Apt's Character Sheet

From Sourcebook Wiki
Jump to: navigation, search

Apt
Male human inquisitor (infiltrator) of Alexandria 5
NG Medium humanoid (human)
Init +6; Senses Perception +12


Defense


AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (5d8)
Fort +5, Ref +4, Will +9; +5 vs. abilities that detect lies or force the truth


Offense


Speed 30 ft.
Melee dagger +3 (1d4/19-20) or

mwk silver morningstar +4 (1d8)

Ranged mwk longbow +6 (1d8/×3) or

sling +5 (1d4)

Special Attacks bane (5 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +9)

At will—detect alignment

Inquisitor (Infiltrator) Spells Known (CL 5th; concentration +9)

2nd (3/day)—invisibility, spiritual weapon, tongues
1st (5/day)—cure light wounds, ear-piercing scream[UM] (DC 15), expeditious retreat, lend judgment[UM] (DC 15), litany of sloth[UC] (DC 15), shield of faith
0 (at will)—acid splash, brand[APG] (DC 14), daze (DC 14), detect magic, guidance, sift[APG]
Domain Heresy inquisition

Statistics


Str 10, Dex 14, Con 10, Int 12, Wis 19, Cha 13
Base Atk +3; CMB +3; CMD 15
Feats Deceitful, Point-Blank Shot, Precise Shot, Precise StrikeAPG, Skill Focus (Bluff)
Traits fast-talker, vagabond child (urban)
Skills Bluff +22, Diplomacy +13, Disable Device +18, Disguise +7, Heal +8, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Sense Motive +12, Spellcraft +5, Stealth +10, Survival +8
Languages Ubrekti, Celesti, Odessan
SQ blessed infiltration, forbidden lore, misdirection, necessary lies, solo tactics
Combat Gear potion of cure light wounds (3), potion of invisibility, potion of protection from evil, smelling saltsAPG; Other Gear mithral chain shirt, dagger, mwk longbow, mwk silver morningstar, sling, cloak of resistance +1, goggles of minute seeing, belt pouch, diceUE, false-bottomed scabbardUE, masterwork thieves' tools, sack, sewing needle, skeleton keyUE, trail rations (2), wooden holy symbol of Alexandrian, 5 pp, 450 gp, 0 sp


Special Abilities


Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (4/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Heresy Inquisition).

Granted Powers: Often it is hard to tell heretics from the f
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +5 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
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 melee.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feats (4/day) Learn a new bonus teamwork feat in place of the most recent bonus teamwork feat.

Noteworthy Gear

  • Mithral chain shirt
  • Horn of haste
  • Cloak of resistance +1
  • [www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-of-minute-seeing Goggles of minute seeing]