Ankheg

K'aketak Dustwalker's page

27 posts. Alias of Peet.


Full Name

K'aketak the Wanderer

Race

Resources:
Spell Slots: 1st: 2/2 | Judgments: 1/1 | Poison 2/2

Gender

Male Thri-Kreen Templar 1 | HP 11/11 | AC:22 TAC:15 FAC:17 CMD:18 | F: +4, R: +5, W: +4 | Init: +7 | Perc: +6, S.M. +6 | Speed 40ft. |

Age

9

Alignment

CG

Languages

Kreen, Common

Strength 17
Dexterity 21
Constitution 15
Intelligence 10
Wisdom 14
Charisma 10

About K'aketak Dustwalker

The Story of K'aketak:
The stranger, wearing heavy cloaks that cover most of his features, stares at the elven mercenary across the table.

"You want to know about the juggler? That Thri-kreen over there?" said the wiry elven mercenary. The mercenary rubbed the scars on his arm. "Sure, I know all about him. Well, as much as anyone. You came to the right man. I'll tell you what you want to know... if you're buying."

The two men look out the window into the square. Out in the square, a thri-kreen juggled colored sticks decorated with streamers for a small crowd gathered in the late afternoon sun. A few people threw small coins into a hat laid on the ground.

The two turn back to look at one another. The elven mercenary leans back in his chair, stretching out. His tanned skin is crisscrossed with scars, and he wears a harness with simple, well-used weapons. He sits there, seeming to relax, until the stranger raises his hand, beckoning over the barkeep.

"We'll have-" the stranger begins, but is cut off by the mercenary.

"Wine from Tyr." the mercenary says. "And leave the jug."

The barkeep hustles off, and comes back with a jug of wine. The stranger pays silently and the barkeep wanders off.

"Now, where were we? Ah, yes, the juggler." the mercenary begins as he pours the wine into his cup. "Care for some? No? More for me then. Heh."

"Everyone likes a Thri-Kreen juggler. With two extra hands they can do things that make even halfling jugglers green with envy. When he wanders into a new town he can always earn some coin doing tricks for the crowd. Most Thri-Kreen seem cold and aloof, but this one seems to know how to fit in. Nobody thinks he is anything more than a street performer. Mind you, the juggling thing is just a disguise, a cover. Of course, if you're asking, I'm sure you knew that."

The mercenary takes a long draught of wine, and pours himself another cup.

"I first met him, oh, maybe two years ago. I used to be a gladiator. A slave. A coffle of us were being transported to a new city to perform there. They never told us which city we were going to. Maybe Nibenay, I don't know."

"We were crossing a particularly sandy stretch when chatkchas started flying all over the place. A couple of the guards went down, and then one of the chatkchas cut the reins to the animals pulling the master's wagon. A few fires started - I'm not sure how - and some of the mounts panicked."

"Then there he is, a thri-kreen all dressed in rags, coming out of the dunes. At first we thought it was a raid, but there was only him. The attack was bold, but there were too many guards. I thought he was doomed."

"Now normally you don't go to all that trouble unless you want something. Slaves are property, and if it were raiders, they would be hoping to take the slaves alive and sell them for coin. But not the juggler. He broke my chains, and then dropped one of the guards' weapons at my feet. 'If you want to be free, fight,' he said."

"So I did! We all did. Soon, between us and the Thri-kreen, we outnumbered the guards. Many slaves died that day, but none of the slavers escaped. It was a good day. Even the sorely wounded among us felt truly alive at that moment."

The mercenary smiles wistfully, and takes another sip of wine.

"But the juggler don't say another word to us. After rifling through the guards' stuff for anything useful, he just wanders off into the desert again like we weren't nothin'. Some of us called after him, but he just said, 'Go. You are free.' The rest of the gladiators milled around for a while, and eventually went their separate ways. But I decided to follow the juggler."

"Tracking him wern't easy, and he kept a good pace. If I hadn't been raised in the ways of the desert I would never have kept up. I would find him when he made camp, but he never offered to share his camp with me, so I would camp a ways off."

"On the third night he had clearly had enough of me following him. When I made my camp a ways from him, he called out to me. 'Elf,' he said. 'If you are following me on account of the grudge between our peoples, I would have hoped that my gift of freedom would have given you cause to leave me be.' Heh. Believe that?"

