Master of the Fallen Fortress
Male half-orc inquisitor 1
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6
AC 17, touch 11, flat-footed 16 (+ 5 armor, + 1 Dex, + 1 shield)
HP 10 (1d8 + 2)
Fortitude + 3, *Reflex + 1, Willpower + 4
Defensive Abilities orc ferocity
Speed 20 ft.
Melee morningstar + 3 (1d8 + 3 / critical hits 20/×2) or spiked gauntlet + 3 (1d4 + 3 / critical hits 20/×2)
Ranged shortbow + 1 (1d6 + 3 / critical hits 20/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration + 3)
Spells Known (CL 1st; concentration + 3)
0 (at will): acid splash, disrupt undead, guidance, stabilize
1st (2/day): command (DC 13), magic weapon
Strength 16 (+ 3), Dexterity 12 (+ 1), Constitution 13 (+ 1), Intelligence 10 (+ 0), Wisdom 15 (+ 2), Charisma 8 (- 1)
Base Attack + 0; CMB + 3; CMD 14
Feats Intimidating Prowess
Skills Climb – 2, Intimidate + 9, Knowledge (dungeoneering) + 4, Knowledge (religion) + 4, Perception + 6, Sense Motive + 7, Survival + 6
Languages Common, Orc
SQ monster lore +2, orc blood, stern gaze, weapon familiarity
Combat Gear alchemist’s fire, holy water; Other Gear scale mail, light wooden shield, dagger, morningstar, shortbow with 20 arrows, spiked gauntlet, backpack, manacles, rations (4), silver holy symbol, spell component pouch, sunrod, 6 gp
Spells You cast divine spells drawn from the inquisitor spell list. You can cast any spell you know at any time without preparing it ahead of time, assuming you have not yet used up your allotment of spells per day for the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.
Domain Your deity (Pharasma, goddess of fate and death) influences your alignment, what magic you can perform, and your values. Although not as tied to the tenets of the deity as a cleric, you must still hold such guidelines in high regard, despite that fact you can go against them if it serves the greater good of the faith. You have one domain (Repose) and gain its domain powers as a cleric.
Judgment (Su) You can pronounce judgment upon your foes as a swift action, receiving a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends. ou can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses end. You must participate in the combat to gain these bonuses. If you are frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but all of the bonuses reset to those granted on the first round until you can participate in the combat again.
When you use this ability, you must select one type of judgment to make. As a swift action, you can change this judgment to another type, but doing so resets the bonus granted to those granted on the first round. The judgments are as follows.
Destruction: You are filled with divine wrath, gaining a + 1 sacred bonus on all weapon damage rolls. This bonus increases by + 1 each round after the first, to a maximum of + 3.
Healing: You gain fast healing 1. This causes you to heal 1 point of damage each round as long as you are alive and the judgment lasts. This increases to fast healing 2 on the second round and to fast healing 3 on the third round.
Justice: The judgment spurs you to seek justice, granting a + 1 sacred bonus on all attack rolls. This bonus increases by + 1 each round after the first, to a maximum of + 3.
Piercing: The judgment 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 each round after the first to a maximum of + 3.
Protection: You are surrounded by a protective aura, granting a + 1 sacred bonus to Armor Class. This bonus increases by + 1 each round after the first, to a maximum of + 3.
Purity: You are protected from the vile taint of your foes, gaining a + 1 sacred bonus on all saving throws. This bonus increases by + 1 each round after the first, to a maximum of + 3.
Resiliency: The judgment makes you resistant to harm, granting DR 1/magic. This bonus increases to 2/magic on the second round, and 3/magic on the third and following rounds.
Resistance: You gain 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases to 4
on the second round, and to 6 on the third round.
Monster Lore (Ex) When making Knowledge skill checks to identify the abilities and weaknesses of creatures, add your Wisdom modifier as a bonus on the roll.
Stern Gaze (Ex) You are skilled at sensing deception and intimidating your foes. You receive a +1 morale bonus on all Intimidate and Sense Motive checks.