Ok! Brett’s game is happenning. I have built an inquisitor, using Bhodi’s Guide. We have a cleric of Azathoth, so in keeping with the theme I have made Brus an inquisitor of Yog-Sothoth – the space between the stars. Inquisitor because I haven’t played one yet. We have one front-line fighter, and I believe an inquisitor makes a good second fighter. Although I picked Yog-Sothoth to be thematic, it turns out that this gives you access to the Travel domain, which is awesome. +10 base speed, ignore difficult terrain 6rds/day, and a minor teleport ability at 8th level. What’s not to like?
Half-orc inquisitor of Yog-Sothoth 2 (Pathfinder RPG Advanced Player’s Guide
N Medium humanoid (human, orc)
darkvision 60 ft.; Perception +7
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 22 (2d8+6)
Fort +5, Ref +0, Will +6
Defensive Abilities orc ferocity
Speed 30 ft.
Melee mwk falchion +6 (2d4+6/18-20)
Ranged composite shortbow +1 (1d6/×3)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 2nd; concentration +0)
At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5):
1st (3/day)—divine favor, fallback strategy, wrathAPG
0 (at will)—brandAPG (DC 13), create water, detect magic, guidance, read magic
Str 18, Dex 11, Con 14, Int 8, Wis 16, Cha 7
Base Atk +1; CMB +5; CMD 15
Feats Armor Proficiency (heavy)
Traits armor expert, brute (orc)
Skills Climb +4, Heal +7, Intimidate +1, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7, Sense Motive +8, Stealth +0, Survival +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ agile feet (6/day), monster lore +3, orc blood, weapon familiarity, stern gaze +1, track +1
Other Gear mwk banded mail, arrows (20), composite shortbow, mwk falchion, backpack, bedroll, belt pouch, flint and steel, iron spike (2), piton (2), hemp rope (100 ft.), torch (10), iron unholy symbol, waterskin, 137 gp, 7 sp, 4 cp
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
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