"So I says to him, 'I don't mean to kill you, Thri-Kreen. Among my tribe, when a debt is owed, it must be repaid.' You see, my people believe that a debt weighs on one's soul like chains, and-"

"Yes, yes," the cloaked stranger interrupts. "I am here to learn about the Thri-Kreen. I don't need to hear about your quaint tribal customs."

The mercenary scowls, and drains his cup again. "No need to get testy on me. Let the story play out. So, where was I-"

"You told the... juggler... that you owed him. What did he say?"

"Hah!" the mercenary slaps the table with his palm. "Nothing! He just camps like usual and ignores me for the rest of the night. This went on for, like, two weeks."

"Then one night I was settling in at my camp. He hadn't lit a fire that night. Suddenly he comes out of the dark. For a second I thought he had had enough of me following him, and was going to try to kill me. Debt or no debt I would have stopped him."

"But he drops a brace of desert rats he's caught down by the fire, and he starts skinning them and putting them on spits. We cooked them and ate them, and from then on we shared a camp. It still took about another month for him to start talking to me. But eventually I got him to tell me his story."

"You see, his tribe considered him marked when he was born. He's got a big pale birthmark on his back like a six-pointed star, and a bright falling star went overhead just as he was born. So he says. So the tribe thought he was marked by fate, and had some kind of great destiny. He also was really quick, faster even than most Thri-Kreen. So they assumed he would be a great hunter, though that's mainly because Thri-Kreen don't have much imagination and that's the best thing any of them can think of."

"And sure, he learned to hunt all right, but he was way too interested in outsiders. And when he saw a bunch of slavers running a caravan near his tribe's hunting grounds, he decides to try to free them. This ends up getting his whole tribe involved, and though they back him up, afterwards the elders are all like 'what the hell were you thinking?' And the juggler here, he doesn't really have an answer except that he knows what he did was right. That's not good enough for the elders who tell him that what outsiders do to each other is none of their business. Juggler here never buys that, and the next time he pulls a stunt like that he gets himself banished from his tribe."

"That's a hard thing for a Thri-Kreen. They're very community oriented. They have these instincts-"

"Yes, yes." the stranger interrupts. "We're wandering off topic again."

"Damn it, there's no need to be rude!" shouts the elf, as he glares at the stranger. "Do you want to hear this or not?"

The stranger scowls sullenly for a moment, and then flags the barkeep again. "Bring us another jug," the stranger tells the barkeep. The barkeep shuffles off.

"Well, all right then," the elf smiles.

"Anyways, so he wandered around for a while, alone. He tried to make do with the skills he had, and he was good enough to survive in the wild. And he tries to help people when he can, though without his tribe he feels there's not much he can do."

"Eventually he finds this guy, chained to this monolith. The word 'LAW' is carved on it in big letters. The guy is dry as a husk but somehow is still alive. When the juggler here gets close, the guy speaks. He says, 'leave me alone, stranger. I am here because I resisted the will of the Sorcerer-Kings. If you free me you will be punished.' Or whatever. Of course, that is just the kind of thing that pisses the juggler off. 'What are the Sorcerer-Kings to me?' he says, and he releases the guy. So the guy, now free, says to the juggler, 'Your punishment is that you are now a slave to freedom.'"

"What? Hah!" the stranger laughs. "That makes no sense! Slave to freedom? Might as well say you can become a virgin by having lots of sex!"

The elf chuckles. "I know what it sounds like. But it means that from now on the juggler has to oppose slavery whenever he can. Turns out the guy is some kind of mystic, and he could have freed himself whenever he wanted. The whole thing was some kind of test."

"The guy starts teaching the juggler all kinds of stuff. Mystical stuff, about serving the right and keeping yourself pure. And he learns some magic too. Magic that will help him in his quest."

The stranger perks up. "What kind of magic?" he asks.

"Oh, you know," the elf says. "Kinda like what clerics do, only without the elemental stuff."

The stranger rolls his eyes. "Nonsense. Clerics always serve an element."

The elf leaned forward, his voice hushed. "I didn't say he was a cleric. His magic is like what clerics do. In the same way that Templar magic is like what clerics do. Follow me?" the elf winks at the stranger.

The stranger's jaw drops. "Are you saying he's a templar? Who is his patron?"

The elf shrugs. "Far as I can tell, he don't have one," he says.

"Impossible!" the stranger says, his face reddening. "A templar derives his power from one of the Sorcerer-Kings. There can be no templar without a patron. To suggest otherwise is... is..."

