Description
Garuz Halfblood
Male Half-Orc Inquisitor 7
CG Medium Humanoid (orc)
Init +5; Senses Darkvision; Perception +12
Defense
AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 52 (7d8+14); Judgement of Sacred Healing 3
Fort +8, Ref +7, Will +8
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire)
Offense
Speed 40 ft.
Melee +1 Rapier +9 (1d6+3/18-20/x2) and
+2 Morningstar +9 (1d8+4/x2)
Ranged +1 Light crossbow +9 (1d8+1/19-20/x2)
Special Attacks Bane (+2 / 2d6) (7 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (7 rounds/day)
Inquisitor Spells Known (CL 7, +8 melee touch, +8 ranged touch):
3 (1/day) Heroism (DC 15), Cure Serious Wounds (DC 15)
2 (4/day) Cure Moderate Wounds (DC 14), Align Weapon (DC 14), See Invisibility, Blistering Invective
1 (5/day) Protection from Evil (DC 13), Bless, Cure Light Wounds (DC 13), Weapons against Evil (DC 13), Wrath
0 (at will) Disrupt Undead, Acid Splash, Stabilize, Read Magic, Detect Magic, Brand (DC 12)
Statistics
Str 13/15, Dex 16, Con 14, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 20
Feats Horde Charge, Point Blank Shot, Precise Shot, Precise Strike, Rapid Reload (Light crossbow), Weapon Finesse
Traits Bounty Hunter (Isger), Deft Dodger
Skills Acrobatics +2, Climb +1, Escape Artist +2, Fly +2, Heal +12, Intimidate +16, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +12, Ride +2, Sense Motive +5, Stealth +2, Survival +12, Swim +1 Modifiers Monster Lore
Languages Common, Goblin, Orc
SQ Door Sight (5/day), Inquisitor Domain: Exploration, Judgement (3/day), Orc Ferocity (1/day), Solo Tactics, Teamwork Feat (change 2/day), Track +3
Combat Gear +1 Light crossbow, +1 Rapier, +2 Mithral Breastplate, +2 Morningstar, Crossbow bolts (20); Other Gear Backpack (empty), Belt of giant strength +2, Belt pouch (2 @ 0 lbs), Cloak of resistance +1, Holy symbol, silver (Cayden Cailean), Silk rope, Trail rations (4), Wand of Cure Light Wounds, Wand of cure light wounds, Waterskin
TRACKED RESOURCES
Bane (+2 / 2d6) (7 rounds/day) (Su) – 0/7
Crossbow bolts – 0/20
Discern Lies (7 rounds/day) (Sp) – 0/7
Door Sight (5/day) (Su) – 0/5
Judgement (3/day) (Su) – 0/3
Orc Ferocity (1/day) – 0/1
Teamwork Feat (change 2/day) – 0/2
Trail rations – 0/4
Wand of Cure Light Wounds – 0/32
Wand of cure light wounds – 0/50
Special Abilities
Bane (+2 / 2d6) (7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bounty Hunter (Isger) +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.
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.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Horde Charge +2 attack when you charge with an ally.
Inquisitor Domain: Exploration Associated Domain: Travel
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +3 +3 to survival checks to track.
