Brus Reckoner #3

Yay! Level 3! I grabbed Power Attack, of course! Free teamwork feat at level 3, but you need a BAB of +4 for Outflank, so Escape Route instead. If Andrew intends to do a fair bit of grappling, I may go Brutal Grappler instead – I’ll ask him on game night. Problem is, I would need Improved Grapple to make it worthwhile. Heal, Perception, Sense Motive, and a point in Intimidate. My dude has Cha as a dump stat and does not have the orc trait to use Str, but I grabbed Orc Brute instead – more thematic. Spells are Lend Judgment – three rounds now that we are level 3, so it starts to become useful – and I took a “one extra cantrip” as my racial favoured class bonus. I forget which one was the new one.

Brus Reckoner #3
Half-orc inquisitor of Yog-Sothoth 3 (Pathfinder RPG Advanced Player’s Guide 38)
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +9


AC 17, touch 10, flat-footed 17 (+7 armor)
hp 32 (3d8+8)
Fort +5, Ref +1, Will +6
Defensive Abilities orc ferocity


Speed 40 ft. (30 ft. in armor)
Melee mwk falchion +7 (2d4+6/18-20)
Ranged composite shortbow +2 (1d6/×3)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
   At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
   1st (4/day)—divine favor, fallback strategy, lend judgmentUM (DC 14), wrathAPG
   0 (at will)—brandAPG (DC 13), create water, detect magic, guidance, read magic, resistance, virtue
   Domain Travel


Str 18, Dex 11, Con 14, Int 8, Wis 16, Cha 7
Base Atk +2; CMB +6; CMD 16
Feats Armor Proficiency (heavy), Escape RouteUC, Power Attack
Traits armor expert, brute (orc)
Skills Climb +4, Heal +8, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +9, Sense Motive +9, Stealth +0, Survival +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ agile feet (6/day), monster lore +3, orc blood, solo tactics, 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

Special Abilities

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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.

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