"Blasphemy?" the elf replies, his eyebrow raised.

"Yes! Blasphemy!" the stranger whispers intently. "A blasphemy the Sorcerer-Kings will not allow to stand!"

The elf shrugs again. "Not my problem," he says.

The stranger locks gazes with the elf. "Maybe it is."

"What?" the elf frowns.

The stranger smiled, and folded his hands in front of him, elbows on the table. "You shouldn't be so free telling people you were once a slave. If your master, or his representatives came to claim you, the law would be on their side. The authorities would be forced to help them return you to bondage. If they knew you were an escaped slave."

The elf scowls. "Is that a threat?"

"I have no personal interest in the matter, the stranger continues. "A simple task will buy my silence. You must help me lay a trap for this Thri-Kreen."

The elf leans back, and grins. "I see. But you forget... I'm the one with his back to the wall."

The stranger frowns, confused. "What does that-" Suddenly the stranger's eyes go wide, and he whirls around. The juggler is no longer juggling in the square - he is right behind the stranger, gazing at him intently. The stranger tries to rise, reaching for a weapon, but the thri-kreen sinks his claws into the stranger, pinning him. The elf rises, and hurls a hatchet into the back of the man's neck. There is a spray of blood, and the stranger collapses to the floor.

The thri-kreen stands silently for a moment, and then reaches down, pulling aside the stranger's robes. A small pendant glitters around the man's neck.

"Templar," the thri-kreen says.

"Another one. They really are hunting you now. What will you do?" asks the elf.

The thi-kreen pauses. "I know not. I suppose it is time to head into the wastes again, as I always do."

"Maybe not," says the elf. "They will expect that. They will bring trackers."

The thri-kreen shrugs. "What else then?"

"Everyone would expect you to travel alone. So don't. There is a scow setting out on the silt sea; it leaves tonight. It's a big one, passengers and cargo. Nobody will expect you to take a ship anywhere."

The thri-kreen thinks. "Yes, but... you will have to remain behind. Everyone knows I travel with an elf nowadays. If we board the ship together, they will piece it together."

The elf nods solemnly. "I know. But we've had a good run. I still owe you... I'll see if I can throw 'em off the scent."

"No, Kalaran," the thri-kreen says. "You owe me nothing any more. Freedom... it is valuable, but it can be given and taken away. But friendship lasts. It has been... a long time since I have had a friend. That is a greater gift than I ever gave you."

The elf smiles. "Well, you can see it your way and I can see it mine."

"And be careful," the Thri Kreen continues. "If they make you a slave again, I might not be around to free you."

"Hah!" the elf laughs. "They'll never catch me again. I'll die first!"

"And yet so many of the slaves we set free seem to get captured again," says the thri-kreen. "Almost like they are doomed to remain slaves. If only there was some place that they could go, a place of refuge..."

"Not on Athas," says the elf. "It's the way of the world. You fight for everything; if you don't you have nothing."

The thri-kreen shakes his head. "But there ought to be. Maybe someday. In any case, good luck to you, Kalaran. Thanks for everything."

"You too, K'aketak. Safe journey."

The elf and the thri-kreen clasp hands for a moment. Then the thri-kreen is gone, disappearing out into the square as the sun sets.

The elf kicks the cooling body of the Templar. He sits back down at the table. "Barkeep!" he shouts. "This man's purse is full! You can have it for the price of disposing of this mess and one more jug of wine!"

Short Version:

Quick Background:
* Born under a good omen. Raised by the Dancing Wind tribe. Learned to be a hunter.
* Kept tryint to interfere with actions of local slavers. Exiled from tribe for bringing trouble upon the tribe.
* Wandered the deserts alone for several years.
* Found a man chained to a monolith. Released him despite threats that he would be punished for doing so.
* Monolith was a test; the man was an elder templar of a mysterious patron dedicated to freedom and restoring the land.
* After his training, K'aketak wandered alone, freeing slaves whenever he could.
* When freeing a group of gladiators, he freed an elven gladiator named Kalaran who wished to repay K'aketak for freeing him. They traveled together for a time.
* As K'aketak's reputation grew, he began to be hunted by authorities who viewed his acts of freeing slaves as criminal banditry. The rumors that he was a templar who served no patron intensified this hunt.
* Eventually he was forced to part from Kalaran in order to keep a step ahead of the templars hunting him. The boarded a ship and set sail on the Silt Sea for parts unknown.

