Male human expert 1/inquisitor of Moloch 1/warrior 1 (Pathfinder RPG Advanced Player’s Guide 38)
Medium humanoid (human); AL FireB
Init +1; Senses Perception +4
AC 15, touch 12, flat-footed 13 (+3 armour, +1 Dex, +1 dodge)
hp 18 (3 HD; 2d8+1d10+4)
Fort +5, Ref +1, Will +6
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +4 (1d12+4/×3) or dagger +3 (1d4+2/19-20) or dagger +3 (1d4+2/19-20)
Ranged mwk composite longbow +3 (1d8+1/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +1)
3/day—fire bolt (1d6 fire)
Inquisitor Spells Known (CL 1st; concentration +1)
level 1 (1/day)—cure light wounds, detect chaos
orisons—detect magic, guidance, read magic, stabilize
Str 15, Dex 13, Con 12, Int 8, Wis 11, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats Dodge, Iron Will, Skill Focus (Profession [sailor])
Skills Acrobatics +2 (-2 to jump), Climb +3, Craft (ships) +3, Intimidate +0, Knowledge (religion) +5, Perception +4, Profession (fisherman) +4, Profession (sailor) +8, Sense Motive +6, Survival +4, Swim +3
SQ monster lore, stern gaze +1
Other Gear masterwork studded leather, +1 greataxe, arrows (20), cold iron dagger, dagger, masterwork composite longbow (+1 Str), belt of giant strength +2, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), manacles, mess kitUE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of General Moloch, Torauk’s torc, 3 sp, 5 cp; Locker 1 030 gp
Favoured Class inquisitor
Experience Points 4 800
Fire Bolt 1d6 fire (3/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +0 (Ex) +0 to Knowledge checks when identifying the weaknesses of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.