Theodore Ghalmont-Everleaves

Inquisitor with a thing for dead demons.

Male Human Inquisitor (Cold Iron Warden) 6/Trickster 1 (Pathfinder Player Companion: Demon Hunter's Handbook 0; Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +9; Senses Perception +13


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 42 (6d8+4)
Fort +5, Ref +5, Will +7; +2 trait bonus vs. fear
Defensive Abilities hard to kill


Speed 30 ft.
Melee masterwork longsword +8 (1d8+3/19-20)
Ranged masterwork composite longbow +8 (1d8+3/×3)
Special Attacks bane (6 rounds/day), channel positive energy 4/day (DC 13, 2d6), mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 6th; concentration +7)
   At will—detect alignment
Inquisitor (Cold Iron Warden) Spells Known (CL 6th; concentration +8):
   2nd (4/day)—cure moderate wounds, invisibility, silence (DC 14), weapon of aweAPG (DC 14)
   1st (5/day)—cure light wounds, divine favor, protection from evil, true strike
   0 (at will)—create water, detect magic, detect poison, guidance, light, resistance
   Domain Conversion Inquisition


Str 16, Dex 17, Con 10, Int 8, Wis 14, Cha 12
Base Atk +4; CMB +7; CMD 20
Feats Alignment Channel, Deadly Aim, Favored JudgmentUM, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Rapid ShotM
Traits child of the crusades (mendev), demon smiter
Skills Acrobatics +5, Bluff +7, Climb +7, Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +11, Intimidate +10, Knowledge (nature) +6, Perception +13, Profession (soldier) +11, Sense Motive +10 (+8 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +9, Survival +7
Languages Common
SQ abyssal scourge, cunning initiative, judgement 2/day, monster lore +2, pride, stern gaze, track teleportation, translate telepathy
Other Gear masterwork chain shirt, masterwork composite longbow, masterwork longsword, custom container, 160 gp

Special Abilities

Abyssal Scourge (DC 14) (Su) Channel energy to damage evil outsiders
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Bane (+2 / 3d6 / 1d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Child of the Crusades (Mendev) +2 trait bonus on all saves against fear.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Demon Smiter (1/day) When fighting demons, +4 on a single attack roll.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Favored Judgment (Outsider (evil)) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inquisitor (Cold Iron Warden) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Inquisitor Channel Positive Energy 2d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
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.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Ricochet (Ex) You can deflect a ranged attack off a suface near the target to determine cover.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track Teleportation (Su) Discern information about teleported creature by standing where it was.
Translate Telepathy (Su) Perception check to discern telepathic messages withing 5’/level.

Teredelevs Scale of Sacred Weaponry
Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Let us inherit thine arms, Iomedae.


Theodore Ghalmont-Everleaves

Wrath of the Righteous Ange Diva