Full Name |
Elon Shabin |
Race |
Human |
Gender |
Male |
Size |
Medium |
Alignment |
LN |
Deity |
Abadar |
Languages |
Abyssal, Infernal, Daemonic, Common |
Strength |
12 |
Dexterity |
14 |
Constitution |
11 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
12 |
About Elon Shabin
Elon Shabin
Human Inquisitor 2
LN Medium Humanoid (human)
Init +5; Senses Perception +8
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (2d8); judgement of sacred healing 1
Fort +4, Ref +3, Will +7
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (cold), resistant touch (6/day)
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Offense
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Speed 30 ft.
Melee +1 Axiomatic Cestus +3 (1d4+2+2d6 vs. Chaotic/19-20/x2) and
. . Quarterstaff +2 (1d6+1/x2)
Ranged Sling +3 (1d4+1/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), Resistant Touch (6/day)
Inquisitor Spells Known (CL 2):
1 (3/day) Protection from Evil, Bless, Cure Light Wounds
0 (at will) Stabilize, Create Water, Detect Magic, Light, Bleed (DC 13)
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Statistics
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Str 12, Dex 14, Con 11, Int 14, Wis 16, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Combat Expertise +/-1, Step Up
Skills Acrobatics +1, Bluff +6, Climb +0, Diplomacy +6, Disguise +5, Escape Artist +1, Fly +1, Heal +10, Intimidate +2, Knowledge (dungeoneering) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +8, Ride +1, Sense Motive +9, Spellcraft +7, Stealth +6, Survival +8 (+9 to track), Swim +4 Modifiers monster lore
Languages Abyssal, Common, Infernal
SQ domains (protection), judgement (1/day), track
Combat Gear Healer's kit; Other Gear Studded leather armor, +1 Axiomatic Cestus, Quarterstaff, Sling, Backpack, masterwork (9 @ 20.5 lbs), Bedroll, Blanket, winter, Fishhook, Flint and steel, Rope, Silent whistle, String or twine, Whetstone, 21 GP, 3 SP, 7 CP
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
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 (Cold) (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.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +1 Add the listed bonus to survival checks made to track.