Difference between revisions of "Kharag gro-Shurkul - Half Orc Inquisitor"

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(Created page with "---- '''Defense'''<br/> ---- '''AC '''17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)<br/> '''hp '''10 (1d8+2); judgement of sacred healing 1<br/> '''Fort '''+4 (+2 tr...")
 
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'''Kharag gro-Shurkul'''<br/>
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Half-Orc Inquisitor 1<br/>
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LN Medium Humanoid (human, orc)<br/>
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'''Init '''+1; '''Senses '''darkvision 60 ft.; Perception +7<br/>
 
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'''Defense'''<br/>
 
'''Defense'''<br/>

Revision as of 17:30, 12 March 2013

Kharag gro-Shurkul
Half-Orc Inquisitor 1
LN Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7


Defense


AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 10 (1d8+2); judgement of sacred healing 1
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +1, Will +5
Defensive Abilities ferocity, judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)


Offense


Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and

Dagger +3 (1d4+3/19-20/x2) and
Morningstar +3 (1d8+3/x2)

Ranged Shortbow +1 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Magic Weapon, Cure Light Wounds
0 (at will) Stabilize, Detect Magic, Light, Brand (DC 13)


Statistics


Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Disruptive, Ferocious Resolve
Traits Armor Expert, Iron Liver
Skills Acrobatics -2 (-6 jump), Climb +0, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +8, Perception +7, Ride -2, Sense Motive +8, Spellcraft +4, Stealth +2, Survival +7 (+8 to track), Swim +0 Modifiers monster lore
Languages Common, Orc
SQ domains (spellkiller inquisition), judgement (1/day), spellkiller (dc 13)
Other Gear Armored coat, Heavy wooden shield, Arrows (20), Dagger, Morningstar, Shortbow, Backpack (17 @ 30 lbs), Bedroll, Belt pouch (3 @ 0.6 lbs), Fishhook (2), Flint and steel, Great Ones, Manacles, Mug/tankard, Pathfinder's kit, Rope, Sewing needle, Signal whistle, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, 30 GP


Special Abilities


Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spellkiller (+2 Sacred) (DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.

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