World Will Drown
Hell's Anchors captain of Burning Servitude
Zedrik Charthagnion CR 12
LE (ifrit inquisitor of asmodeus 13)
Init 9 armor, +5 dex, +1 insight)
Fort 10, Ref ,7 Will 13
Defensive Abilities fortification 50%
Resist fire 5
Melee +1 Speed Mace +13/ +13/ +8 (1d6 + 3)
Ranged +3 distance, flaming burst heavy crossbow +18/ +13 (1d10 + 3 + 1d6 fire, 17-20/x2) 240ft
Special Attacks judgement 5/day (2 judgments), greater bane 13 rounds/day (4d6), rapid shot, far shot, point-blank shot
Spell-Like Abilities (CL 13th)
at will- detect chaos, detect evil, detect good, detect law
13 rounds/day- discern lies
1/day- burning hands (DC 14)
Inquisitor Spells Known (CL 13th) Concentration +16
(1/day) 5th- flame strike (DC 18), spell resistance
(2/day) 4th- fear (DC 17), find quarry, invisibility, greater, hold monster (DC 17)
(5/day) 3rd- heroism, bust of speed, arcane sight, blinding ray, cure serious wounds
(6/day) 2nd- hunter’s lore, invisibility, aid, effortless armor, litany of defense
(6/day) 1st- bane, command, divine favor, forbid action (DC 14), true strike, longshot
(at will) 0- detect magic, bleed, detect poison, resistance, sift, brand
Str 14 Dex 20 Con 12 Int 12 Wis 16 Cha 10
Base Atk +10/ +5; CMB +12; CMD 27
Feats Point-Blank Shot, Rapid Reload (heavy crossbow), Improved Initiative, Improved Critical (Heavy Crossbow), Precise Shot, Far Shot, Rapid Shot, Crossbow Mastery
Skills Bluff +8, Climb +15, Intimidate +22, Perception +19, Stealth +13, Sense Motive +25, Survival +13, Swim +8
Languages Common, Ignan, Infernal
Judgement (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. 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 resume until she can participate in the combat again.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: 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.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred 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.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred 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.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred 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.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred 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.
Resiliency: 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 increase.
Resistance: 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.
Smiting: 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 type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Greater Bane (Su) At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Stalwart (Ex) At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Hell’s Corruption (Su) You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su) At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Belt of Incredible Dexterity +4
Dusty Rose Prism Ioun Stone
+3 Moderate Fortification Mithral Breastplate (Agile)
+3 Distance, Flaming Burst Heavy Crossbow
+1 Speed Mace