Inquisitor

Inquisitor
Level 12 (+6)
"Alright, them hostages ain’t gonna talk. Stupid elves, you’d think just once they could make this easy on us. Fine…….call in the Inquisitor!"
——Grask Brachfang, Half-Orc Commander
The Half-Orc Inquisitor serves as the divine enforcer and interrogator of Half-Orc military units. Years of tampering with dark magics have left their bodies twisted and mangled, enhanced yet corrupted. Clad in dark robes and an unhealthy assortment of ritualistic trinkets, the Inquisitor is feared just as much by other Half-Orcs as members of other races. When victims will not cooperate, and mundane interrogation seems inefficient, the Inquisitor is summoned to get the job done. Whether it be through their vicious, rending claws formed from their dark mutations, or the vile energies they use to tear through mortal flesh, these depraved humanoids get the job done.
Awareness
20
Senses
Darkvision
Initiative
22/1d8
Max HP
266
Resilience: +3
Healing Value: 53
Morale
5
Defenses
AC
23/28
Touch
19
Fort
21
Reflex
21
Will
21
Resistances: Weapon (DR 1), Daze Resist (1)
Vulnerabilities:
Attributes / Saving Throws
STR
13 / 15
DEX
13 / 15
CON
14 / 16
INT
15 / 21
WIS
16 / 22
CHA
12 / 18
Saving Throw Modifiers:
Special Actions
Steadfast (Half-Orc Racial ability)
When making a saving throw, may choose to reroll a single die. (Basic)
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 4
Sprint 50ft / 4
At-Will
+12 vs AC (Crit 2%/4)
Inquisitor's Claw
2d6+3 damage (ArN 0)
REC 6, Reach 5ft
2d6+3 damage
Grapple +11
Special Actions
Inquisitor Abilities
On each turn, roll 1d8 to determine the actions available to the Inquisitor.

Any result, choose one of the following:
Basic Attack: Make an Inquisitor's Claw attack. (Basic)
Inquisitor's Wrath [CT 2, REC 4]: Target one creature wtihin 50ft, +13 vs Will. On a hit, deal 3d8+5 Psychic damage. (Basic, Pot 1d4+6, MR)

3 or more, choose one of the following:
Ray of Vengence [CT 4, REC 3]: Target one creature within 50ft, +13 vs Reflex. On a hit, the target suffers 6d6+5 Vile damage and the Inquisitor gains 10 Temporary Hitpoints. (Basic, Pot 1d4+6, MR)
Pulse [CT 6, REC 5]: Targets all creatures within 15ft, +13 vs Fortitude. On a hit, the target suffers 6d6+5 Force damage. (Basic, Pot 1d4+6, MR)

5 or more:
Divine Dispelling [CT 5, REC 4]: Target's one magical effect. Make an Opposed Potency Check against the effect. If successful, the target effect is immediately dispelled. (Advanced, Pot 1d10+8, MR)
Countercast [Readied Action, REC 7]: Target a creature who has completed a cast (requires Readied Action and identification of what is being cast). Make an Opposed Potency Check against power the target completed casting. If successful, the target's power is immediately disrupted. (Basic)
Poison [CT 2, REC 7]: Targets one creature, +13 vs Touch. On a hit, deal 6d8+5 Necrotic damage and the target suffers ongoing 1d4 Stamina Damage [SE, ST 4d10 vs CON] every 10 segments. (Advanced)

7 or more:
Discordance [CT 4, REC 5]: Targets all creatures in 40ft diameter area, +13 vs Fortitude. On a hit, target suffer 4d6+35 Sonic damage and are Dazed 1d6+2 segments. On a miss, targets suffer half damage. (Advanced)
Overland Movement
30 mi/day
Qualities
  • Zealot: +1 class bonus to Morale.
  • Inquisitor: Gain a +2 bonus to Potency on abilities that dispel or counter magic. Additionally, Dispelling abilities gain the Uninterruptible keyword.
  • Imposing: Gain a +2 racial bonus to Coercion checks. (inc.)
  • Orcish Hide: Damage Reduction to Weapon Damage equal to [½ x Physical Rank]. (inc.)
  • Thick Headed: Daze Resistance (1). (inc.)
  • Orcish Fortitude: +2 racial bonus to Fortitude. (inc.)
Skills: Rank 2 Balance [+3], Rank 1 Climb [+1], Rank 1 Jump [+1], Rank 2 Riding [+3], Rank 1 Swim [+1], Rank 3 Listen [+8], Rank 5 Spot [+12], Rank 4 Alchemy [+10], Rank 6 Ritual Casting [+14], Rank 6 Investigate [+14], Rank 5 Eldritch Arts [+11], Rank 7 Religious Arts [+15], Rank 6 Coercion [+16], Rank 4 Manipulation [+9], Rank 6 Persuasion [+14], Rank 2 Bravery [+5], Rank 4 Intuition [+10], Rank 4 Suspicion [+10]
Feats: Fast Initiative, Great Morale [2], Mental Fortification, Heavy Hitter
Philosophies: Rank 3 Mental, Rank 2 Physical, Rank 6 Divine, Rank 2 Eldritch
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Breast Plate, Inquisitor's Claw, Magic Inquisitor's Mask (+1 attacks)
Social
Languages: Common
Composure: 17
Charm
+1
Coercion
+16
Deception
+1
Manipulation
+9
Persuasion
+14
Aloofness
+1
Bravery
+5
Intuition
+10
Tolerance
+1
Suspicion
+10
Prejudices:
    Motives: