Archon of the Temple of Order



Class Inquisitor Race: Human Alignment: Lawful Good Wealth: 12,000gp Inquisition: Valor Hometown: The Temple Of Order(Port Dolcet) Experience: Level 9


HP: 77 AC: 25 ( + 28 max) BAB: +6 / +1 FORT: +10 REF: +9 WILL: +11 ( +14 non magical)
DR: — Resistances: — Initiative:: +5 Spell Save: 13 + spell level ( + 1*)
Strength 18 [+4] Dexterity 15 [+2]
Constitution 16 [+3] Intelligence 14 [+2]
Wisdom 17 [+3] Charisma 12 [+1]


Athletics +10 [+8] Acrobatics +7 [+6]
Bluff +7 [+3] Diplomacy +10 [+6]
Disguise +10 [+6] Heal +12 [+3]
Intimidate +21 [+9] Perception +17 [+9]
Knowledge(Arcana) +12 [+7] Knowledge(Religion) +13 [+5]
Knowledge(The Planes) +6 [+1] Unused +0 [+0]
[] Sense Motive +16 [+6]
Spellcraft +12 [+7] Stealth +2 [+1]
Survival +10 [+1] Track +13 [N/A]

Class: Inquisitor

Class Features

Weapon and Armour Proficiency All simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Valor Inquisition: Touch of Resolve (Sp): You may use remove fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.

Fearless (Su): At 8th level, you become immune to fear.
2 x Judgement 3/day
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.
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).
Cunning Initiative (Ex) At 2nd level, 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.
Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex) At 3rd level, 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.
Bane (Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action.
Discern Lies (Sp) At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.


Heavy Armour Proficiency
Power Attack (-2 to Hit, +4 dmg)
Cleave (1 extra attack, -2 AC until next round)
Judgement Surge (1/day next Judgement +3 levels)
Cornugon Smash Free Intimidate on Power Attack.
Weapon Focus +1 bonus on attack rolls with one weapon

Teamwork Feats

Outflank: Gain +4 bonus on attack rolls when flanking. Ally gains Attack of Opportunity if you crit.
Precise Strike: Deal +1d6 points of precision damage with melee attacks when Flanking
Back to back +2AC against flanking opponents.
Lookout Act in surprise round if ally can act


Level 0th: 1st: 2nd: 3rd: 4th: 5th: 6th: 7th: 8th: 9th: 10th:
3rd (known) 6 5 5 4 - - - - - - -
3rd (per day) ++ 6 5 4 - - - - - - -
Brand: 1dmg, 6 days, 1d6 to remove
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks
Stabilize Cause a dying creature to stabilize. 40ft range.
1st Level
Cure Light Wounds: Heals 1d8 + 5
Ear Piercing Scream: 3d6 dmg + 1 round of Daze (Fort halves
Divine Favor +2 Atk/Dmg for 1min
Protection from Chaos: +2 AC and Saves vs Chaos
Shield of Faith: +2 AC Deflection
2nd Level
Cure Moderate Wounds: Heals 2d8 + 6
Invisibility: 6mins/day
Weapon of Awe: +2dmg 6mins/day, 1 round dazed on crit
Confess: Answer truthfully or take 3d6dmg and be sickened for 2d4 rounds.
Blistering Invective:Make an Intimidate check against all foes within 30 feet; those demoralized also take 1d10 fire damage.
3rd Level
Dispel Magic:Cancels one magical spell or effect.
Coordinated Effort:Grants allies a teamwork feat.
Cure Serious Wounds:Cures 3d8 damage + 1/level (max +15)
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.


Protection AC+ Magic ^Dex sk- Speed Weight
+1 Full Plate +10( + 2*) +0 +1 –4 20ft. 50 lbs.
Cloak of Resistence +1
Amulet of Armour +1
Dead Man’s Headband +2 Intimidate +1 Fear
Weapon ATK DMG Crit! Range Special Type ^
+1 Fiery Earth Breaker +14( + 2*) 3d6+9 (+ 4)(+ 2*) 20×3 14 lbs.
Full Buff +23 6d6+22
Storyline Items:
Thulian Codex The tome of your former lord, from your former temple.
A note from Eisenheim This folded flyer has a message just for you.


Moiety of Opia Deadlee Autobalanced