Guilder

Monster Hunter

Description:

GUILDER
CR 7
Male Human Inquisitor 8
NG Medium humanoid (human)
Init 9; Senses Perception10

DEFENSE
AC 23, touch 13, flat-footed 20 (9 armor, 3 Dex, +1 natural)
hp 49 (8d8)
Fort +6, Ref +7, Will +10

OFFENSE

Speed 30 ft.

Melee brass knuckles +7/2 (1d31)

Ranged longbow (composite/jurist) +11/6 (1d8/x3), within 30 ft. 12/7 (1d81)

Melee mace (light) +7/2 (1d61)

Special Attacks

Bane, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
Domain Power Spell-Like Abilities Detect Alignment,

Known Inquisitor Spells (CL 8th, concentration +12):

3rd (3/day) – cure serious wounds (DC 17) , daybreak arrow (DC 17) , keen edge (DC 17) , prayer
2nd (5/day) – cure moderate wounds (DC 16) , detect thoughts (DC 16) , enthrall (DC 16) , hold person (DC 16) , invisibility (DC 16) , knock , perceive cues (DC ) , silence , tongues (DC 16)
1st (5/day) – bless , command (DC 15) , comprehend languages (DC ) , cure light wounds (DC 15) , detect undead , disguise self (DC ) , expeditious retreat (DC ) , lend judgment (DC 15) , longshot (DC ) , shield of faith (DC 15)
0th (at will) – detect magic , detect poison , guidance (DC 14) , light , sift , stabilize (DC 14)

STATISTICS
Str 12, Dex 20, Con 10, Int 12, Wis 18, Cha 12
Base Atk +6; CMB +11 (+13 grapple); CMD 22
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Deadly Aim, Enfilading Fire, Manyshot, Outflank, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency

Skills
Acrobatics +2, Acrobatics (Jump) -2, Appraise +1, Bluff +11, Climb +3, Craft (Untrained) +1, Diplomacy +12, Disguise +5, Escape Artist +2, Fly +2, Heal +14, Intimidate +16, Knowledge (Arcana) +7, Knowledge (Arcana/ID monster) +11, Knowledge (Dungeoneering) +8, Knowledge (Dungeoneering/ID monster) +12, Knowledge (Nature) +6, Knowledge (Nature/ID monster) +10, Knowledge (Planes) +7, Knowledge (Planes/ID monster) +11, Knowledge (Religion) +8, Knowledge (Religion/ID monster) +12, Perception +10, Perform (Untrained) +1, Ride +6, Sense Motive +12, Spellcraft +6, Stealth +7, Survival +12, Survival (Follow or identify tracks) +16, Swim +2

Languages
Common, Elven

SQ Bonus Feat, Bonus Inquisitor Spell (8x), Cunning Initiative, Detect Alignment, Discern Lies, Holy Lance (1/day), Judgment (Sacred), Monster Lore, Second Judgment, Skilled, Solo Tactics, Touch of Good (7/day), Track

Gear
Amulet of natural armor +1; headband of inspired wisdom +2; assisting glove; catching cape; celestial armor; outfit (explorer’s); mace (light); Longbow (Composite/Jurist) ; Backpack ;

SPECIAL ABILITIES

Bane (Su) An inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for 8 rounds per day. These rounds do not need to be consecutive.

Bonus Feat Humans select one extra feat at 1st level. Bonus Inquisitor Spell (8x) Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast. Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action. Good Domain Holy Lance (Su) You can give a weapon you touch the Holy special weapon quality for 8 rounds. You can use this ability 1 times per day. Inquisitor Spell Level 1 (4x) Inquisitor Spell Level 2 (4x)

Judgments

  • Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +3 sacred bonus on all weapon damage rolls.
  • Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 point of damage each round as long as the inquisitor is alive and the judgment lasts.
  • Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +2 sacred bonus on all attack rolls.
  • Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
  • Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +2 sacred bonus to Armor Class.
  • Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws.
  • Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 2/magic.
  • Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
  • Judgment / 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., 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
  • Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 3 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Second Judgment (Ex) Whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Solo Tactics (Ex) All of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +4 morale bonus on all Intimidate and Sense Motive checks. Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +4 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day. Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Bio:

Please note that Guilder does not talk about his past very much. He instead chooses to stay “in character,” most of the time. But usually but here it is:
When it is said that a town has freed from the clutches of a terrifying creature by an Inquisitor of the Most Holy Church, a very particular image is conjured in the listeners mind. A pale, grim figure posed dramatically atop a knoll of gnarled leafless tress. This mighty and imposing champion is backlit by the light of the full moon, sitting atop a mighty steed of deepest sable. Rarely is this mighty steed a stubborn grey old mule named Lucille. This is because Guilder is a rare man.
AGE 0-9
Born the youngest child of a cheerfully close knit family of innkeepers, bakers and cooks, Guilder’s early life was not the grim experience that one might imagine for an inquisitor. In fact, it was remarkably happy. Growing up in a relatively cosmopolitan area, Guilder’s innate hunger for knowledge was nourished by the tales of traders, sailors, and most importantly adventurers passing through his home. A fast learner (feat: fast learner) Guilder learned as much as he could from these travelers, collecting the stories and tales of their journeys (knowledge: local).
Guilder’s happy childhood was cut short when some mysterious shady characters took lodging in The Tattered Tambourine, the inn owned and operated by his family. In the middle of the night the creatures killed everyone in the inn, including his family. Guilder’s sister hid him on the smoke shelf in the chimney of the inn’s fireplace, saving his life at the cost of her own.
Age 9-13
He was begrudgingly taken in by his uncle, a drunk who had hated his sister’s husband, and blamed Guilder for surviving, rather than trying to fight the creatures off. His uncle was a, abusive drunk who lived alone in the forest, in a land far from Guilder’s home. Spending all of his time and money at the local tavern, he more or less ignored Guilder, forcing him to learn to take care of himself at a young age. He survived by hunting and trapping in the wilderness around the town eating what he needed, and selling the rest (survival, tracking, proficiency in bows, etc.) He hid this activity from his Uncle, who surely would have taken the money. After saving up a bit of silver, Guilder ran away from his hated uncle heading back in the direction of his old home.
Age 13-15
One night in the midst a terrible storm he took refuge in a monastery of the Church of the All Father and the Great Mother. He was amazed at how happy the monks seemed to be with so little, living with such a restrictive lifestyle. He ended up staying with the monks for over a year, learning the teachings of the church, as well as the power divine magic. The Abbot noted Guilder’s affinity for this power, but could tell that the monastic lifestyle were not for the boy. The Abbot sent Guilder to an old friend.

More to come!

Guilder

Nirvalin Chronicles Pheonexking