===== Attributes ===== ^Attributes ^Starting ^Racial ^Enhancement ^Final ^Advancement ^Total ^Modifier ^ ^Strength |18 |+2 |- ^7 | +2 | 7 | +4 | ^Dexterity |14 |- |- ^10 | | 10 | +2 | ^Constitution |12 |- |- ^9 | | 9 | +1 | ^Intelligence |8 |- |- ^16 | | 16 | -1 | ^Wisdom |16 |- |- ^14 | | 14 | +3 | ^Charisma |10 |- |- ^18 | | 20 | 0 | \\ \\ Level Base Attack Bonus Fort Ref Will Special Spells per Day 1st +0 +2 +0 +2 Domain, judgment 1/day, monster lore, orisons, stern gaze 2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 3rd +2 +3 +1 +3 Solo tactics, teamwork feat 4th +3 +4 +1 +4 Judgment 2/day 5th +3 +4 +1 +4 Bane, discern lies 6th +4 +5 +2 +5 Teamwork feat 7th +5 +5 +2 +5 Judgment 3/day 8th +6/+1 +6 +2 +6 Second judgment 1st 2nd 3rd 4th 5th 6th 1 — — — — — 2 — — — — — 3 — — — — — 3 1 — — — — 4 2 — — — — 4 3 — — — — 4 3 1 — — — 4 4 2 — — — HP = 12 + 8*5+8 = 60\\ W = 12 + 8 + 8 = 28\\ ==== Saves ==== ^ ^Total ^Base save ^Ability score ^Magic modifier ^Misc modifier ^Temp modifier ^ ^Fortitude | +10 | +6 | +4(Str) | | +0 | | ^Reflex | +4 | +2 | +2(Dex) | | +0 | | ^Will | +9 | +6 | +3(Wis) | | +0 | | ==== Feats==== Two Weapon Fighting, (3) Improved Shield Bash, (5) Double Slice, Shield Slam, Power attack\\ Teamwork feats: Outflank,Precise Strike ==== Skills ==== Skill Ranks per Level: 6 + Int modifier. Class Skills Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). \\ Valgt\\ Intimidate (Cha)\\ Perception (Wis)\\ Spellcraft (Int)\\ Sense Motive (Wis)\\ Survival (Wis)\\ Stealth (Dex) (Wis) for me\\ Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic. Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th. Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction. Divine Associated Domain: Magic. Replacement Power: The following granted power replaces the hand of the acolyte power of the Magic domain. Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Replacement Domain Spells: 2nd level—bless water, 5th—cleanse*, 7th—resurrection, 9th—miracle. Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. 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. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). ==== Stuff ==== 3/day Judgement ==== EQ ==== Breastplate 200 gp\\ Shield, light steel 0 gp\\ Longsword 15 gp\\ Wisdom in the Flesh (God of Perfection)(Stealth)\\ Benefit: Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you. Reactionary\\ Benefit: You gain a +2 trait bonus on Initiative checks. ==== 0-Level Inquisitor spells (Orisons) ==== Acid Splash: Orb deals 1d3 acid damage.\\ Bleed: Cause a stabilized creature to resume dying.\\ Brand: Creates permanent brand on target creature.\\ Create Water: Creates 2 gallons/level of pure water.\\ Daze: A single humanoid creature with 4 HD or less loses its next action.\\ Detect Magic: Detects spells and magic items within 60 ft.\\ Detect Poison: Detects poison in one creature or object.\\ Disrupt Undead: Deals 1d6 damage to one undead.\\ Guidance: +1 on one attack roll, saving throw, or skill check.\\ Light: Object shines like a torch.\\ Read Magic: Read scrolls and spellbooks.\\ Resistance: Subject gains +1 bonus on saving throws.\\ Sift: See area as though examining it.\\ Stabilize: Cause a dying creature to stabilize.\\ Virtue: Subject gains 1 temporary hp.\\ ==== 1st-Level Inquisitor spells ==== Alarm: Wards an area for 2 hours/level.\\ Bane: Enemies take –1 on attack rolls and saves against fear.\\ Bless: Allies gain +1 on attack rolls and saves against fear.\\ Bless WaterM: Makes holy water.\\ Burst Bonds: 1d6 damage/level (max 5d6) to restraints.\\ Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.\\ Command: One subject obeys selected command for 1 round.\\ Comprehend Languages: You understand all spoken and written languages.\\ Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).\\ Curse WaterM: Makes unholy water.\\ Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.\\ Detect Undead: Reveals undead within 60 ft.\\ Disguise Self: Changes your appearance.\\ Divine Favor: You gain +1 per three levels on attack and damage rolls.\\ Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.\\ Expeditious Retreat: Your base speed increases by 30 ft.\\ Hide from Undead: Undead can't perceive one subject/level.\\ Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).\\ Magic Weapon: Weapon gains +1 bonus.\\ Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.\\ Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.\\ Sanctuary: Opponents can't attack you, and you can't attack.\\ Shield of Faith: Aura grants +2 or higher deflection bonus.