Novice Inquisitor

Half-Orc Novice Inquisitor
Level 6 (+4)
"We send for him, but he sends his apprentice?! He does this every time! So be it! I’m sure this one will be good enough to make that Elven scum talk!"
——Grask Brachfang, Half-Orc Commander
The position of Half-Orc Inquisitor is a rare one in their ranks. Half-Orcs typically value strength above other traits, and most of the weaker ones are tossed out to die. It is rare that such a specimen lives long enough to be spared by an Inquisitor, but when it does happen, they are taken under the wing of the Half-Orc legion’s most frightening religious leader. The novice goes through a period of magical training and grueling trials that warp its flesh and mind, so it may learn to control the chaotic powers that other Half-Orcs will grow to fear. These harsh lessons will eventually cause the Novice’s power to far outweigh that of the common Half-Orcs that would otherwise torment it.
Awareness
21
Senses
Darkvision
Initiative
20/1d8
Max HP
80
Resilience: +3
Healing Value: 16
Morale
2
Defenses
AC
18/23
Touch
15
Fort
18
Reflex
16
Will
17
Resistances: Weapon (DR 1), Daze Resist (1)
Vulnerabilities:
Attributes / Saving Throws
STR
13 / 15
DEX
13 / 15
CON
12 / 14
INT
15 / 21
WIS
18 / 24
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
Inquisitor's Claw Swipe
 [Lunge, Charge
+8 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 1 (avg 5) Slashing damage (Crit 2%/4)
The Novice Inquisitor slashes at an enemy with it bone claw gauntlet.
Inquisitor's Wrath
 [Magical, Perceptive, Mind-Affecting, PsychicBasic • Pot 1d4+4, MR Yes
+9P vs Will
Cast CT 2, REC 4 • Range 50ft • One creature within range
2d8 + 4 (avg 13) Psychic damage (Crit 2%/0)
The Novice Inquisitor crushes an enemy's will with a psychic assault.
1d6 + 1 (avg 5) Bludgeoning damage
Grapple +7
Uses: 3
Short Rest
Ray of Vengeance
 [Magical, EvilBasic • Pot 1d4+4, MR Yes
+9P vs Reflex
Cast CT 4, REC 3 • Range 50ft • One creature within range
4d6 + 4 (avg 18) Vile damage (Crit 2%/0)
The Novice Inquisitor unleashes a beam of pure malevolence into a target. On a hit, the Novice Inquisitor gains 5 Temporary Hitpoints.
Destructive Pulse
 [Magical, ForceBasic • Pot 1d4+4, MR Yes
+9 vs Fortitude
Cast CT 6, REC 5 • Range 15ft • All creatures within range
4d6 + 4 (avg 18) Force damage (Crit 2%/0)
The Novice Inquisitor releases a potent burst of destructive force into its surroundings.
Uses: 3
Extended Rest
Divine Dispelling (Extended Rest, Uses:3)
 [Magical, Perceptive, DispelAdvanced • Pot 1d10+6, MR Yes
Cast CT 5, REC 4 • Range 100ft • One magical effect
The Novice Inquisitor unleashes a blast of disjoining magic on a magical effect. Make an Opposed Potency check against the effect. If successful, the target effect is immediately dispelled.
Countercast (Readied Action)
 [Magical, Perceptive, DispelAdvanced • Pot 1d10+6, MR Yes
Standard  • Range 100ft • One magical power that has just been cast.
The Novice Inquisitor waits for the perfect moment to prevent an enemy from casting a spell. Target a creature who has completed a cast (requires a Readied Action). Make an Opposed Potency Check against power the target completed casting. If successful, the target's power is immediately disrupted.
Overland Movement
30 mi/day
Qualities
  • Zealot: Gain a +1 Class bonus to Morale.
  • Inquisitor: Gain a +2 bonus to Potency on abilities that dispel or counter magic. May utilize Counter Cast against Eldritch Spells without first identifying Spell cast.
  • 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: Balance R2 (+2), Climb R1 (+0), Jump R1 (+1), Riding R1 (+2), Swim R1 (+0), Listen R4 (+11), Spot R4 (+11), Alchemy R3 (+9), Ritual Casting R4 (+11), Investigate R3 (+9), Eldritch Arts R5 (+11), Religious Arts R5 (+12), Coercion R4 (+11), Manipulation R3 (+7), Persuasion R3 (+9), Bravery R2 (+4), Intuition R5 (+13), Suspicion R2 (+7)
Feats: Fast Initiative, Mental Fortification
Philosophies: Rank 3 Mental, Rank 2 Physical, Rank 4 Divine, Rank 1 Eldritch
Combat Training: Cast 3, Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +9, Brawn: +5
Equipment: Byrnie, Inquisitor's Claw
Social
Languages: Common, Orc
Composure: 16
Charm
+1
Coercion
+11
Deception
+1
Manipulation
+7
Persuasion
+9
Aloofness
+1
Bravery
+4
Intuition
+13
Tolerance
+2
Suspicion
+7
Prejudices:
    Motives: Master magic, destroy humanoids