A Few Contacts:
* Parental relations not important to Thri-kreen.
* Childhood friends: Zaktik'k, Chitrak, and Tat'rekik.
* Sizkar'tuk - shaman who had K'aketak exiled
* Kalaran - elven barbarian gladiator and friend to K'aketak
* Enzennur - a slave master who escaped and reported K'aketak to the authorities
* Vorotarius - an influential Templar hunting K'aketak

Personality and Appearance:
Appearance:
K'aketak has two personas, the wanderer and the juggler.

When he appears as the wanderer, he appears as a dusty and travel-stained Thri-Kreen, dressed in rags like a beggar. He is hunched over like an old man leaning on a staff, and seems feeble. He does not appear threatening until he starts pulling Chatkchas from under his rags and hurls them with deadly accuracy. Some of this is acting but some is a result of his decrepit disguise ability which he uses to make his clothing and armor look worthless.

When he appears as the juggler, he appears dressed in colorful desert clothes, and he often paints his face, arms, and hands faciful and comical colors. He uses Jugglesticks, colored balls, colored hankerchiefs, and small knives in his act, and will persist as long as he has an audience. He appears friendly but simple-minded and will generally not reveal his true nature when in this guise. The primary purpose of this guise is to mingle with crowds, earn some coin, and be able to observe the situation in a settlement without anyone considering him a threat.

Personality:
K'aketak often seems cold and aloof to most people, though this a common impression of Thri-Kreen among other races. K'aketak in particular does not like to talk much and rarely says anything of consequence around strangers. However, he can be polite and germane when required, and is able to make small talk when he feels he has an interest in 'fitting in.'

K'aketak feels a deep personal anger when he sees others in bondage or mistreated by those more powerful than they, and it is his personal quest to liberate as many slaves as he can. These actions have not ingratiated him to slave masters and the authorities in general, and as a result he is now hunted by a variety of authorities. This makes him very wary of strangers and he takes a long time to warm up to others.

Build Concept:
K'aketak is intended as a largely defensive switch hitter, capable of functioning well in melee and at range. He is intended to have a fairly monk-like flavor.

His defenses will comprise mainly of high dex, armor and shield, and fighting defensively. He has a trait which reduces the impact of fighting defensively on his to hit chance, so he will fight defensively most of the time. Improving acrobatics skill to three ranks and the Crane Style feat will both improve the defensive value of fighting defensively. Later on he may also start using shield of faith.

On offense he will prefer to use thrown Chatkchas. If he has them drawn at the start of a round, he can throw three at once with his multiweapon fighting feat. However, he will not have the quick draw feat until third level, so he will not be able to throw all the chatkchas every round until then. In melee he has four natural attacks (five if he drops the shield). And though these attacks only do 1d3 damage each they will add up.

Because his feats have to be split between ranged and melee and defense (most will end up in ranged), he probably won't excel as much as a character dedicated to one or the other.

For boosts his primary buff will be divine favor, which is boosted by his Fate's Favored trait. His judgments also act as a flexible boost though he has to save those for major opponents.

Out of combat he has a wide variety of skills. Though he is not likely to be astounding at any one of them he will have a number that are suited to stealth and infiltration.

For kingdom roles he is likely best suited to Spymaster or Marshal.

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Conversion Guide
Original Rolls

Race: Thri-Kreen
Class: Templar (inquisitor)
Archetypes: Cloaked Wolf, Heretic

HP: 11 (1d8 +2 CON +1 FCB)
AC: 22 (10 +3 armor +5 DEX +2 natural +2 shield )
* Touch AC: 15
* Flat-Footed AC: 17
Saves: Fortitude +4 Reflex +5 Will +4
Initiative: +7 (+5 DEX, +2 trait)
Move: 40 feet
BAB: +0 CMB: +3 CMD: 18

Melee: (+3 STR)
3 x Claw +3, 1d3+3
Bite +3, 1d3+3 (plus poison 2/day)
(poison: Fort DC 12, frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 1 save)

Ranged: (+5 DEX)
Chatkcha +5, 1d6+3 (18-20)
or Full attack 3 x Chatkcha +3, 1d6+3/1d6+1/1d6+1 (18-20)

Combat Gear (carrying capacity 86 lbs, starting money 140 cp)
Studded Chitin Armor (exotic shape) 50 cp, 20 lbs
12 x Obsidian Chatkchas 36 cp, 12 lbs
Heavy Wooden Shield 7 cp, 10 lbs

