Scott and the Guy's Carrion Crown AP
Flint Wolfram, Chaotic Good Oread Preacher Inquisitor 5
Perception 11; Darkvision(60ft)
Medium Mithral Breastplate +1
+4 Max Dex Bonus
-1 Armor Check Penalty
Move Speed: 30ft (30ft in armor)
Antihero – Improved Initiative
1 – Toughness
3 – Weapon Focus (Greatsword)
5 – Power Attack
Subject of Study (Undead)
Sling Bullet Pouch
Spell Component Pouch
Canvas (Sq. Yd)
(5th – 150) (4th – 280)
(STR)Climb +7 = 3 1 4 AC-1
(INT)Knowledge (Arcana) +9 = 3 5 1
(INT)Knowledge (Dungeoneering) +5 = 3 1 1
(INT)Knowledge (Local) +4 = 0 3 1
(INT)Knowledge (Nature) +9 = 3 5 1
(INT)Knowledge (Planes) +9 = 3 5 1
(INT)Knowledge (Religion) +8 = 3 4 1
(WIS)Perception +11 = 3 5 3
(WIS)Sense Motive +11 = 3 5 3
(DEX)Sleight of Hand
(STR)Swim +7 = 3 1 4 AC-1
(CHA)Use Magic Device
+ Wis (3) to identify monsters using Knowledge to identify creatures
+ 1/2 Inquisitor lvl on Intimidate checks and Knowledge to identify creatures
+ 1/2 Inquisitor lvl morale bonus on Intimidate checks and Sense Motive checks
0 – Orisons
Create Water – Creates 2 gallons/level of pure water.
Detect Magic – Detects spells and magic items within 60 ft.
Guidance – +1 competence bonus on one attack roll, saving throw, or skill check. (touch)
Read Magic – Read scrolls and spellbooks.
Stabilize – Target ceases dying (close)
Daze – 4HD creature loses its next turn (close)
1 – 4+1 spells per day
Bless – Allies gain +1 morale bonus on attack rolls and saves against fear.
Cure Light Wounds – Cures 1d8 damage + 1/level (max +5). (touch)
Divine Favor – +1 per 3 levels to attack and damage rolls (personal)
True Strike – +20 to next attack roll. (personal)
2 – 2+1 spells per day
Knock – caster level +10 check against lock DC.
Communal Protection from Evil – +2AC(deflection) +2saves(resistance) Extra save vs. compulsion, prevents contact by evil summoned creatures(multiple touch)
Lesser Restoration – 1d4 ability damage and decrease fatigue one step (3rounds touch)
Cure Light Wounds 28/50
Hold Person 49/50
Ghost Sound 20/21
Destructive Smite (Su): the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your inquisitor level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your level. All attacks made against targets in this aura gain a morale bonus on damage equal to 1/2 level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
1 Time(s) Per Day
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
2 Time(s) Per Day
(2/3)Destruction: +1 to all Damage Rolls. +1 per 3 levels.
(2/3)Healing: Fast Healing 1. +1 per 3 levels.
(2/2)Justice: +1 to attack rolls. +1 per 5 levels. at 10th, Double bonus for confirming criticals.
(2/3)Piercing: +1 to concentration checks and caster level checks to overcome spell resistance.
+1 per 3 levels.
(2/2)Protection: +1 to AC. +1 per 5 levels. Double bonus against confirming criticals.
(2/2)Purity: +1 on all saving throws. +1 per 5 levels. At 10th, doubled against curses, diseases, and poisons.
(2/2)Resiliency: DR 1/magic. +1 per 5 levels. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s.
(4/6)Resistance: 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. +2 per 3 levels.
(Magic)Smiting: weapons count as magic for bypassing DR. 6th, count as one alignment type (chaotic, evil, good, or lawful) for bypassing DR. The type selected must match one of the inquisitor’s alignments. 10th, adamantine for overcoming DR.
An inquisitor can discern lies, as per the spell, for level rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Imbue one weapon with the bane weapon special ability against a creature type of his choice as a swift action. Once selected, the type can be changed as a swift action. This ability lasts for level rounds per day. These rounds do not need to be consecutive.
Bane is: +2 effective enhancement. +2d6 damage.
Creature types are:
|Magical beasts||Monstrous humanoids||Oozes||Outsiders(subtype)||Plants||Undead|