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Ziltax
Male lizardfolk inquisitor of Erastil 1 - CR 1/2
Neutral Good Humanoid (Reptilian); Deity: Erastil; Age: 20;
Height: 6' 2"; Weight: 175 lb.; Eyes: Yellow; Hair: N/A;
Skin: Green
Ability
Score
Modifier
16
+3
14
+2
14
+2
10
0
15
+2
7
-2
STR
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
WIS
WISDOM
CHA
CHARISMA
Saving Throw
Total
FORTITUDE
+4 =
REFLEX
+3 =
WILL
+4 =
(CONSTITUTION)
(DEXTERITY)
(WISDOM)
Total
AC
19
Touch AC
Base
Ability
+2
+2
+2
+2
CM Bonus
CM Defense
+5
+1
12
Misc
15
Notes
+1
Size Natur Deflec Dodge Misc
+2
+1
17
BAB
Strength
Size
Misc
-
+3
-
-
=
BAB
Strength
Dexterity
Size
-
+3
+2
-
= 10
Base Attack
+0
HP
11
Damage / Current HP
Initiative
+8
Eyes of the Hawk : +2 during surprise rounds
Speed
30 / 20 ft
Bite (Bite Helper)
Main hand: -2, 1d3+1
Crit: ×2
Light, B/P/S
Claw (Claws)
Main hand: -2, 1d4+1
Crit: ×2
Light, B/S
Gauntlet (from armor)
Main hand: +3, 1d3+3
Crit: ×2
Light, B
Longbow
Ranged, both hands: +2, 1d8
Skill Name
Acrobatics
Total
Ability
Ranks
-2
DEX (2)
1
Temp
Speed greater/less than 30 ft. : -4 to jump
Flat-Footed AC
+3
Temp
+2
Armor Shield Dex
=
10
Resist
Temporary
Crit: ×3
Rng: 100'
2-hand, P
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device
+0
-2
+2
-2
-2
-3
-3
+6
-1
+7
-3
+7
-3
+2
+10
-
INT (0)
CHA (-2)
STR (3)
CHA (-2)
DEX (2)
CHA (-2)
DEX (2)
DEX (2)
CHA (-2)
WIS (2)
CHA (-2)
INT (0)
WIS (2)
DEX (2)
WIS (2)
DEX (2)
INT (0)
DEX (2)
WIS (2)
STR (3)
CHA (-2)
1
1
1
1
1
-
Feats
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Dexterity- and Strength-based skill
checks.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feats
Experience & Wealth
Armor Proficiency (Medium)
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Current Cash: 1 gp
Special Abilities
Improved Initiative
You get a +4 bonus on initiative checks.
Judgment of Sacred Destruction +1 (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane bonus on
all weapon damage rolls. This bonus increases by +1 for every three inquisitor
levels she possesses.
Shield Proficiency
You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All
Judgment of Sacred Healing 1 (Su)
Proficient with all simple weapons.
The inquisitor is surrounded by a healing light, gaining fast healing 1. This
causes the inquisitor to heal 1 point of damage each round as long as the
inquisitor is alive and the judgment lasts. The amount of healing increases by
1 point for every three inquisitor levels she possesses.
Traits
Judgment of Sacred Justice +1 (Su)
Dungeon Dweller
Adding this feat will let you create your own feat with a name of your choice.
Twitchy
Gain +2 trait bonus on initiative checks and +1 trait bonus on Reflex saves
Morningstar
Crit: ×2
1-hand, B/P
Main hand: +3, 1d8+3
Both hands: +3, 1d8+4
Unarmed strike
Main hand: +3, 1d3+3 nonlethal
Crit: ×2
Light, B, Nonlethal
Buckler
Scale mail
Max Dex: +3, Armor Check: -4
Spell Fail: 25%, Medium, Slows
+5
Gear
Total Weight Carried: 44/230 lbs, Light Load
(Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)
Buckler
Cleric's vestments (Free)
Holy symbol, wooden (Erastil)
Longbow
Money
Morningstar
Scale mail
Judgment of Sacred Piercing +1 (Su)
This judgment gives the inquisitor great focus and makes her spells more
potent. This benefit grants a +1 sacred/profane bonus on concentration
checks and caster level checks made to overcome a target's spell resistance.
This bonus increases by +1 for every three inquisitor levels she possesses.
Judgment of Sacred Protection +1 (Su)
The inquisitor is surrounded by a protective aura, granting a +1
sacred/profane bonus to Armor Class. This bonus increases by +1 for every
five inquisitor levels she possesses. At 10th level, this bonus is doubled
against attack rolls made to confirm critical hits against the inquisitor.
Judgment of Sacred Purity +1 (Su)
The inquisitor is protected from the vile taint of her foes, gaining a +1
sacred/profane bonus on all saving throws. This bonus increases by +1 for
every five inquisitor levels she possesses. At 10th level, the bonus is doubled
against curses, diseases, and poisons.