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Adventuring Skills
6+INT/level = 6 ranks

Bluff +6 ................................ (1 rank, +0 CHA, +3 Class, +2 Lore of Escape)
Disguise +1 .......................... (0 ranks, +0 CHA, +1 Morale - Lure Prey)
Knowledge (nature) +4 ......... (1 rank, +0 INT, +3 Class)
Perception +6 ....................... (1 rank, +2 WIS, +3 Class)
Sense Motive +6 ................... (1 rank, +2 WIS, +3 Class)
Survival +6 ........................... (1 rank, +2 WIS, +3 Class)
Stealth +8 ............................ (1 rank, +5 DEX, +3 Class, -3 ACP, +2 Lore of Escape)

Background Skills
2/level = 2 ranks

Knowledge (geography) +1 ..... (1 rank, +0 INT)
Sleight of Hand +7 ................. (1 rank, +5 DEX, +3 Class, -3 ACP, +1 morale - Lure Prey)
* Draw a hidden weapon: +8 .. (as above, +2 morale - Lure Prey)
* Juggling performance: +11 .. (as above, -1 ACP, +2 masterwork tools)

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Traits:
Wary Warrior (race): +2 to initiative
Safeguard (combat): to-hit penalty for fighting defensively reduced by 2
Fate's Favored (faith): +1 to any luck bonuses
Paranoid (drawback): DC to aid K'aketak is 15 instead of 10.

Feats:
1st level: Multiweapon Fighting

Trait and Feat Definitions:
Traits:
Wary Warrior (race): (Thri-Kreen only) Born and bred to the harsh realities of the desert, you are keenly aware of your surroundings and respond quickly to danger. You gain a +2 trait bonus on Initiative checks.

Safeguard (combat): Growing up out in the scorching sands was a harsh life, but you've learned to take care of yourself. When fighting defensively, you reduce the penalty on all attacks by 2.

Fate's Favored (faith): Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Paranoid (drawback): You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Feats:
Multiweapon Fighting (Combat)
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

General feat plan:

1st: Multiweapon Fighting
3rd: Point-Blank Shot
3rd Bonus Feat: Quick Draw
5th: Precise Shot
6th Bonus Feat: Dodge
7th: Crane Style
9th: Deadly Aim
9th Bonus Feat: Alertness
11th: Improved Multiweapon Fighting
12th Bonus Feat: Improved Initiative
13th: Double Slice
15th: Power Attack
15th Bonus Feat: Stunning Fist
17th: Improved Precise Shot
18th Bonus Feat: Deft Hands
19th: Two-Weapon Rend

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Magic:
Spells Known:
Orisons: (DC 12) detect magic, guidance, read magic, stabilize
1st level: (DC 13) disguise self, divine favor

Spells Per Day:
1st level: 2

Spell-like abilities (each 2/day):
Decrepit disguise DC 11

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Inquisitor Abilities:
Judgment 1/day (swift action)

Judgments:
* Destruction: +1 sacred to damage
* Escape: when you score a hit you may make a distraction as a move action (from archetype)
* Healing: fast healing 1
* Justice: +1 sacred to attacks
* Piercing: +1 sacred to concentration and CL vs. spell resistance
* Protection: +1 sacred to AC
* Purity: +1 sacred to all saves
* Resiliency: DR 1/magic
* Resistance: resistance 2 vs. one energy type
* Smiting: weapons count as magic

Agile Feet (su): (travel domain) 5/day as a free action ignore difficult terrain for 1 round.

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Combat Gear
(See above) Cost 93 cp, weight 42 lbs.

Miscellaneous Gear
Cost 44.5 cp, weight 39 lbs

25 cp Jugglesticks 1 lb
_5 cp 5 x kank nectar 5 lbs
_3 cp 3 x tindertwig
_2 cp Backpack 2 lbs
_2 cp 2 x Scroll Case 1 lb
_2 cp 2 x Waterskin 8 lbs
_2 cp Scrivener's kit 1 lb
_1 cp Belt pouch 0.5 lbs
_free Desert Clothing 3 lbs

10 cb 2 x Bandolier
20 cb 10 x Pages of Parchment
_5 cb Entertainer's Kit 3 lbs
_1 cb Sack 0.5 lbs
_1 cb Bedroll 5 lbs
_1 cb Filter Mask
_1 cb Clay Jug 9 lbs
_3 cb 3 x Chalk
_3 cb 3 x Candle

Totals:
Cost 139.5 cp, weight 81 lbs

0.5 cp left over

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Thri-Kreen details:
Athasian Thri-Kreen Racial Traits (25 RP)

Racial Modifiers: +4 Dexterity, +2 Wisdom, -2 Charisma

Medium: Thri-Kreen are Medium monstrous humanoids and have no bonuses or penalties due to their size.

Normal Speed: Thri-Kreen have a base speed of 30 feet.

Carapace: Thri-Kreen gain a +2 natural armour bonus to their Armour Class.

Darkvision: Thri-Kreen can see in the dark up to 60 feet.

Exotic Frame: Thri-Kreen cannot use clothing or armour that is not specifically designed for them. Normal clothing or armour costs twice as much for a thri-kreen as it does for other races. The base cost for magical clothing or armour is also doubled.

Jumper: Thri-Kreen are always considered to have a running start when making Acrobatics checks to jump.

Multi-Armed: Thri-Kreen have four limbs, each one capable of making a claw attack. These are primary natural attacks dealing 1d3 points of damage on a successful strike. Only one hand is considered its primary hand; all other hands are considered off-hands. It can use any of its hands for other purposes that require free hands.

Toxic Bite: Thri-Kreen possess a bite attack that deals 1d3 points of damage on a successful strike. Additionally, a number of times per day equal to the thri-kreen’s Constitution modifier, a thri-kreen’s bite can inflict a paralytic venom (DC 10 + 1/2 character level + Constitution modifier Fortitude save; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 1 save). The thri-kreen must decide to envenom their bite before the attack roll is made.

Wild Talent: Thri-kreen begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).

Languages: Thri-Kreen begin play speaking Common and Kreen. Thri-Kreen with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gith and Halfling.

Archetype Details:

Cloaked Wolf Archetype

Class Skills: A cloaked wolf adds Sleight of Hand to her list of class skills, instead of Intimidate.

This alters the inquisitor’s class skills.

Lure Prey (Ex): Cloaked wolves are skilled at maintaining a harmless guise even while they silently prepare to strike against their enemies. Starting at 1st level, a cloaked wolf receives a morale bonus on all Disguise and Sleight of Hand checks equal to half her inquisitor level (minimum +1). When a cloaked wolf uses Sleight of Hand to draw a hidden weapon, this bonus doubles.

This ability replaces stern gaze.

Always Wary (Ex): removed with GM consent.

Unleashed Fury (Ex): At 3rd level, a cloaked wolf can transition between parley and combat in the blink of an eye. She gains Quick Draw as a bonus feat.

Additionally, at 6th level and every 3 inquisitor levels thereafter, she gains a bonus feat from the following list: Alertness, Catch Off-Guard, Deceitful, Deft Hands, Dodge, Improved Initiative, Improved Unarmed Strike, Improvised Weapon Mastery, LookoutAPG, Mobility, Spring Attack, Stunning Fist, and Throw Anything. She must meet the prerequisites of the selected bonus feat. As a standard action, a cloaked wolf can choose to learn a new bonus feat from the above list in place of the most recent bonus feat she has already learned. In effect, the cloaked wolf loses the bonus feat in exchange for the new one. She can only change the most recent bonus feat gained. Whenever she gains a new bonus feat, the previous bonus feat becomes set and cannot be changed again. A cloaked wolf can change her most recent bonus feat a number of times per day equal to her Wisdom modifier (minimum 1).

This ability replaces solo tactics and teamwork feats.

Heretic Archetype:

Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Hide Tracks (Ex): At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks. This ability replaces track.

Templar (inquisitor) details:

Class Skills
The inquisitor's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Class Skills: Templars add Appraise, Escape Artist, and Knowledge (local) to their list of class skills and removes Knowledge (dungeoneering) and Swim. Archetype removes Intimidate and adds Sleight of Hand.

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Crossed out items replaced with Gythka and Chatkcha with GM consent.

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: (Travel) Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): 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.

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.

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.

Destruction: 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.

Healing: 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.

Justice: 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.

Piercing: 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.

Protection: 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.

Purity: 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.

Resiliency: 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.

Resistance: 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.

Smiting: 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).

Monster Lore (Ex): replaced by archetype

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): replaced by archetype

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): replaced by archetype

Solo Tactics (Ex): replaced by archetype

Teamwork Feat: replaced by archetype

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.