i noticed i placed in the wrong area (sorry for that)
Nice! i certainly didn't think of that, but then, thats why i use herolab. Gives me time to create a character and not think too much about stats.
i asked the DM if he did.

... and to make sure here are the stats....
Sna-ro Fluhirpth Glk
Male Svirfneblin Inquisitor 6 Ninja 2
CG Small Humanoid (gnome)
Hero Points 1
Init +7; Senses darkvision 120 ft., low-light vision; Perception +15
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Defense
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AC 20, touch 16, flat-footed 15 (+4 armor, +3 Dex, +1 size, +2 dodge)
hp 58 (8d8+8); judgement of sacred healing 3
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +11
Defensive Abilities judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist fire 6, judgement of sacred purity +2, judgement of sacred resistance 6 (fire); SR 19
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Offense
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Speed 20 ft.
Melee Paueliel Quarterstaff +6 (1d4-1/x2)
Ranged Retalliator Crossbow +10 (1d8+1+1d6 fire/19-20/x2)
Special Attacks bane (+2 / 2d6) (6 rounds/day), hatred, judgement of sacred destruction +3, judgement of sacred justice +2, judgement of sacred piercing +3, judgement of sacred smiting (magic, chaos), ki attack speed, sneak attack +1d6
Spell-Like Abilities Blindness/Deafness (1/day), Blur (1/day), Detect Alignment (At will), Discern Lies (6 rounds/day), Disguise Self (1/day), Nondetection (Constant), Speak with Animals (9 rounds/day), Vanishing Trick
Inquisitor Spells Known (CL 6):
2 (4/day) Cure Moderate Wounds, Blistering Invective, Shield Other, Spiritual Weapon
1 (5/day) Comprehend Languages, Bed of Iron, Deadeye's Lore, Gorum's Armor
0 (at will) Read Magic, Detect Poison, Create Water, Detect Magic, Guidance, Sift
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Statistics
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Str 8, Dex 16, Con 12, Int 13, Wis 18, Cha 6
Base Atk +5; CMB +7; CMD 18
Feats Agile Maneuvers, Allied Spellcaster, Boon Companion (Animal Companion), Endurance, Precise Strike, Run
Traits Armor Expert, Sacred Touch
Skills Acrobatics +14 (+18 to jump with a running start, +10 jump), Appraise +5, Bluff +2, Climb +6, Craft (armor) +3, Craft (tattoo) +3, Craft (weapons) +3, Diplomacy +2, Disable Device +5, Escape Artist +7, Fly +5, Handle Animal +2, Heal +8, Intimidate +6, Knowledge (arcana) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nobility) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+9 to identify the abilities and weaknesses of creatures), Linguistics +8, Perception +15 (+17 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (miner) +8, Ride +14, Sense Motive +14, Sleight of Hand +7, Spellcraft +6, Stealth +13 (+15 when underground), Survival +10 (+13 to track), Swim +3 (+7 to resist nonlethal damage from exhaustion), Use Magic Device +2; Racial Modifiers +2 Perception, +2 Stealth, monster lore
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Undercommon
SQ animal companion link, domains (animal), endless ammunition, hero points, judgement (2/day), ki movement, ki pool, ki stealth, poison use, share spells with companion, solo tactics, stonecunning +2, teamwork feat (change 4/day), track
Combat Gear Flash powder; Other Gear +1 Ironwood Leaf armor, Retalliator Crossbow, Paueliel Quarterstaff, Large cape (bright multicolored / deep dark blue), Protective somewhat oversized goggles with fixture, 101 GP
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Allied Spellcaster +2 vs SR if adjacent to an ally with this feat.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Damage Resistance, Fire (6) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Endless Ammunition Weapon creates own non-magic ammo.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos) (Su) DR bypass
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Animals (9 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Resistance (19) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.