Fodder
Male human inquisitor (preacher & sanctified slayer) of Pharasma 4
LN Medium humanoid (human)
Init +12; Senses Perception +9, Sense Motive +11


Defense


AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 30 (4d8+4)
Fort +6, Ref +6, Will +7


Offense


Speed 30 ft.
Melee
:dagger +5 (1d4+2/19-20)
:mwk morningstar +6 (1d8+3)
Ranged
:darkwood composite longbow +9 (1d8+2/×3)
Special Attacks corpse hunter (+1 trait attack bonus vs undead), determination (2/day, may reroll an attack roll), studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
:At will—detect alignment (any)
Inquisitor Spells Known (CL 4th; concentration +6)
:2nd (2/day)—resist energy, weapon of awe (DC 14)
:1st (4/day)—cure light wounds, divine favor, expeditious retreat, magic weapon
:0 (at will)—brand[APG] (DC 12), detect magic, disrupt undead, guidance, light, stabilize
:Domain Repose (with Souls-subdomain)


Statistics


Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 19
Feats Improved Initiative, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits corpse hunter (Ustalav), reactionary
Skills Appraise +2, Bluff +4, Climb +7, Diplomacy +4, Disable Device +9, Disguise +4, Heal +7, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (geography) +5, Knowledge (history) +2, Knowledge (nature) +5, Knowledge (nobility) +2, Knowledge (planes) +5, Knowledge (religion) +6, Ride +8, Stealth +11, Survival +9, Swim +7
Languages Common, Skald, Varisian
SQ determination 2/d, monster lore +2, stern gaze +1, touch the spirit world (5/d, 4 rounds), track +2
Combat Gear
adamantine arrows (10), cold iron arrows (20), silver arrows (20), alchemist's fire, holy water, holy weapon balm (3), leather armor, arrows (50), blunt arrows (20), dagger, darkwood composite longbow (+2 Str), mwk morningstar, cloak of resistance +1
Other Gear
backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), iron holy symbol of Pharasma, manacles, masterwork thieves' tools, mess kit, soap, spell component pouch, torch (10), trail rations (5), waterskin weath
165 gp, 4 sp


Special Abilities


Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free action: may reroll attack roll / force foe hitting ally to reroll attack roll / immediately gain +4 AC for 1 attack when hit.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
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.
Stern Gaze +2 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 target at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. it.
Touch the Spirit World (4 rds, 5/day) (Su) Allow touched weapon to harm incorporeal targets.
Track +2 Add the listed bonus to Survival checks made to track.

Backstory to be created...

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