Ashe - Inquisitor10, Gunslinger 10, Mythic Tier 3
Ashe - Inquisitor10, Gunslinger 10, Mythic Tier 3
Ashe - Inquisitor10, Gunslinger 10, Mythic Tier 3
XP 409.600
Female Human Inquisitor 10/Gunslinger 10
Neutral Medium Humanoid (Human)
Init +21; Perception +21
DEFENSE
AC __, touch ___, flat-footed __ (+__ armor, +8 Dex, +3 Dodge)
HP 205 (10d8+10d10+72)
Fort +17, Ref +18, Will +16
OFFENSE
Speed 30 ft.
Melee __________________________________________________________________
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Ranged _________________________________________________________________
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Special Attacks Bane, Caging Strike, Divine Prison, Fleet Charge, Judgment: Destruction, Healing, Justice, Piercing,
Protection, Purity, Resiliency, Resistance, Smiting, Mythic Power( 9/Day, Surge +1d6), Stern Gaze.
Inquisitor Spell-Like Abilities: Detect Chaos (At Will), Detect Evil (At Will), Detect Good (At Will), Detect Law (At Will),
Discern Lies (DC 20,10/Rounds/Day).
Spells Prepared (CL 10th, concentration +10)
Spells Per Day –/7/6/6/4/2
Lvl 0 (DC 16) – Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic
Lvl 1 (DC 17) – Comprehend Languages, Cure Light Wounds, Lend Judgment, Shield of Faith, Stunning Barrier
Lvl 2 (DC 18) – Bloodhound, Cure Moderate Wounds, Invisibility, Knock, Spiritual Weapon
Lvl 3 (DC 19) – Cure Serious Wounds, Daybreak Arrow, Prayer, Searing Light
Lvl 4 (DC 20) – Cure Critical Wounds, Divine Power
STATISTICS
Str 14 (+2), Dex 27 (+8), Con 17 (+3), Int 14 (+2), Wis 22 (+6), Cha 10 (+0)
Base Atk +17; CMB +19; CMD 40
Feats: Clustered Shots, Combat Expertise, Coordinated Shot, Deadly Aim, Deadly Aim (Mythic), Escape Route, Extra Grit,
Gunsmithing, Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Pistol, Rifle), Rapid
Reload (Mythic), Rapid Shot, Target of Opportunity, Weapon Finesse.
Skills Acrobatics +23, Bluff +15, Craft (Alchemy) +15, Craft (Weapons) +20, Diplomacy +15, Handle Animal +10, Heal
+18, Intimidate +20, Knowledge (Arcana) +15, Knowledge (Arcana) (ID monster) +21, Knowledge (Nature) +15, Knowledge
(Nature) (ID monster) +21, Knowledge (Religion) +15, Knowledge (Religion) (ID monster) +21, Perception +21, Ride +15,
Sense Motive +18, Spellcraft +10, Stealth +20, Survival +18, Survival (Follow or identify tracks) +23, Swim +13
Languages Common, Dwarven, Gnome
SQ: Amazing Initiative, Bonus Feat, Gunslinger Battered Gun (Battered Pistol), Gunsmith, Grit, Nimble, Bonus Feats, Gun
Training, Gun Training Choice (Musket, Pistol), Deeds, Deadeye, Gunslinger's Dodge, Quick Clear, Gunslinger Initiative, Pistol-
Whip, Utility Shot, Dead Shot, Startling Shot, Targeting, Cunning Initiative, Detect Alignment, Discern Lies, Hard To Kill,
Judgment (Sacred), Mirror Dodge, Monster Lore, Mythic Tier, Ranged Disable, Recuperation, Ricochet, Second Judgment,
Skilled, Solo Tactics, Surge, Track.
Gear: Manual of Bodily Health (+5 Con), Manual of Gainful Exercise (+5 Str), Manual of Quickness of Action (+5 Dex), Tome
of Understanding (+5 Wis), ______________________________________________________
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SPECIAL ABILITIES
Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend
one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used
to cast a spell. You can't gain an extra action in this way more than once per round.
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 10 rounds per day. These rounds do not need to be consecutive.
Bonus Feat Humans select one extra feat at 1st level.
Caging Strike (Su) With a devastating weapon strike, spectral chains wrap around your target for a short period of time.
Whenever you confirm a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), you can
choose to also entangle that target for 1d4 rounds (Fortitude DC 21 negates). You may use this ability 9 times per day.
Gunslinger Battered Gun (Battered Pistol)
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her
starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken
condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting
weapon can only be sold for scrap (it's worth 4d10gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical
way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their
ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to
perform amazing actions in combat. At the start of each day, a gunslinger gains 8 grit points. Her grit goes up or down
throughout the day, but usually cannot go higher than 8, though some feats and magic items may affect this maximum. A
gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
Critical Hit with a Firearm ~ Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of
combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer
Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm ~ When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while
in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature
to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or
fewer hit points does not restore any grit.
Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that
causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases
by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by
normal advancement. These bonus feats must be combat or grit feats.
Gun Training (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket,
blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of
firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of
4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for
those types as well.
Gun Training Choice (Musket, Pistol)
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect,
but there are some that provide longer lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit
point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless
otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to
perform the deed.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her
firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger
still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks.
