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Raynor Archaelus

Description

RAYNOR ARCHAELUS CR 1/2
Male Human Inquisitor 1
NG Medium Humanoid (Human)
Init + 2; Senses Perception + 6
DEFENSE——————————
AC 17, touch 12, flat-footed 15 (+ 4 armor, + 1 shield, + 2 Dex)
hp 10 (1 + 1d8 + 1); Judgement of Sacred Healing 1
Fort + 3, Ref + 2, Will + 4
Defensive Abilities Judgement of Sacred Protection + 1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity + 1, Judgement of Sacred Resistance 2
OFFENSE——————————
Spd 20 ft. (medium encumbrance)
Melee Bayonet + 1 (1d6 + 1/20/x2)
Ranged Musket + 2 (1d12/20/x4)
Special Attacks Judgement of Sacred Destruction + 1, Judgement of Sacred Justice + 1, Judgement of Sacred Piercing + 1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, + 1 melee touch, + 2 ranged touch):
1 (2/day) Comprehend Languages (DC 13), Interrogation (DC 13)
0 (at will) Resistance (DC 12), Read Magic (DC 12), Detect Magic, Guidance (DC 12)
STATISTICS——————————
Str 12, Dex 15, Con 13, Int 12, Wis 14, Cha 10
Base Atk + 0; CMB + 1; CMD 13
Feats Gunsmithing, Point Blank Shot, Rapid Reload: Musket
Skills Acrobatics – 1, Climb – 2, Escape Artist – 1, Fly – 1, Handle Animal + 1, Intimidate + 1, Knowledge (Arcana) + 5, Knowledge (Religion) + 5, Perception + 6, Ride – 1, Sense Motive + 7, Spellcraft + 5, Stealth + 3, Swim + 2, Use Magic Device + 1 Modifiers Monster Lore
Languages Common, Primordial, Unchosen
SQ Disruptive Shot (DC 12), Inquisitor Domain: Black Powder Inquisition, Judgement (1/day) (Su)
Combat Gear Armored Coat, Bayonet, Buckler, Musket; Other Gear Gunsmith’s Kit
SPECIAL ABILITIES——————————
Disruptive Shot (DC 12) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a – 4 penalty on concentration checks for 1 round.
Gunsmithing You know the secrets of repairing and restoring firearms.
Inquisitor Domain: Black Powder Inquisition You gain Weapon Proficiency (firearms) and Gunsmithing as bonus feats.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

  • Judgement of Sacred Destruction + 1 (Su) Weapon Damage bonus.
  • Judgement of Sacred Healing 1 (Su) Fast Healing
  • Judgement of Sacred Justice + 1 (Su) Attack bonus
  • Judgement of Sacred Piercing + 1 (Su) Concentration and vs. SR bonus
  • Judgement of Sacred Protection + 1 (Su) AC bonus
  • Judgement of Sacred Purity + 1 (Su) Save bonus
  • Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgement of Sacred Resistance 2: (Su) Energy Resistances
  • Judgement of Sacred Smiting (Magic) (Su) DR bypass

Monster Lore + 2 (Ex) + 2 to Knowledge checks when identifying the weaknesses of creatures.
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload: Musket You can reload fast with one type of Crossbow.

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