Judgment of Sacred Resiliency 1: Magic (Su)
Max Dex: -, Armor Check: -1
Spell Fail: 5%, Shield
+1
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane bonus on all attack rolls. This bonus increases by +1 for every
five inquisitor levels she possesses. At 10th level, this bonus is doubled on all
attack rolls made to confirm critical hits.
5 lbs
3 lbs
0.02 lbs
6 lbs
30 lbs
This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
This DR increases by 1 for every five levels she possesses. At 10th level, this
DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is
opposite the inquisitor's. If she is neutral, the inquisitor does not receive this
Judgment
of Sacred Resistance 2 (Fire) (Su)
increase.
The inquisitor is shielded by a flickering aura, gaining 2 points of energy
resistance against one energy type (acid, cold, electricity, fire, or sonic)
chosen when the judgment is declared. The protection increases by 2 for
every three inquisitor levels she possesses.
Judgment of Sacred Smiting (Magic) (Su)
This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's
weapons count as magic for the purposes of bypassing damage reduction. At
6th level, the inquisitor's weapons also count as one alignment type (chaotic,
evil, good, or lawful) for the purpose of bypassing damage reduction. The
Monster
Lore
+2
(Ex)
type selected
must
match
one of the inquisitor's alignments. If the inquisitor is
The
inquisitor
addsnot
her
Wisdom
Knowledge
skillinquisitor's
checks in
neutral,
she does
receive
thismodifier
bonus. on
At 10th
level, the
addition
to
her
Intelligence
modifier, for
when
checks to identify
the
weapons also count as adamantine
themaking
purposeskill
of overcoming
damage
abilities
and
weaknesses
of creatures.
reduction
(but
not for reducing
hardness).
Swim (30 feet)
You have a swim speed.
You gain a +8 racial bonus to swim checks to perform a special action or
avoid a hazard. You may take 10 on swim checks, even when distracted or
endangered.
Tracked Resources
Judgment (1/day) (Su)
Languages
Special Abilities
Aklo
Bite (Ex)
Spells & Powers
Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage
equivalent to that of a creature two size categories lower than normal for their size
Eyes
of the
Hawk
(+1races,
Perception/+2
Init.)
(Bestiary
302; 1d2
for Small
1d3 for Medium,
etc.). (Su)
The bite is a primary
You
gain
bonusattack
on Perception
checks
equal to manufactured
1/2 your cleric weapons.
level
attack,
or aa racial
secondary
if the creature
is wielding
(minimum +1). In addition, if you can act during a surprise round, you receive a +2
racial
bonus
your
Initiative
check.
Special:
Thisontrait
can
be taken
up to two times. The second time it is taken, the
bite damageDomain
increases by
one size category.
Inquisitor
(Feather)
Add Fly to your list of class skills. In addition, whenever you cast a spell that
grants you a fly speed, your maneuverability increases by one step (up to perfect).
Inquisitor spells known (CL 1st; concentration +3)
Melee Touch +3 Ranged Touch +2
1st (2/day) —divine favor , lend judgment
0th (at will) —detect magic , detect poison , disrupt
undead, guidance
[D] Domain spell; Domains Animal, Feather
Situational Modifiers
Judgment (1/day) (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a
swift action. Starting when the judgment is made, the inquisitor receives a bonus
or special ability based on the type of judgment made.
Lizardfolk
Acrobatics
Speed greater/less than 30 ft. : -4 to jump
At 1st level, an inquisitor can use this ability once per day. At 4th level and every
three levels thereafter, the inquisitor can use this ability one additional time per
day. Once activated, this
ability
untilHero
the Lab
combat
at which Trademarks
point all of the
Hero
Lablasts
and the
logo ends,
are Registered
of LWD Technology, Inc. Free download at http://www.wolflair.com
bonuses immediately end.
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
The inquisitor must participate in the combat to gain these bonuses. If she is
frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented
from participating in the combat, the ability does not end, but the bonuses do not
resumethe
When
make.
inquisitor
Neutral
choice
As
cannot
inquisitors
until
is
ainquisitor
evil,
swift
she
beshe
action,
can
changed.
must
uses
receives
participate
select
she
thiscan
ability,
profane
profane
in
change
the
she
bonuses
combat
ormust
this
sacred
judgment
select
again.
instead
bonuses.
one
to
of type
another
sacred,
Once
of judgment
made,
as
type.
appropriate.
Ifthis
the
to
Sourcebooks Used
• Advanced Player's Guide - Inquisitor (class); Feather
(special ability)
• Advanced Race Guide - Bite (equipment); Claws
(equipment); Natural Armor (equipment); Swim
(equipment)
• Race Builder - Custom Race - Advanced (race)
• Strange Aeons - Twitchy (trait)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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