When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing
so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes
attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack.
The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light
load.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she
is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point
to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as
a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits.
First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and
unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a
standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on
the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the
bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded
by small creatures) and twohanded firearms deal 1d10 points of damage (1d8 if wielded by small creatures). Regardless of the
gunslinger's size, the critical multiplier of this attack is 20/?2. If the attack hits, the gunslinger can make a combat maneuver
check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex) At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots.
Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using
before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive
lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its
quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to
AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On
a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the
object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the
Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A
key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed
to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first
range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7,
and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can
move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature
to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The
gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm
into the air, but that shot still uses up ammunition normally
Dead Shot (Ex) At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential
into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she
can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making
a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional
successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm.
For instance, if a 7thlevel gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot,
instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon
special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are
critical threats, she confirms the critical once using her highest base attack bonus -5. For each critical threat beyond the first,
she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are
misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The
gunslinger must spend 1 grit point to perform this deed.
Startling Shot (Ex) At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature
that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next
turn.
Targeting (Ex) At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the
body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of
the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the
creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
- Arms - On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if
the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
- Head - On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
- Legs - On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are
immune to trip attacks are immune to this effect.
- Torso - Targeting the torso threatens a critical on a 19-20.
- Wings - On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
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 10 rounds per day. These rounds do not need to be
consecutive. Activating this ability is an immediate action.
Divine Prison Once per day upon making a successful melee attack, you can affect your target with hold monster (Will DC 21
negates).
Domains
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this
movement, you can make a single melee or ranged attack at your highest attack bonus, adding +3 to the attack roll. This is
in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Grit
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution
check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as
specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die
until your total number of negative hit points is equal to or greater than double your Constitution score.
Imprisonment Inquisition
Inquisitor ~ Domains
Inquisitor ~ Judgment
Inquisitor ~ Teamwork Feat
Judgements
Destruction: The inquisitor is filled with divine wrath, gaining a +4 sacred bonus on all weapon damage rolls. Healing:
The inquisitor is surrounded by a healing light, gaining fast healing 4. This causes the inquisitor to heal 4 point of damage
each round as long as the inquisitor is alive and the judgment lasts.
Justice: This judgment spurs the inquisitor to seek justice, granting a +3 sacred bonus on all attack rolls. 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 +4 sacred
bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Protection: The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. 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 +3 sacred bonus on all saving throws. The
bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 3/magic.
Resistance: The inquisitor is shielded by a flickering aura, gaining 8 points of energy resistance against one energy type
(acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
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 (Sacred) (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
4 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.
Language: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want
(except secret languages, such as Druidic).
Mirror Dodge (Su) When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action
to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take
no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires
a line of effect to the square into which you teleport.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence
modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate.
This power is used by a number of different abilities. Each day, you can expend 9 mythic power. This amount is your maximum
amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this
amount.
Mythic Tier You are a 3rd-tier mythic character.
Ranged Disable (Ex) As a standard action, you can use a thrown weapon or reach weapon to attempt a Disable Device check
to disable a device. If you're using a thrown weapon, the range of this ability is 30 feet; otherwise, it's your reach with the
reach weapon. You take a -5 penalty on the check and can't take 10 on the check, even if you have an ability that would
normally allow you to do so. If you expend one use of mythic power, you ignore the -5 penalty and can attempt the check in
place of an attack (such as if making a full attack or attack of opportunity).
Recuperation (Ex) You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by
expending one use of mythic power and resting for 1 hour, you regain 102 hit points (up to a maximum of your full hit points)
and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic
performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses
of mythic power or any mythic abilities that are limited to a number of times per day.
Ricochet (Ex) Whenever a creature has cover from your ranged attack, you can deflect the shot off a nearby surface, treating
that surface as the origin point of the attack to determine whether the target receives a cover bonus to its AC. You can use this
ability to attack a creature with total concealment from you if you know what square it occupies, but the attack still has a 50%
miss chance.
Second Judgment (Ex) Whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of
one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another
type.
Solo Tactics (Ex) All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for
the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any
bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet
the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +5 morale
bonus on all Intimidate and Sense Motive checks.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power
to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken
after the result of the original roll is revealed. This can change the outcome of the roll.
Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Trickster: Seen only when they choose to be seen, tricksters manipulate kings and peasants alike, usually without anyone
sensing their influence. Characters who rely upon their skills and wit find themselves drawn to the trickster's path. The mythic
power of these heroes allows them to perform tasks that most would consider impossible. They can climb any wall, swim any
current, and move without being seen by even the most observant guard. When they strike at their foes, they do so with
unmatched accuracy. Role: As a trickster, your role in the party is one of deception and manipulation. You have access to a
number of abilities that empower you to confound your foes, both physically and mentally. With a subtle jest or twist of phrase,
you can steer entire cities and even nations to do your bidding--but should that fail, you can always rely on a dagger from the
shadows.
Classes: Members of any class that relies on skills would make good tricksters, as would those who heavily utilize ranged
combat or magical methods of subterfuge. The alchemist, bard, and rogue all have a number of abilities that fit well with
the trickster. Gunslingers, monks, and rangers will also find that the trickster has more than a few interesting options.