Table of Contents

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

Magic Domain
Judgment

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.