Male Human (Varisian) Inquisitor of Pharasma 11
N Medium humanoid (human)
Init +14; Senses Perception +17
AC 26, touch 15, flat-footed 22 (+8 armor, +3 shield, +4 Dex, +1 deflection)
hp 76 (11d8+18)
Fort +10, Ref +10, Will +12
Defensive Abilities stalwart
Speed 30 ft.
» Dagger +10/+5 (1d4+2/19-20)
» +1 Holy composite longbow +15/+10 (1d8+1/19-20/×3+2d6 vs. Evil)
Special Attacks bane
Spell-Like Abilities (CL 11th; concentration +14)
» At will—detect alignment
» 11 rounds/day—discern lies
Domain Spell-Like Abilities (CL 11th; concentration +16)
» 6/day—rebuke death
Inquisitor Spells Known (CL 11th; concentration +16):
4th (2/day)—freedom of movement, restoration, stoneskin
3rd (5/day)—burst of speed, cure serious wounds, dispel magic, greater magic weapon, magic circle against evil, speak with dead (DC 16)
2nd (5/day)—cure moderate wounds, detect thoughts (DC 15), lesser restoration, resist energy, see invisibility, silence (DC 15)
1st (6/day)—bless, command (DC 14), cure light wounds, disguise self, divine favor, lend judgment (DC 14), true strike
0 (at will)—brand (DC 13), detect magic, light, read magic, sift, stabilize
Str 14, Dex 20, Con 12, Int 7, Wis 16, Cha 13
Base Atk +8; CMB +10; CMD 26
Feats Enfilading Fire, Extended Bane, Improved Critical (longbow), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Reach Spell, Shake It Off, Target of Opportunity
Traits focused mind, inspired by greatness, reactionary
Skills Bluff +10, Craft (bows) +2, Diplomacy +10, Heal +7, Intimidate +10, Knowledge (arcana) +2 (+5 to identify the abilities and weaknesses of creatures), Knowledge (planes) +2 (+5 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +17, Sense Motive +20, Stealth +14, Survival +10 (+15 to track), Swim +4
SQ domains (healing), healer’s blessing, monster lore +3, judgement 4/day), solo tactics, teamwork feat, track
Combat Gear scrolls (comprehend languages (2), divine power, expeditious retreat (2), neutralize poison, remove curse, remove disease, remove fear (2), remove paralysis (2), restoration (2), lesser restoration (2), see invisibility, speak with dead, stoneskin (2)), wand of cure light wounds (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges)
Other Gear +2 elven chain, +2 buckler, +1 holy composite longbow, dagger, dagger, belt of incredible dexterity +2, bracers of archery, lesser, cloak of resistance +2, efficient quiver, handy haversack, ring of protection +1, artisan’s tools, bedroll, belt pouch, belt pouch, flint and steel, silver holy symbol (Pharasma), ink, black, inkpen, manacles, masterwork, mirror, parchment (10), signet ring, silk rope, spell component pouch, sunrod (4), trail rations (5), vial, waterskin, light horse (combat trained), gemstones (worth 1,000gp), 100 pp, 250gp, 103sp, 9cp
Bane (+2 / 2d6) (14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Focused Mind +2 to Concentration checks
Healer’s Blessing (Su) Your cure spells are empowered for free.
Inquisitor Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Inspired by Greatness (Divine Favor) 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. As you honed your craft, you and the professor corresponded, and he was delighte
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Rebuke Death (6/day) (Sp) Heal 1d4+5 damage to creatures at negative HP
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +5 Add the listed bonus to survival checks made to track.