Stump

Stump

Male Goblin Inquisitor 2 | [Lawful Neutral]

Initiative +5 = 3 [Dex] + 2 [Wis]

Action Points (Lifetime) 3

Base Speed [ 30 (6 sq.) ]

AC [19] = 10 +2 [Leather] +2 [Heavy Wooden Shield] +3 [Dex] +1 [Small Size] +1 [Dodge feat]

Touch AC [15] Flat-Footed [15]

DESCRIPTION

Looks Green skin brown eyes

Height/Weight 3'6" tall, 45lbs. (Small)

Deity Besmira

Summary: Acts really dumb, but is quite sharp, just hides it well. Member of goblin secret police.

Quirk: Uses only small words to sound stupid. Born again Besmirian follower who hides who and what he is to better be an inquisitor..

Song: Stump strong like stump of tree. You say stump and that be me!

Since his last adventure stump has remained in the goblin camp and seen the changes wrought by the dragon. Her purging of undesirables have resulted in hundreds dead or missing, many with no rhyme or reason. Many have fled only to be hunted down in Azure's nightly hunts. There is order where there was none before but only within the presence of Lady Kuro Azure if anything goblin behavior out of her sight is worse than before. It is for this reason you have stayed loyal to lady Azure, that and her uncanny ability to see things no one should know.

* Armor Check Penalty -2

EQUIPMENT

leather armor

heavy wooden shield

morningstar

potion of cure light

NOTES

JUDGMENTS

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.

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).

BASE ATTACK BONUS

+1

Basic Melee Attack +3

Basic Ranged Attack +5

Weapon

Attack Bonus

Critical

Morningstar

3

x2

FORTITUDE SAVE

REFLEX SAVE

WILL SAVE

+4

+3

+5

= 3 [base] +1 [Con]

= 0 [base] +3 [Dex]

= 3 [base] +2 [Wis]

CMB

CMD

+1

+15

= 1 [BAB] +1 [Str] -1 [size]

= 10 +1 [BAB] +1 [Str] +3 [Dex] -1 [size] +1 [Dodge feat]

FEATS

Dodge

CARRYING CAPACITY

Light Load: 32lbs.

Medium Load: 65lbs.

Heavy Load: 98lbs.

Lift Over Head: 98lbs.

Lift Off Ground: 195lbs.

Push or Drag: 488lbs.

TRAITS

LANGUAGES

Lothian

Goblin

Inquisitor Spells Per Day

Level 1 2 + 1 [Wis]

Inquisitor Spells Known

Level 0 5

Level 1 3

0-Level Inquisitor Spells

  • acid splash

  • brand

  • daze

  • detect poison

  • resistance.

1st-Level Inquisitor Spells (3/day)

  • magic weapon

  • shield of faith

  • true strike

SPECIAL ABILITIES

Goblin

  • Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

  • Darkvision: Goblins see perfectly in the dark up to 60 feet.

Inquisitor

  • Cunning Initiative = +wis to initiative (factored in)

  • Detect Alignment = Detect alignment at will

  • Track = +1/2 level bonus to survival when tracking (factored in)

  • Judgment 1/day (see notes)

  • Monster Lore = +wis on checks to identify monster weaknesses

  • Orisons

  • Stern Gaze = +1/2 level to sense motive and intimidate

  • Domain [Law] (see Command ability below)

  • Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.