Orkish Magi-Hunter

ORKISH MAGI-HUNTER 

CR 15

Male Orc Inquisitor 16

None Medium humanoid (orc)

Init +6; Senses Darkvision (60 ft.), Perception +22,

DEFENSE
AC 22, touch 12, flat-footed 20 (+9 armor, +1 *Amulet of Natural Armor +1, +2 Dex, +1 natural, )

hp 147 (16d8)+48

Fort +17, Ref +14, Will +17

Spell Resistance 36

Weaknesses Light Sensitivity,

OFFENSE
Speed 20 ft.

Melee whip +4 (dispelling burst) +24 (1d3+7)

Melee shortspear +2 (spellstealing) +22/+17/+12 (1d6+9)

Ranged shortspear +2 (spellstealing/thrown) +18/+13/+8 (1d6+9)

Melee spear +3 (alchemical silver/phase locking) (two handed) +22/+17/+12 ((two handed) 1d8+12/x3)

Ranged spear +3 (alchemical silver/phase locking/thrown) +18/+13/+8 (1d8+9/x3)

Special Attacks Bane, Exploit Weakness, Greater Bane, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze, Verdict of Exile, Verdict of Exorcism,

Known Inquisitor Spells (CL 16th, concentration +19):

6th (1/day) - dispel magic (greater), forbiddance (DC 19)

5th (3/day) - break enchantment (DC 18), litany of thunder (DC 18) , spell resistance (DC 18) , true seeing (DC 18)

4th (4/day) - cure critical wounds (DC 17), dismissal (DC 17) , freedom of movement (DC 17) , invisibility (greater) (DC 17) , spell immunity (DC 17)

3rd (6/day) - banish seeming, dimensional anchor , dispel magic , invisibility purge (DC ) , litany of warding (DC )

2nd (6/day) - brittle portal (DC 15), enthrall (DC 15) , ghostbane dirge (DC 15) , hold person (DC 15) , resist energy (DC 15) , see invisibility (DC )

1st (6/day) - bane (DC 14), hex ward (DC 14) , litany of sloth (DC 14) , protection from evil (DC 14) , shield of faith (DC 14) , wrath (DC )

0th (at will) - brand (DC 13), detect magic , disrupt undead , read magic (DC ) , resistance (DC 13) , sift

STATISTICS
Str 25, Dex 17, Con 17, Int 17, Wis 17, Cha 11

Base Atk +12; CMB +19; CMD 32

Feats  Disruptive, Disruptive Spell, Double Bane, Exotic Weapon Proficiency (Whip), Improved Whip Mastery, Lightning Reflexes, Two-Weapon Fighting, Weapon Focus (Shortspear, Whip)

Skills  Acrobatics -1, Appraise +3, Climb +3, Craft (Untrained) +3, Disguise +19, Escape Artist +15, Fly -1, Heal +3, Intimidate +8, Knowledge (Arcana) +22, Knowledge (Nature) +22, Knowledge (Planes) +22, Knowledge (Religion) +22, Perception +22, Ride -1, Sense Motive +30, Spellcraft +22, Stealth -1, Survival +3, Swim +22,

Languages Common, Giant, Goblin, Orc, Undercommon

Archetypes  Exorcist, Spellbreaker,

SQ Arcane Defense (Enchantment, Evocation, FireSchool, Necromancy), Automatic Languages, Cunning Initiative, Darkvision, Darkvision, Defense against Magic, Deities, Detect Alignment, Discern Lies, Ferocity, Foil Casting, Granted Powers, Judgment (Profane), Stalwart, Strong-Willed, Track, Weapon Familiarity,, , ,

Possessions  amulet of natural armor +1;  ring of counterspells;  ring of spell devouring;  whip +4 (dispelling burst);  shortspear +2 (spellstealing);  chainmail +3 (spell resistance (15)/spell turning/wizard/15th);  cloak of resistance +4;  spear +3 (alchemical silver/phase locking);

SPECIAL ABILITIES
Arcane Defense (Enchantment, Evocation, FireSchool, Necromancy) (Ex)  +1 Bonus on saving throws vs. Enchantment, Evocation, FireSchool, Necromancy

Automatic Languages (Ex)  Orcs can speak Orc and Common.

Bane (Su)  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 16 rounds per day. These rounds do not need to be consecutive.

Cunning Initiative (Ex)  An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision (Ex)  Orcs can see in the dark up to 60 feet.

Defense against Magic (Ex)  At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1. This ability replaces all bonus teamwork feats.

Detect Alignment (Sp)  At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Discern Lies (Sp)  An inquisitor can discern lies, as per the spell, for 16 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Exploit Weakness (Ex)  The inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Ferocity (Ex)  When below 0 hp can still fight; staggered, loses 1 hp/round.

Foil Casting (Su)  At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core Rulebook). Furthermore, the spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round. This ability replaces solo tactics.

Granted Powers  You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type. When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

Greater Bane (Su)  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.

 Inquisitor ~ Judgement  

Judgment / Destruction  The inquisitor is filled with divine wrath, gaining a +6 profane bonus on all weapon damage rolls.

Judgment / Healing  The inquisitor is surrounded by a healing light, gaining fast healing 6. This causes the inquisitor to heal 6 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice  This judgment spurs the inquisitor to seek justice, granting a +4 profane bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.

Judgment / Piercing  This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +6 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection  The inquisitor is surrounded by a protective aura, granting a +4 profane bonus to Armor Class. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Judgment / Purity  The inquisitor is protected from the exalted taint of her foes, gaining a +4 profane bonus on all saving throws. The bonus is doubled against curses, diseases, and poisons.

Judgment / Resiliency  This judgment makes the inquisitor resistant to harm, granting DR 4/magic.

Judgment / Resistance  The inquisitor is shielded by a flickering aura, gaining 12 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / 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. The inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Judgment (Profane) (Su)  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. An inquisitor can use this ability 6 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. 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. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Light Sensitivity (Ex)  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Light Sensitivity (Ex)  Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Spellkiller Inquisition

Stalwart (Ex)  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.

Stern Gaze (Ex)  Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +8 morale bonus on all Intimidate and Sense Motive checks.

Strong-Willed (Ex)  At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.

Track (Ex)  An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Verdict of Exile (Su)  While using judgment, you can unleash the verdict of exile on a creature. When you do, your judgment ends, but the creature subject to that judgment is dazed for 1 round (Will DC 21 negates); if the creature is possessed or an outsider, the possessing entity or outsider is affected by dismissal (Will negates).

Verdict of Exorcism (Su)  While using judgment, you can unleash the verdict of exorcism on a creature. When you do, your judgment ends, but the creature is dazed for 1 round (Will DC 21 negates); if the creature is possessed, the possessing entity must succeed at a Will saving throw (DC 21), or be exorcised and never again allowed in that same body.

Weapon Familiarity (Ex)  Orcs and half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.