Post by Richard Loh on May 7, 2013 1:45:47 GMT 8
白眉道人II
Male Tengu Inquisitor 3
N Medium Humanoid (tengu)
Init +7; Senses low-light vision, scent (corpses & badly wounded only); Perception +10
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 24 (3d8+6); judgement of sacred healing 2
Fort +4, Ref +5, Will +6; +2 trait bonus vs. charm and compulson
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 30 ft.
Melee +1 Keen Cold Iron Wakizashi +4 (1d6+2/15-20/x2) and
Bite (Tengu) -2 (1d3/x2) and
Whispering Shrike +4 (1d6+2/15-20/x2)
Ranged Masterwork Composite longbow (Str +1) +7 (1d8+1/x3)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Hide from Undead (DC 14), Remove Fear, Comprehend Languages, Cure Light Wounds
0 (at will) Resistance, Stabilize, Daze (DC 13), Detect Magic, Guidance, Light
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +3; CMD 17
Feats Disruptive, Escape Route, Point Blank Shot, Precise Shot
Traits Birthmark, Theoretical Magician
Skills Acrobatics +3, Climb +5, Escape Artist +3, Fly +3, Heal +7, Intimidate +5, Knowledge (arcana) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +10, Ride +3, Sense Motive +9, Spellcraft +9, Stealth +5, Survival +7 (+8 to track), Swim +4; Racial Modifiers +2 Perception, +2 Stealth, monster lore
Languages Common, Tengu, Tien
SQ domains (spellkiller inquisition), judgement (1/day), solo tactics, spellkiller (dc 14), teamwork feat (change 3/day), track
Combat Gear Potion of cure light wounds, Potion of restoration, lesser, Wand of Identify, Skyrocket firework (3); Other Gear Masterwork Chain shirt, +1 Bane (Animal) Arrows (2), +1 Flaming burst Arrows, +1 Keen Cold Iron Wakizashi, Whispering Shrike, Arrows (100), Blunt arrows (100), Masterwork Cold Iron Arrows (20), Masterwork Composite longbow (Str +1), Ring of climbing, Backpack (15 @ 28 lbs), Bedroll, Belt pouch (1 @ 33 lbs), Rope, Spell component pouch, Trail rations (10), 1647 GP, 3 SP
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Special Abilities
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Birthmark +2 save vs. charm & compulsion
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Disruptive +4 DC to cast defensively for those you threaten.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scent (corpses & badly wounded only) (Ex) Detect opponents within 15+ feet by sense of smell.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred) (DC 14) After defeating enemy, gain +2 sacred bonus to AC for 3 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
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The tengu learns its art from the Temple of Nalinivati from Tian Xia. Tasked with exorcising the world of demons, this particular tengu takes his job very seriously.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Male Tengu Inquisitor 3
N Medium Humanoid (tengu)
Init +7; Senses low-light vision, scent (corpses & badly wounded only); Perception +10
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 24 (3d8+6); judgement of sacred healing 2
Fort +4, Ref +5, Will +6; +2 trait bonus vs. charm and compulson
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 30 ft.
Melee +1 Keen Cold Iron Wakizashi +4 (1d6+2/15-20/x2) and
Bite (Tengu) -2 (1d3/x2) and
Whispering Shrike +4 (1d6+2/15-20/x2)
Ranged Masterwork Composite longbow (Str +1) +7 (1d8+1/x3)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Hide from Undead (DC 14), Remove Fear, Comprehend Languages, Cure Light Wounds
0 (at will) Resistance, Stabilize, Daze (DC 13), Detect Magic, Guidance, Light
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +3; CMD 17
Feats Disruptive, Escape Route, Point Blank Shot, Precise Shot
Traits Birthmark, Theoretical Magician
Skills Acrobatics +3, Climb +5, Escape Artist +3, Fly +3, Heal +7, Intimidate +5, Knowledge (arcana) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +10, Ride +3, Sense Motive +9, Spellcraft +9, Stealth +5, Survival +7 (+8 to track), Swim +4; Racial Modifiers +2 Perception, +2 Stealth, monster lore
Languages Common, Tengu, Tien
SQ domains (spellkiller inquisition), judgement (1/day), solo tactics, spellkiller (dc 14), teamwork feat (change 3/day), track
Combat Gear Potion of cure light wounds, Potion of restoration, lesser, Wand of Identify, Skyrocket firework (3); Other Gear Masterwork Chain shirt, +1 Bane (Animal) Arrows (2), +1 Flaming burst Arrows, +1 Keen Cold Iron Wakizashi, Whispering Shrike, Arrows (100), Blunt arrows (100), Masterwork Cold Iron Arrows (20), Masterwork Composite longbow (Str +1), Ring of climbing, Backpack (15 @ 28 lbs), Bedroll, Belt pouch (1 @ 33 lbs), Rope, Spell component pouch, Trail rations (10), 1647 GP, 3 SP
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Special Abilities
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Birthmark +2 save vs. charm & compulsion
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Disruptive +4 DC to cast defensively for those you threaten.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scent (corpses & badly wounded only) (Ex) Detect opponents within 15+ feet by sense of smell.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred) (DC 14) After defeating enemy, gain +2 sacred bonus to AC for 3 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
--------------------
The tengu learns its art from the Temple of Nalinivati from Tian Xia. Tasked with exorcising the world of demons, this particular tengu takes his job very seriously.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.