The Book of Many Things
Female Human Inquisitor 4 (Heretic, Preacher)
NG Medium Humanoid (human)
Init +8, Senses Perception +11
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
HP 32 (4d8)
Fort +5, Ref +6, Will +7, +2 trait bonus on all saving throws against charm and compulsion effects
Speed 40 ft.
Ranged longbow 1)
Melee dagger 1/19-20), within 30 ft. 1)
Special Attacks Judgment/Destruction, Judgment/Escape, Judgment/Healing, Judgment/Justice, Judgment/Piercing, Judgment/Protection, Judgment/Purity, Judgment/Resiliency, Judgment/Resistance, Judgment/Smiting, Stern Gaze
Inquisitor Spell-Like Abilities detect chaos (at will), detect evil (at will), detect good (at will), detect law (at will)
Inquisitor Spells Known (CL 4th; concentration +6)
2nd(2/day)- cure moderate wounds(DC 14), invisibility(DC 14)
1st(4/day)- cure light wounds(DC 13), divine favor(DC ), protection from evil(DC 13), true strike(DC )
0th(at will)- acid splash, create water, detect magic, guidance(DC 12), light, read magic(DC )
Str 10, Dex 19, Con 10, Int 10, Wis 14, Cha 9
Base Atk +3; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Skills Bluff +8, Diplomacy +8, Perception +11, Sense Motive +11, Stealth +12, Survival +9, Survival (Follow or identify tracks) +11
Traits Birthmark, Reactionary
SQ ABP armor attunement, ABP resistance, ABP weapon attunement, cunning initiative, detect alignment, determination, door sight, hide tracks, judgment (sacred), lore of escape, track
Other Gear longbow, hide shirt, outfit (pickpocket’s), durable arrow (20), dagger, 33.0 gp
ABP Armor Attunement The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.
ABP Resistance At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.
ABP Weapon Attunement The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Cunning Initiative (Ex) 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.
Determination (Ex) You are a person of few words on the battlefield, but those words hold great power and authority. You can use this ability to create one of the following effects 2/day. Each is a free action to use. Aggression: You may reroll an attack roll that you just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. Defense: When you would be hit by a melee or ranged attack, as an immediate action you may add a +4 insight bonus to your Armor Class against that attack, and if this makes your AC higher than the opponent’s attack roll, the attack misses. Warning: When your ally within line of sight would be hit by a melee or ranged attack, you may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear you and must not be helpless for this ability to have any effect. Whenever you could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), you can instead choose to increase your number of uses per day of this ability by one.
Door Sight (Su) You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 10 inches. You can use this power 5 times per day.
Hide Tracks (Ex) You are adept at hiding your tracks. Creatures attempting to track you take a -5 penalty on rolls to find or follow your tracks.
Judgment/Destruction The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.
Judgment/Escape Each time you hit an opponent with a melee or ranged attack while using this judgment, you can use a move action attempt to create a diversion to hide (see the Stealth skill).
Judgment/Healing The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment/Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment/Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
Judgment/Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment/Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment/Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment/Resistance The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment/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.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 2 times 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.
Lore of Escape (Ex) You use every trick you know to escape those now pusuing you. You add your Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.
Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.