Ranulph B Smith
Rogue 2, Inquisitor of Abadar 8. XP 142,016
RANULPH BARIEL SMITH CR 9
Male Half-Elf Inquisitor 8 Rogue 2
LN Medium Humanoid (Elf, Human)
Init 7 armor, 30); Judgement of Sacred Healing 3
Fort 9 (1d6+3/18-20/x2) and
10 (1d6+4/20/x2) and
Dagger 8 (1d4+2/19-20/x2) and
Masterwork Dagger 9 (1d4+2/19-20/x2) and
Unarmed Strike 8 (1d3+2/20/x2)
Ranged 11 (1d8+4/20/x3)
Special Attacks Agile Feet (5/day), Bane (4, Improved Initiative, Outflank, Point Blank Shot, Precise Strike, Rogue Weapon Proficiencies, Skill Focus: Perception (Adaptability), Toughness +10, Weapon Finesse
Traits Magical Knack: Inquisitor, Noble Born – Surtova, Reactionary, Rich Parents
Skills Acrobatics +22, Appraise +5, Bluff +4, Climb +13, Craft: Alchemy +5, Craft: Bows +5, Craft: Traps +8, Diplomacy +4, Disable Device +22, Disguise +4, Escape Artist +12, Heal +9, Intimidate +8, Knowledge: Arcana +5, Knowledge: Dungeoneering +5, Knowledge: Local +5, Knowledge: Nature +5, Knowledge: Religion +5, Knowledge: The Planes +5, Linguistics +5, Perception +25, Ride +10, Sense Motive +18, Sleight of Hand +10, Spellcraft +5, Stealth +20, Survival +6, Swim +11 Modifiers Monster Lore
Languages Common, Draconic, Elven, Sylvan
SQ Antitoxin (vial), Elf Blood, Inquisitor Domain: Travel, Metamagic Rod, Extend, Lesser, Metamagic Rod, Silent, Lesser, Second Judgement (3/day) (Su), Smoked Goggles, Solo Tactics (Ex), Stag’s Helm, Teamwork Feat (change 2/day), Track +4, Trapfinding +1
Combat Gear +1 Corrosive Rapier, +2 Longbow, Composite (Str +2), +3 Mithral Chain Shirt, Masterwork Dagger, Dagger, +2 Buckler, +2 Mace, Light, Arrows, Blunt (20), Arrows (20); Other Gear Acid (flask), Alchemist’s fire (flask), Antitoxin (vial), Belt of Physical Might, DEX & CON +2, Boots of Elvenkind, Bracers of Archery, Lesser, Cloak of Elvenkind, Cloak of Resistance, +3, Flint and steel, Gloves of Swimming and Climbing, Handy Haversack (30 @ 76.18 lbs), Healer’s kit (10 uses), Holy symbol, wooden: Abadar, Holy water (flask), Ink (1 oz. vial, black), Inkpen, Metamagic Rod, Extend, Lesser, Metamagic Rod, Silent, Lesser, Oil (1-pint flask), Parchment (sheet) (5), Potion of Barkskin, Potion of Cure Moderate Wounds (5), Potion of Cure Serious Wounds, Potion of Fly, Potion of Invisibility, Potion of Restoration, Lesser, Ring of Protection, +1, Rope, silk (50 ft.), Scarab, Golembane, Scroll: Break Enchantment, Scroll: Cure Serious Wounds, Scroll: Delay Poison, Scroll: Remove Fear, Scroll: Remove Paralysis (2), Scroll: Resist Energy, Smoked Goggles, Smokestick, Spell component pouch, Stag’s Helm, Thieves’ tools, masterwork, Thunderstone, Universal Solvent, Wand of Cure Moderate Wounds, Wand of Find Traps (CL 6), Wand of Prayer
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add 2 / 2d6) (8 rounds/day) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (80/day) (Sp) Teleport 80’/day.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Inquisitor Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
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, Law) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Inquisitor +2 CL for a specific class, to a max of your HD.
Metamagic Rod, Extend, Lesser The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp.
Metamagic Rod, Silent, Lesser The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Noble Born – Surtova +2 damage with light or one-handed weapons vs. flat-footed opponents
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stag’s Helm 1/day, count a target within 30’ as flat-footed against your ranged attack.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +4 +4 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.