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Oct 9th, 2012
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  1. [b]Tienyin[/b]
  2. Female Tengu(Exotic Weapon Training, Glide) Infiltrator Inquisitor of Kysul 1// Unarmed Swordsage 1
  3. NG Medium Humanoid (tengu)
  4. [b]Init[/b] +4; [b]Senses[/b] Perception +9(19), low light vision
  5. [b]Aura[/b] - ; [b]Languages[/b] Common, Tengu
  6. _____________________________________________________________
  7.  
  8. [b]AC[/b] 17, touch 13, flat-footed 14 (+4(armor)+3(dex))
  9. [b]hp[/b] 9/9(1d8+1(con))
  10. [b]Immune[/b] -
  11. [b]Resist[/b] -; [b]SR[/b] -
  12. [b]Fort[/b] +3, [b]Ref[/b] +5, [b]Will[/b] +5
  13. _____________________________________________________________
  14.  
  15. Dagger 1d4 19-20/x2, range 10ft S, P 2gp 1lb
  16. [b]Speed[/b] 30 ft. (6 squares)
  17. [b]Melee[/b] +3 Nodachi 1d10+4 18-20/x2, brace, S, P
  18. [b]Melee[/b] +3 Three Section Staff 1d10+4 19-20/x2, blocking, disarm, B
  19. [b]Melee[/b] +3 Unarmed Strike 1d6+4 /x2, B
  20. [b]Melee(Wolf Fang)[/b] +1 Nodachi 1d10+4 18-20/x2 and +1 Unarmed Strike 1d6+3 /x2 B
  21. [b]Melee[/b] +3 touch
  22. [b]Ranged[/b] +3 Dagger 1d4+3 19-20/x2, Range 10ft, S,P
  23. [b]Ranged[/b] +3 touch
  24. [b]Space[/b] ft. (omit if 5 ft.); [b]Reach[/b] ft. (omit if 5 ft.)
  25. [b]Base Atk[/b] +0 ; [b]Grp[/b]
  26. [b]Atk Options[/b]
  27. Dirty Fighter - +1 damage when flanking.
  28. Domain Strike - Swift, add Vision of Madness to unarmed strike on hit.
  29. [b]Special Actions[/b]
  30. Maneuvers
  31. Glide - Automatic, DC 15 Fly check to fall safely, control fall
  32. Vision of Madness - Standard, touch, +1 to attack rolls, saves or skills, -1 to other two.
  33. Inquisitions - Swift, personal
  34. _____________________________________________________________
  35.  
  36. [b]Inquisitor Spells Known[/b] (CL 1st, DC 13+level)
  37. 1st (2/day)— Bless, Command
  38. 0th (at will)— Create Water, Detect Magic, Guidance, Sift,
  39. [b]Swordsage Maneuvers Known[/b] (IL 1st)
  40. 2/6 - Remaining 2 invest into Rising Spirit or Diamond Mind
  41. Desert Wind - Burning Blade*
  42. Tiger Claw - Sudden Leap, Wolf Fang Strike*
  43. Shadow Hand - Shadow Blade Technique*
  44. *= Readied(4 slots)
  45. [b]Swordsage Stances Known[/b] (IL 1st)
  46. Shadow Hand - Child of Shadow*
  47. *= Readied
  48. [b]Special Abilities[/b]
  49. _____________________________________________________________
  50.  
  51. [b]Abilities[/b] Str 16, Dex 16, Con 12, Int 10, Wis 16, Cha 10
  52. [b]SQ[/b] Discipline Focus(Tiger Claw), Domain(Madness), Exotic weapon training(Nodachi, Naginata, Sansetsukon), Glide, Guileful Lore, Judgment 1/day, Low light vision, Misdirection, Orisons, Unarmed Damage(1d6)
  53. [b]Feats[/b] Improved Unarmed Strike[sup]B[/sup], Weapon Focus(Tiger Claw)[sup]B[/sup], Domain Strike(Vision of Madness),
  54. [b]Traits[/b] Dirty Fighter, Power of Suggestion
  55. [b]Skills[/b]
  56. Class skills Acrobatics(Dex), Athletics(Str), Bluff (Cha+Wis), Craft (Int), Diplomacy (Cha+Wis), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge(engineering)(Int), Knowledge(history)(Int), Knowledge(local)(Int), Knowledge (nature) (Int), Knowledge(nobility and royalty)(Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Martial Lore(Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).
