rather do a other types of shows. Spacey starts snapping his fingers as he spitballs.

How about a couple of skilled computer programmers, who live in some secret foggy area like we just saw, and they try to hilariously predict the future. You could call it Outlook Cloudy

Spacey nods to himself, trying to come up with more clever shows. Then he perks up.

Or...an advice show, led by an android named Dr Fil. Call it Androidos and Androidon'ts!

Slowly, Spacey shakes his head and concentrates. Then...

Maybe a late night show, with a mechanic and his drone as hosts. They drive around picking up passengers like a taxi, and talk about naughty stuff. R2-D2hotforTV. Perfect name eh?

Wearing a smirk, you can tell he was proud of that one.

A show where inventors try to bust through armor with customized projectiles. I got it...Get off my KAC!

Now he is just blabbering...

Ooh...how about a team of high ranking priests in the Triune church are on a space ship. Follow me so far? They are doing well, and traveling the galaxy, trying to spread the word. They get bored and start wishing they were back in The Drift. Typical priests...amirite? As they head back, they get caught in a SCARY BLACK HOLE! People freak out and decide to just have fun. They shoot across the universe or to another dimension or something..and everything turns out fine. The show is about them living a fun life. Call it..wait for it... call it...are you waiting? Call it ...Black Holy

Spacey's player sees himself out.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey grabs the goblin and puts him on his lap like a talking dummy, and poses like he is doing a poster for a show named the Mystical Gobbo.

Charisma: 1d20 - 1 ⇒ (5) - 1 = 4

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

For good measure, Spacey casts daze on the goblin that tried to escape. DC15

Then he looks at his computer screen and says Computer says no

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey does another mind thrust on the baddy.
2d10 ⇒ (3, 8) = 11 DC 15 will save for half

This one is for your mother!

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey moves up and casts Mind Thrust on the BBEG
2d10 ⇒ (4, 8) = 12 DC 15 will for half.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey will attempt to assist in the Str check.

1d20 ⇒ 11

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

(I'm not sure how to help this way and be risky, but Spacey would try to do that)

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Oh no! Spacey exclaims, then turns to the camera. Let's see if shirren magic help dwarves Spacey heads to the old dwarf and begins casting magics.

First, Spacey does a healing channel (via touch) for 4d8 ⇒ (2, 5, 5, 5) = 17

I couldn't help but notice your pain. It runs deep...share it with me Then, Spacey casts lifelink to take some of the pain from the dwarf.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey takes 10 to climb up the slope for a 10. He bides his time, holding back puns, allowing his teammates to take the media focus.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey has a big smile on his face at the name. I think that name is perfect. There is great history in the naming convention of adverb mc adverb.

Then he types something on his mobile device and holds it up.

For the fan who suggested that first, I shall send you this one of a kind tshirt with the image of our group and new logo of the goblin's face and name.

Surprisingly, the logo is the picture of Gobby ripping out the inside of an old server, with cables and other wire strewn around like intestines.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

From Spacey:
That's tough to say. If you want someone who takes the last cup of coffee and doesn't make another pot, then Smikk is definitely the MVP. Gideon acts like the MVP, most valuable playa, around the ladies. He has strong game, but sometimes he meets a Carol. You know, a lady who ain't puttin up with no smack. I am definitely not the MVP, because I'd rather be the underdog bark bark. Spacey responds.

Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25 then Spacey does a sense motive to see if he is entertaining enough. Sense meowtive: 1d20 + 9 ⇒ (6) + 9 = 15

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

The original response:

Spacey, and his sexahness, mimic Catherine Zeta Jones in Entrapment and booty dodges the lasers.

1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (15) + 2 = 17

Then Spacey moves backwards and uses ze magics to telekinetically move a rock from the ground to the armadillo, while rapping.

Step to Spacey, what the dilly yo?
Mash that rock on the armadilly o!
Hit you so hard, you see pitch black.
Spacey attack! Higher than your KAC.

attack: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d6 ⇒ 1

Spacey looks up to the booth, then the goblin, then the booth, then back to the goblin.

Spacey ranks high in the Hylax Church,
You a s!@$ty goblin, not like a Mogmurch!
Smack you so hard, you know I'll beat ya.
Wanting to leave like my homegirl Reta.
Double move all day, until your breathing gets puffy.
Licking your wounds like your were the next Chuffy.
Fighting me and you aren't faring well.
Praying harder than Poog and Zarongel.
Don't know space rhymes, don't know space hiphop?
Let me educate you, as I let this mic DRRROOOOOOOP!

Then does the telekinetic projectile and miming dropping a mic and it flies to the goblin's face. (in spoiler)

Space uses his move action to go into the booth, semi strutting.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey forgot to relay the info he knows about the baddy. Careful everyone. This is a spicorath, and although it is young, it grew up listening to too much Morrissey making it moody. This youthful spicrath will absorb any electromagnetic radiation and spit it out as a weapon.

Then Spacey does that shift move slide thing that I can never remember the name of and speaks to the goblin.

