LN Male Human Inquisitor 1
Init +3; Senses Perception +8
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 7 (1d8-1); Judgement of Sacred Healing 1
Fort +1, Ref +3, Will +4
Defensive Abilities Judgement of Sacred Protection +1, Negative Energy Affinity; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold), Undead Resistance
Weakness Light Sensitivity
Spd 20 ft.
» Mace, Heavy +2 (1d8+2/20/x2) and
» Masterwork Sword, Bastard +4 (1d10+2/19-20/x2) and
» Silver Dagger +2 (1d4+1/19-20/x2) and
» Unarmed Strike +2 (1d3+2/20/x2)
» Crossbow, Rp. Light +1 (1d8/19-20/x2)
Special Attacks Bleeding Touch 1 rounds (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Detect Undead (3/day)
Inquisitor Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) – Hide from Undead, Inflict Light Wounds (DC 13)
0 (at will) – Disrupt Undead, Stabilize, Detect Magic, Guidance
Str 14, Dex 16, Con 8, Int 12, Wis 14, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Additional Traits
Traits Child of the Temple: Knowledge: Nobility, Heirloom Weapon: Sword, Bastard, Masterwork Sword, Bastard, Inspired by Greatness: Hide from Undead, Rich Parents, Undead Slayer
Skills Acrobatics +0, Bluff +4, Diplomacy +6, Escape Artist +0, Fly +0, Intimidate +7, Knowledge: Local +2, Knowledge: Nobility +6, Knowledge: Religion +6, Perception +8, Ride +0, Sense Motive +7, Stealth +4, Swim -1 Modifiers Monster Lore
Languages Common, Jistka
SQ Inquisitor Domain: Death, Pharasma, Judgement (1/day) (Su)
Combat Gear +1 Bane Bolts, Repeater (50), +1 Bolts, Repeater (50), +1 Ghost Touch Bolts, Repeater (50), Bolts, Repeater (30), Crossbow, Rp. Light, Mace, Heavy, Masterwork Agile Breastplate, Masterwork Sword, Bastard, Silver Bolts, Repeater (50), Silver Dagger
Other Gear Adventurer’s Sash (1 @ 0.24 lbs), Annotated copy of “The Bones Land in a Spiral”, Blanket, Holy symbol, silver: Pharasma, Holy water (flask) (2)
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Inquisitor Domain: Death, Pharasma Granted Powers: You can cause the living to bleed at a touch.
Inspired by Greatness: Hide from Undead Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Undead Resistance +2 save vs. disease, mind affecting
Undead Slayer +1 weapon damage vs. undead.