  57. Acrobatics 1+3(class)+3(dex) = +7 -2(ACP) = +5
  58. Athletics 1+3(class)+3(str) = +7 -2(ACP) = +5
  59. Bluff 1+3(class)+0(cha)+3(wis) = +7
  60. Diplomacy 1+3(class)+0(cha)+3(wis) = +7
  61. Fly 1+3(class)+3(dex) = +7 -2(ACP) = +5
  62. Perception 1+3(class)+3(wis)+2(rac) = +9
  63. Sense Motive 1+3(class)+3(wis) = +7
  64. Stealth 1+3(class)+3(dex)+2(rac) = +9 -2(ACP) = +7
  65. Survival 1+3(class)+3(wis) = +7
  66. [b]Possessions[/b]
  67. Nodachi 1d10 18-20/x2, brace S, P 60gp 8lbs
  68. Three Section Staff 1d10 19-20/x2, blocking, disarm, B 8gp 3lbs
  69. Dagger 1d4 19-20/x2, range 10ft S, P 2gp 1lb
  70. Armored Coat AC +4, Max Dex +3, ACP -2, 50gp 20lbs
  71.  
  72. Explorer's Outfit 0gp 8lbs
  73. Backpack 2gp 2lbs
  74. -Waterskin 1gp 4lbs
  75. -Bedroll 0.1gp 5lbs
  76. -Rope 50ft 1gp 10lbs
  77. -Grappling Hook 1gp 4lbs
  78. -Oil(pint flask) x9 0.9gp 9lbs
  79. Belt Pouch 1gp 0.5lbs
  80. -Wooden Holy Symbol of Kysul 1gp
  81. -Flint and Steel 1gp
  82. -Mirror 10gp
  83. -1gp
  84. Current Load: 74
  85. Light: 76 lbs. or less
  86. Medium: 77–153 lbs.
  87. Heavy: 154–230 lbs.
  88. _____________________________________________________________
  89.  
  90. [b]Organization[/b]
  91. [b]Environment[/b]
  92. [b]Advancement[/b]
  93. _____________________________________________________________
  94.  
  95. [b]Weapons and Armor Proficiencies[/b]:
  96. All simple weapons, martial melee weapons(including those that can be used as thrown weapons, hand crossbows, longbow, repeating crossbow, shortbow.
  97. Light armor, medium armor, and shields (except tower shields).
  98.  
  99. [b]Power of Suggestion(Trait)[/b]
  100. You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.
  101.  
  102. [b]Vision of Madness (Sp):[/b]
  103. You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier(6).
  104.  
  105. [b]Judgment (Su):[/b]
  106. Starting at 1st level, 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.
  107.  
  108. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time 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.
  109.  
  110. 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
  111.  
  112. [i]Destruction[/i]: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
  113.  
  114. [i]Healing[/i]: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
  115.  
  116. [i]Justice[/i]: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  117.  
  118. [i]Piercing[/i]: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
  119.  
  120. [i]Protection[/i]: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
  121.  
  122. [i]Purity[/i]: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  123.  
  124. [i]Resiliency[/i]: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
  125.  
  126. [i]Resistance[/i]: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
  127.  
  128. [i]Smiting[/i]: 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. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
  129.  
  130. [b]Misdirection (Sp)[/b]
  131. At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
  132.  
  133. [b]Guileful Lore (Ex)[/b]
  134. At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
  135.  
  136. [b]Quick to Act (Ex):[/b]
  137. You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
  138.  
  139. [b]Glide[/b]
  140. Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
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