\\ Tireless Pursuit: Ignore fatigue while hustling.\\ True Strike: +20 on your next attack roll.\\ Wrath: +1 attack and damage against target creature.\\ ==== 2nd-Level Inquisitor spells ==== Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).\\ Align Weapon: Weapon becomes good, evil, lawful, or chaotic.\\ Bloodhound: Gives caster the scent special ability.\\ Calm Emotions: Calms creatures, negating emotion effects.\\ Castigate: Causes target to be shaken and cower.\\ Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).\\ ConsecrateM: Fills area with positive energy, weakening undead.\\ Corruption Resistance: Protects creature against damage from alignment-based attacks.\\ Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).\\ Darkness: 20-ft. radius of supernatural shadow.\\ Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.\\ Delay Poison: Stops poison from harming target for 1 hour/level.\\ DesecrateM: Fills area with negative energy, making undead stronger.\\ Detect Thoughts: Allows “listening” to surface thoughts.\\ Enthrall: Captivates all within 100 ft. + 10 ft./level.\\ Find Traps: Notice traps as a rogue does.\\ Flames of the FaithfulGives weapon flaming property.\\ Follow Aura: Gain ability to follow the trail of the aura of an alignment.\\ Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.\\ Hold Person: Paralyzes one humanoid for 1 round/level.\\ Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.\\ Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).\\ Invisibility: Subject is invisible for 1 min./level or until it attacks.\\ Knock: Opens locked or magically sealed door.\\ Perceive Cues+5 Perception and Sense Motive 10 min./level.\\ Remove Paralysis: Frees creatures from paralysis or slow effect.\\ Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.\\ Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.\\ See Invisibility: Reveals invisible creatures or objects.\\ Sacred BondF: Cast touch healing spells from a distance.\\ Shield OtherF: You take half of subject's damage.\\ Silence: Negates sound in 20-ft. radius.\\ Spiritual Weapon: Magic weapon attacks on its own.\\ Tongues: Speak and understand any language.\\ Undetectable Alignment: Conceals alignment for 24 hours.\\ Weapon of Awe: Weapon gets +2 on damage rolls.\\ Whispering Wind: Sends a short message 1 mile/level.\\ Zone of Truth: Subjects within range cannot lie.\\ ==== 3rd-Level Inquisitor spells ==== Arcane Sight: Magical auras become visible to you.\\ Banish Seeming: Dispels touched illusion or a creature’s change in form.\\ Blood Biography: Learn about a creature and how it became wounded by examining its blood.\\ Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.\\ Continual FlameM: Makes a permanent, heatless light.\\ Coordinated Effort: Grants allies a teamwork feat.\\ Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).\\ Daylight: 60-ft. radius of bright light.\\ Deeper Darkness: 60-ft. radius of bright light.\\ Dimensional Anchor: Bars extradimensional movement.\\ Dispel Magic: Cancels one magical spell or effect.\\ Fester: Gives subject SR 12 + your level vs. healing effects.\\ Glyph of WardingM: Inscription harms those who pass it.\\ Halt Undead: Immobilizes undead for 1 round/level.\\ Heroism: Gives +2 bonus on attack rolls, saves, skill checks.\\ Hidden Speech: Gain +10 on Bluff to send secret messages.\\ Hunter's Eye+20 on Perception checks to locate a target.\\ Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).\\ Invisibility Purge: Dispels invisibility within 5 ft./level.\\ Keen Edge: Doubles normal weapon's threat range.\\ Locate Object: Senses direction toward object (specific or type).\\ Magic Circle vs. Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.\\ *Magic Vestment: Armor or shield gains +1 enhancement per four levels.\\ Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).\\ NondetectionM: Hides subject from divination, scrying.\\ Obscure Object: Masks object against scrying.\\ Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.\\ Protection from Energy: Absorb 12 points/level of damage from one kind of energy.\\ Remove Curse: Frees object or person from curse.\\ Remove Disease: Cures all diseases affecting subject.\\ Retribution: Recent attacker is aff licted with penalties.\\ *Righteous Vigor: Boosts attack bonus with each hit.\\ Seek Thoughts: Detects thinking creatures’ thoughts.\\ Searing Light: Ray deals 1d8/two levels damage (more against undead).\\ Speak with Dead: Corpse answers one question/two levels.\\ Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.\\