Inquisitor 1 / Fighter 1 [ HP: 18/18 | AC: 19 | T: 15 | FF: 15 | Fort +6 / Ref +4 / Will +4 | Init +4 / Percept +7 (Darkvision) ]
HP: 18 (1d8 + 1d10 + 2 Con per Dice)
CMB: 1 (1 BAB + 1 Str -1 Size)
Fort +6 (+2 Base Inquisitor +2 Base Fighter +2 Con)
Inquisitor: 9 (6 Base + 2 Int +1 Favored Class)
Campaign - Star Sign (Reaper): Born under the sign of the Reaper. Once per day can gain a +1 Luck Bonus to a single attack roll, or a +3 Luck Bonus to a single Critical check (made after a critical threat has already been scored) to confirm the critical.
Magic - Magical Knack (Inquisitor): Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you get this trait - your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
L1 - Weapon Finesse: You can use your Dex mod instead of your Str mod on attacks.
Eat Sin - As a free action, when the sin eater kills an enemy, he may eat the sins of the enemy by spending 1 minute adjacent to its corpse. This provokes an attack of opportunity. Eating the sins heals the inquisitor for 1d8 + inquisitor level (Max +5). The enemy must have been killed by the sin eater within the last hour, and must have had at least as many Hit Dice as half the Inquisitor’s level. Can only be used once per enemy. Enemy cannot be mindless or have less than 2 Intelligence.
Monster Lore - The Inquisitor adds his Wisdom modifier on Knowledge checks in addition to his Intelligence Modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze - The Inquisitor gets a bonus of ½ his level (Min +1) to Intimidate and Sense Motive checks.
Judgment - As a swift action the Inquisitor can pronounce judgment once per day (Increases after level 4th). Once activated it lasts until combat ends, at which point the bonuses end. Bonuses are ‘paused’ if the inquisitor is frightened, panicked, paralyzed, stunned, or unconscious.
DC: 10 + Spell Level + Wisdom Modifier
Masterwork Hide Armour (25 lbs)
Other Equipment (14 lbs)
Ability Score Modifications
Size: Small. AC: +1, Attacks: +1, CMB/CMD: -1, Stealth +4
My Custom Races
Most races only put up with the Raccoonkin because their large numbers and clever ways of infiltration make it difficult not to. Even cities that don't technically allow Raccoonkin to settle there are likely to have small infestations, whether they know it or not. The one race that is often at odds with them is the Ratfolk, as the two tend to fight over territory and trinkets. The Ratfolk tendency to hoard items makes them prime targets for Raccoonkin thieves.
Adventuring Racconkin tend to be driven by curiosity, greed, or even simple wanderlust, as they are a people who have been used to having to travel in search of tolerance. Most of the jobs that draw them are lucractive, and they tend to take up classes such as Rogue, Alchemist, and sometimes even Magus.
Ability Score Racial Traits: Raccoonkin are fast and quick-learning, but also tend to be both quiet and selfish. +2 Dexterity, +2 Intelligence, -2 Charisma
Feat and Skill Racial Traits
Senses Racial Traits
Point Cost: 11 RP
Ability Score Racial Traits: Having survived contact with the Lycanthropy disease has made them able to endure more and given them a stronger force of personality, but they have become less patient and likely to learn. +2 Con, +2 Cha, -2 Int.
Senses: Low-Light Vision, Scent.
Point Cost: 10 RP
Ability Score Racial Traits: +2 Cha, +2 Con. Mermaidens are beautiful and adaptive
Amphibious: Mermaidens can breathe both air and water.
Point Cost: 11 RP
Satyr’s often act as guardians of creatures in their forests, having a strange loyalty to other animals. This is not reflected in their behaviours with the more ‘civilised’ races, who they tend to value less than their own amusement / desires.
Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Wis. Satyrs are lithe and personable, but also tend to be rash and impulsive.
Senses: Low-Light Vision.
Point Cost: 10 RP