Hey Goblin! A 16 seed beat a 1 seed. How is your bracket? and casts daze on the goblin DC 14 will.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey be all like A mind is a terrible thing to waste. However, let me waste yours

Move and cast mind thrust
2d10 ⇒ (6, 6) = 12
DC15 will for half

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey T10s on Life Science (16) to learn, before doing anything.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey walks further down the tunnel toward the midden.

Whew. I haven't smelled anything this bad since hanging out with vesk named Drakkar Noir.

T10 Life Science = 16
T10 Survival = 17

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Player Name:Rene
PC Name:Spacey McSpacerton
PFS#:14894-701
Faction:Acquisitives
Day Job: Don't have one
Perception and vision/senses: +8 & Blindsense
Initiative:+1

Social: Street Cred (Dead Suns 1)
Starship: Automated Defenses (YY Truth)
Slotless: True Savior of Tasch (FotRP)

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey says hello.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey smiles at Ykris. Interesting gathering don't you think. Did you know that epitopes can be used in HLA match making for transplantation purposes, and possibly platelet transfusions?

T10 medicine for 17

My dad actually discovered epitopes use in transplants. For more info, look at http://www.epitopes.net. I'm such a proud boy!

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey T10s on Sense Meowtive for 18 to learn about Ykris.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey realizes he shouldn't have gotten close, and does that 5 foot guarded electric slide step thingy Boogie woogie woogie, then blasts the Assassin with another Mind Thrust

2d10 ⇒ (7, 2) = 9

DC15 Will for half

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Spacey says Fear is the mind killer and casts mind thrust on the baddy.

2d10 ⇒ (10, 4) = 14

DC15 will save for half

Then, Spacey dumbly walks up to stand next to her, gun drawn.

Acquisitives

Shirren Priest Mystic (4) | SP 32 HP 30 RP 5 | Init +1 | KAC 14, EAC 12 | Perc +10 | Blindsense, Telepathy 30ft

Special defenses please

Race

HP: 20/20 |AC:16 T:12 FF:16,| CMD: 14 | Fort: +4, Refl: +1, Will: +5 | Init: +3, Speed 30ft, Perception +7

Classes/Levels

Spells per day:First:3/3 | Judgement 1/1| Ferocious Strike 5/5 | Lesser Smite 1/1 Female Human Inquisitor 2

About Maud Lefévre

HP: 20/20 |AC:16 T:12 FF:16,| CMD: 14 | Fort: +4, Refl: +1, Will: +5 | Init: +3, Speed 30ft, Perception +7

Spells per day:First:3/3 | Judgement 1/1| Ferocious Strike 5/5 | Lesser Smite 1/1 Female Human Inquisitor 2

Maude Lefévre

Maude Lefévre
Female Human Inquisitor - Venerates Michael, the Archangel
NG Medium Human(Humanoid)
Init: +3 Senses: Perception +7
------------------------------------------
Defenses:
------------------------------------------
AC 16, T11: FF:16 (+1 Dex)
HP: 20 (2d8(13)+7)
Saves: Fort: +4, Reflex +1, Will: +5
------------------------------------------
Offense
Speed 30 ft
Melee 1.) Cold Iron Longspear +5 (1d8+4), 20, x2
Ranged 1.) Javelin +2 (1d6+3)
Spells per day
1st Divine Favor, Magic Weapon, Disguise Self
0th Create Water, Detect Magic, Mending, Light
SQ: Judgement 1/day, Ferocious Strike 5/day, Lesser Smite 1/day
--------------------------------------------
Statistics
--------------------------------------------
Str16, Dex13, Con 13, Int12 , Wis14 , Cha 12
Base Atk +1; CMB+4 CMD 15
Feats Toughness, Weapon Focus(Longspear)
Traits

Indomitable Faith:
You receive a +1 trait bonus to your Will Saves

Demon Smiter:
You grew up around those who learn to fight the demons. Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.

Skills (14 Ranks+2 FC) - +2 to Knowledge checks to identify creatures.

Climb(1) +7
Bluff(1) +5
Diplomacy(2) +6
Kn: Religion(2) +7/+9
Kn: Planes(1) +6/+8
Perception(2) +7
Stealth(2) +6
Survival(2) +7
Heal(1) +6
Disguise(1) +5
Sense Motive(1) +7

Languages: English, French, Latin

Gear: Other Gear: Gear: Scalemail, Cold Iron Longspear, Light Mace, Hand Crossbow, 15 bolts, Potion of Cure Light Wounds, Alchemist Fire x2 Other Gear: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Paper, charcoal. Belt pouch.

----------------------------------------
Special Abilities
----------------------------------------

Domain(Ex):

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Judgement(Su):
At 1st level, an inquisitor can use this ability, starting it as a swift action 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 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
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. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

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:
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).

Cunning Initiative:
You add your Wisdom Modifier on Initiative checks in addition to your dexterity modifier

Detect Alignment(sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track(ex):
an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.