Kharag gro-Shurkul - Half Orc Inquisitor

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A few fingers over 6' tall, Kharag is impressively broad shouldered. His ruddy skin gains a grey greenish cast when he tans, and he has a heavy jaw and shelf-like brow, all which give away his Orcish heritage. His hair is lank and black, and already shows male-pattern baldness, although he is a young man. His deep-set eyes are black, although in certain light at the right angle they seem red.

Kharag has grown up in a monastery, and is a dedicated servant of the New Gods. He is inexperienced in the way of the world, but takes his charge and mission very seriously, and is not likely to act awestruck.

Kharag gro-Shurkul
Half-Orc Inquisitor (Witch Hunter) 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 (Witch Hunter) 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, Swim +0
Languages Common, Orc
SQ domains (spellkiller inquisition), judgement (1/day), spell sage +3, 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 (Witch Hunter) 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
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Spell Sage +3 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
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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