fighter 1; inquisitor (preacher) 13
Hobgoblin fighter 1/inquisitor (preacher) 13
Medium humanoid (goblinoid)
Init + 10 ; Senses darkvision 60 ft; Perception + 27
AC 26, touch , flat-footed 16 (+ 4 armor, + 7 Dex, + 4 deflection)
hp 117 (10 + 13d8 + 14*3)
Fort + 16, Ref + 14, Will + 14
Resist electricity 20
Speed 30 ft.
Melee + 1 cold iron dagger + 11/ + 6 (1d4/19-20)
Ranged + 3 longbow + 21/ + 16 (1d8 + 9/x3) OR + 19 / + 19/ + 14 (1d8 + 9/x3)
Lightning Arc (Sp) As a standard action, the [inquisitor] can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two [inquisitor] levels. [The inquisitor] can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Inquisitor Spells Known (CL 13th; concentration + 16)
5th – true seeing, divine pursuit
4th – divine power, freedom of movement, greater invisibility, judgement light
3rd – dispel magic, heroism, hunter’s eye, invisibility purge, searing light
2nd – cure moderate wounds, darkness, invisibility, knock
1st – cure light wounds, divine favour, magic weapon, protection from evil, shield of faith, true strike
0 – detect magic, guidance, resistance, create water, acid splash, sift
Str 10, Dex 25, Con 16, Int 12, Wis 16, Cha 8
Base Atk + 10/+ 5
Feats Deadly Aim, Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Precise Strike, Rapid Shot, Snap Shot, Weapon Focus (longbow)
Skills Climb + 10, Disable Device + 23, Intimidate + 22, Knowledge (arcana) +17, Knowledge (dungeoneering) + 8, Knowledge (engineering) + 8, Knowledge (history) + 5, Knowledge (planes) + 11, Knowledge (religion) + 11, Linguistics + 2, Perception + 27, Perform (strings) + 9, Profession (merchant) + 7, Profession (sailor) + 8, Sense Motive + 30, Spellcraft + 17, Stealth + 12, Survival + 12, Swim + 13
Languages Goblin, Polyglot, Taldane, Undercommon
Gear + 3 composite longbow with 347 arrows (regular) 20 arrows (bludgeoning) 2 arrows (smoke) 90 arrows (cold iron), dagger (cold iron), light underwater crossbow with 33 bolts, Efficient Quiver, Brown Bicorn, Headband of Unshakeable Resolve, Cloak of Resistance + 3, + 3 Darkleaf Padded Leather, Belt of Incredible Dexterity + 4, Bracers of Falcon’s Aim, Ring of Protection + 1, Ring of the Sea Strider, Gloves of Climbing and Swimming
Loot/Gear in Pack Lyre of Building, Gold Necklace, Gold Ring, Tollbone, MW theives’ tools, battle harness, belt pouch, parchment, charcoal, flint & steel, ear plugs, set of 6 bone dice, eye ointment (250 gp, 10 doses)
Bane At 5th level, 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 a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Allegiance (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. Modified to reflect the use of the Allegiance system
Determination (Ex) 4/day
Domain Air: Lighting Arc (Special Attack), Electricity Resist 20
Greater Bane (Su) At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
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.
Stalwart (Ex) At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
As a child, she was serious, self-motivated, and determined to live up to the expectations of her lineage. Since understanding the concepts of battle and armour, she has endeavored to emulate adults by wearing a mock up suit which she constructed herself.
She has never demonstrated the gifts of leadership and command that her brother and father show, but is in quite good standing as a ranged fighter. She certainly has a preference for smaller technical endeavors, but with her brother’s taunting egging her on, has a decent standing in all activities.
Shortly after returning from a disastrous mission, her brother visited her barracks and dropped a bent and burnt torc on her bunk, told her that he would not need it anymore, and left her looking confusedly after him as he staggered back out of the room.
Shortly after the incident her unit met its own disastrous end. Their encounter with Royce Rue left most of the unit sitting in a pub discussing the merits of their future as pirates. This may not have been the most genius of plans as the next morning they woke to migraines and the remarkably familiar yelling of the Wormwood’s officers.