AC 20, Touch 13, Flat-Footed 17 (+6 armor, +1 Shield, +3 Max Dex)
Speed 30 ft. (20 ft. in armor)
Str 14, Dex 18, Con 14, Int 10, Wis 16, Cha 8
Languages: Common, Elven, Sylvan
Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Improved Unarmed Strike (Combat) You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Grapple (Combat) *Bonus from Feat Tax Rules* You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Monster Lore: Add Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: Add a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Class and Special Abilities::
The Inquisitor's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level.
Granted Powers: you are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Judgment (Su): 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 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.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
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).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her 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): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.
Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment
True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor’s level + the inquisitor’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor’s true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
Chaotic, Evil, Good, and Lawful Spells: An inquisitor can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.
Brawler’s Cunning (Ex) : If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex) : A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex) : At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full strength modifier (not half) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
Level 0: Detect Magic, Guidance, Light, Create Water, Stabilize
Breastplate: AC +6 / Max Dex +3/ Medium/ ACP -4/Spell Fail 25%/ 30 lbs.
Buckler: AC +1/ Max Dex -- / ACP -1/ Spell Fail 5%/ 5 lbs.
Total Weight Carried: 70.5 lbs.
Description and Personality::
Teryll is an average looking half-elf who stands just under six feet tall. His build suggests the kind of graceful, wiry strength that comes from his elven parent rather than a bulky, muscular human side.
His chestnut brown hair is worn short, and his pointed ears are clearly visible.
His clothes are mostly shades of brown, green or grey and typically clean if broken in. The rest of his equipment is well maintained. A holy symbol of Erastil is proudly worn over his clothes. He typically has a small, if somewhat grim looking smile and his eyes always seem to have a serious look to them.
Personality wise, Teryll is just like many other Rostlanders, A stoic, and downright gruff but hardworking man who understands that in the small towns along the frontier, without families and neighbors working together, starvation, sickness and death are all too close by. Until you get to know him, his gruffness can be off-putting, but he doesn't worry about that. He knows that while he carries Erastil's teachings in his heart, it's better to serve as an example to others rather than simply preaching fancy words at them like most other religious folk try to do. Old Deadeye taught his lessons that way, and sometimes the old-fashioned ways work best. While he's not as hidebound as some of Erastil's other clergy when it comes to folks slacking off, he's not afraid to show someone the rough side of his tongue when there's work to be done and little time to waste. But don't worry, he'll be working right there alongside you to get things done.
Teryll was born in a small town just outside the city of Erages, in Kyonin. His mother was Mireyna, the illegitimate child of the son of a noble house of Brevoy. Raised in near poverty, she set off to earn her fortune as a mercenary, and adventurer. Teryll’s father was an Elven bard named Doss Tholor who had already left for the road before Mireyna even learned she was with child. Using the money, she’d earned adventuring, she settled in the small town until her child was born.
Seven months into her pregnancy, Mireyna found herself kidnapped in a daring nighttime raid of the town. A group of slavers from the Darklands below Kyonin captured Mireyna and a handful of the other townsfolk. Mireyna was still trying to figure how to escape when a group of adventurers that were hired to pursue the missing townsfolk arrived and rescued them and she was able to return to her home.
Four months later, no longer feeling entirely secure in the town; Mireyna traveled back to the place of her birth; Brevoy. She settled down in the Rostland region of Brevoy close to Restov, but in a small town along the southern border that was far enough away that she'd not have to worry about her son being dragged into the nobility's power struggles, and casual cruelty towards the lower born.
Life along the frontier was hard, as the community struggled to survive in the rough lands. Unlike many of his neighbors, Teryll’s mother had the money from her adventuring days to fall back on; but she was by no means wealthy, and she and her son fit right in among the other townsfolk. Mireyna was quite skilled at hunting and archery, and she taught her son how to hunt with a bow as soon as he was strong enough to draw the bowstring back. Between their hunting, and the small patch of crops they raised, they were comfortable enough, and even able to share some of their game with those less fortunate in leaner times.
Teryll fit in well enough among the other children in town, despite his single mother, and absent Elven father. While there was certainly some teasing as there always will be among children, he bore it well and did not let it harden his heart towards the others. His good nature and skill with the bow attracted the attention of the town’s resident chaplain James Rendig . A devotee of Erastil, he was just as rough and tumble as the other townsfolk but possessed the fire of faith in something greater. He took the time to help educate Teryll in things his mother did not have time for, and it was under his tutelage that Teryll developed the strong faith in Erastil that lead him the god’s favor, and allowed him to be blessed with the ability to help protect and support his town and community.
Upon reaching adulthood, Teryll still lived in town as he did while younger; hunting, raising crops, helping his mother and their neighbors when he could. He also began to range further out into the area, accompanying merchants and farmers caravanning goods to the nearby city to protect against the ever-present bandits, and monster attacks.
When he heard of the expedition to re-take the Stolen Lands, he took it as a sign from Erastil and signed on to the expedition. Teryll knows that Erastil has given him his knowledge and experience to help the expedition succeed.
Leveling/ FCB tracking:
Level 1 – FCB + 1 zero level spell
Level 2 – FCB + 1 Skill Point, + 8 HP
Build Plan & Role:
Currently, I plan to level with a typical ranged damage Archery build.
I am considering a 1 or 2 level dip into Brawler to be stronger in melee when he can’t use his longbow.
Spells will be a mix of self-buff and support to the party.
dice=Perception]1d20 + 12[/dice]
dice=Mwk Composite Longbow Attack]1d20 + 6[/dice]
dice=Mwk Composite Longbow Attack, Rapid Shot]1d20 + 4[/dice]
dice=Mwk Composite Longbow Attack, Deadly Aim]1d20 + 5[/dice]
dice=Mwk Composite Longbow Attack, Deadly Aim, Rapid Shot]1d20 + 3[/dice]
dice=Unarmed Strike 1d20] + 5[/dice]
dice=Unarmed Strike. Piranha Strike] 1d20 + 4[/dice]
dice=Hand Axe]1d20 + 5[/dice]
dice=Hand Axe, Piranha Strike]1d20 + 4[/dice]
dice=Sap Attack]1d20 + 5[/dice]
dice=Dagger Attack]1d20 + 5[/dice]
ooc] Current Status: