Valeros

Tsui Dawei's page

126 posts. Alias of Samnell.


Classes/Levels

hp 32/32 | AC 18 FF 14 T 14 | F+4 R+5 W +8 | Init +6 | Perc +9 | Spells: 4/2

About Tsui Dawei

Tsui Dawei
Human Inquisitor of the Eternal Emperor 4
LN Medium humanoid (human)
Init +9; Senses Perception +9

DEFENSE

AC 18, touch 14, flat-footed 14
(+4 armor, +4 Dex)
hp 32 (4d8+0)
Fort +4, Ref +5, Will +8

OFFENSE

Speed 30 ft., (30 ft. in armor)
Melee heavy mace +5 (1d8+2) or
Ranged longbow +8 (1d8+1) or
longbow +9 with point blank shot (1d8+2)
longbow +6/+6 with rapid shot (1d8+1)
longbow +7/+7 with rapid shot and point blank shot (1d8+2)
Special Attacks Destruction Judgment (+2 sacred bonus damage), Justice Judgment (+1 sacred bonus attacks)
Inquisitor Spells Known (CL 4; touch +5, ranged touch +7; concentration +6):
2nd (2/day)--Flames of the Faithful, Spiritual Weapon
1st (4/day)--Command (Will DC 14), Cure Light Wounds, Divine Favor, Doom (Will DC 14)
0th (at will)--Create Water, Detect Magic, Detect Poison, Guidance, Light, Read Magic
Domain Nobility

STATISTICS

Str 14 (+2), Dex 19 (+4), Con 10 (0), Int 11 (0), Wis 16 (+3), Cha 10 (0)
Base Atk +3; CMB +3; CMD 19
Feats Lookout (B), Point Blank Shot, Precise Shot, Rapid Shot,
Traits Bastard, Imperial Soldier, Nomadic, Reactionary
Skills Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Perception +10, Ride +11, Sense Motive +12, Survival +11;
Racial Modifiers None
Languages Tien
SQ Judgement, stern gaze, monster lore (+3)
Gear 40 arrows, backpack, bedroll, chain shirt, explorer’s outfit, flint & steel, heavy mace, longbow +1; 10 days’ rations, 50 ft. silk rope, 10 torches, waterskin, wooden holy symbol, weight of gear 78 lbs; 30.8gp

Special Abilities

Cunning Initiative (Ex) adds Wis modifier to initiative.

Detect Alignment (Sp) use detect good/evil/law/chaos at will, but only one at a time.

Judgement (Su) 1/day, so long as inquisitor participates in combat. If frightened, panicked, paralyzed, stunned, unconscious, etc, bonuses are suppressed until effects wear off. Bonus is sacred (or profane) based on alignment. Switching judgement types is a swift action.
Destruction: +2 weapon damage
Justice: +1 to attack rolls

Domain Power: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Monster Lore (Ex): Add Wisdom modifier in addition to Intelligence modifier to Knowledge checks made to identify strengths and weaknesses of creature.

Solo Tactics (Ex): All allies treated as having relevant teamwork feats to power my own. Allies must still meet positioning and other requirements and gain no benefit themselves sans feats.

Stern Gaze (Ex): Bonus equal to ½ Inquisitor level to Intimidate and Sense Motive checks.

Track add half level to Survival checks to follow or identify tracks.

Lookout teamwork feat +solo tactics: Whenever you are adjacent to an ally, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Backstory:
Dawei was the result of an indiscretion among the oracular elite of Po Li, given off to a monastery at an early age and trained in the ways of the Eternal Emperor. His childhood was hard, but he took to his studies and committed himself to being the oracles' strong right hand in the Eternal Emperor's name.

Then he got to see the men and women he served up close. They were corrupt, dissolute, and eventually he realized that they would never find a new emperor. They stopped looking long ago, instead carousing at pastoral retreats where he stood guard. His faith would not abide such a betrayal, and he quit Po Li soon thereafter, wandering for a time before he came to Lingshen and became impressed by its king's vigorous ways. This man acted like an emperor! Inspired, and convinced that the Mandate of Heaven been awarded, he swore himself to Lingshen.

Dawei never expected his service to go far. He knew that those of Lingshen distrusted him and, to be fair, he came from one of the land's enemies. But his loyalty and capability impressed someone. To his astonishment, he received the summons to come to Yan Province and charge to tame Shenmen for his emperor. He went at once.

Dawei hides it, even from himself sometimes, but he burns to prove that he's the better of the nobles who rejected him and who he then rejected in turn. He wants his name known and respected. If he achieves nothing else in Shenmen, he hopes to show himself one of Lingshen's most loyal and capable retainers.

What Tsui Dawei brings to the party.:

Tsui has a few handy wilderness skills and limited divine ability, including some healing, but primarily he's an archer. He can come into melee when he must, but his strength is at range. He might make a good Marshal or Royal Enforcer.