"Corbett held the rank of colonel in the British Indian Army and was frequently called upon by the government of the United Provinces, now the Indian states of Uttar Pradesh and Uttarakhand, to kill man-eating tigers and leopards that were preying on people in the nearby villages of the Garhwal and Kumaon regions. His hunting successes earned him longstanding respect and fame in Kumaon. Some even claim the locals considered him a sadhu (holy man)."
James “Jim” Corbett
Inquisitor 6 /Gunslinger 1
Dwarf
Darkvision
STR 10
DEX 17 +3
CON 12 +1
INT 14 +2
WIS 18 +4
CHA 8 -2
FORT = +5
REF = +2
WILL = +5
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
HP = 59
Init = +7
AC = 20
Touch AC = 13
+4 dodge bonus to AC against monsters of the giant subtype.
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
BAB: +4
+1 against orc and goblinoid subtypes
Grit: 4
Judgement: x2 daily
Spells:
0 lvl = 6
brand, detect magic, detect poison, read magic, sift*, stabilize
1st lvl = 4
cure light wounds, protection from evil, shield of faith, true strike
2nd lvl = 3
Invisibility, See invisibility, follow aura
Feats:
1 - Quick Draw
2 - Point blank Shot
3 - Rapid Shot
Inquisitor bonus teamwork feat - Shake It Off (+1 to saves per adjacent ally up to +4)
Inquisitor bonus teamwork feat - Duck and Cover (take allys result on saving throw)
Animal Domain, Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): As per the spell, per day equal to 3 + your cleric level = 8 times per day.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. 3 times per 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, +3.
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; can only use one of these at any given time.
Track (Ex): Add half level on Survival skill checks made to follow or identify tracks; +3.
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.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
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.
Inquisitor:
Bluff (Cha) +2 Rank, +3 Class bonus
Climb (Str) +2 Rank, +3 Class bonus
Craft (Int) +2 Rank, +3 Class bonus
Diplomacy (Cha) +2 Rank, +3 Class bonus
Disguise (Cha) +2 Rank, +3 Class bonus
Heal (Wis) +2 Rank, +3 Class bonus
Intimidate (Cha) +2 Rank, +3 Class bonus, +3 stern gaze
Knowledge (arcana) (Int) +2 Rank, +3 Class bonus
Knowledge (dungeoneering) (Int) +2 Rank, +3 Class bonus
Knowledge (nature) (Int) +2 Rank, +3 Class bonus
Knowledge (planes) (Int) +2 Rank, +3 Class bonus
Knowledge (religion) (Int) +2 Rank, +3 Class bonus
Perception (Wis) +2 Rank, +3 Class bonus +2 bonus on Perception checks to potentially notice unusual stonework
Profession (Wis) +2 Rank, +3 Class bonus
Ride (Dex) +2 Rank, +3 Class bonus
Sense Motive(Wis) +2 Rank, +3 Class bonus, +3 stern gaze
Spellcraft (Int) +2 Rank, +3 Class bonus
Stealth (Dex) +2 Rank, +3 Class bonus
Survival (Wis) +2 Rank, +3 Class bonus
Swim (Str) +2 Rank, +3 Class bonus
GunSlinger:
Acrobatics (Dex) +1 Rank, +3 Class bonus
Handle Animal (Cha) +1 Rank, +3 Class bonus
Knowledge (engineering) (Int) +1 Rank, +3 Class bonus
Knowledge (local) (Int) +1 Rank, +3 Class bonus
Sleight of Hand (Dex) +2 Rank, +3 Class bonus
Equipment:
Belt +2 Dex
Invisible rifle, enfield + 1d6 fire dmg
10 Dagger, x2 \
Lever action big bore rifle \ 1d12, 9 round magazine, x4 crit
+1 rifle rounds x40
Regular rifle rounds x100
3,444 Burrowing bullet, x1 This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action.
Pistol, heavy, x2 \ 1d10, 8 round magazine, x4 crit
1,000 \ Oil of silence, x4 vials \ 1 hour per vial
1,000 \ Boundless Bandolier
5,200 (modern\mithral) Breastplate +1 (counts as light for Evasion) 6 + 3 (4 max) dex, -2 ACP
Caltrops
Masterwork manacles, x2
Adventuring gear (rope, lighter, etc)
Potion, cure serious wounds, x4
Dog
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Last edited by MAS on Sat Oct 18, 2014 9:35 pm; edited 13 times in total