Jakaw Razorbeak

Arashi Bluebeak's page

43 posts. Organized Play character for areed.


Full Name

Arashi Bluebeak

Race

Tengu

Classes/Levels

Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Gender

M

Size

M

Age

19

Alignment

CN

Deity

Hei Feng

Languages

Common, Tengu, Abyssal

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 8

About Arashi Bluebeak

Stats:

Arashi

Male tengu inquisitor 1

CN Medium humanoid (tengu)

Init +3; Senses low-light vision, Perception +9

DEFENSE

AC 18, touch 13, flat-footed 14 (+3 Dex, + 4 Armor, +1 Shield)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +5, +2 trait bonus on all saving throws against illusions.

OFFENSE
Speed 30 ft.
Melee bite +2 (1d3+2) club +2 (1d6+2) short sword (1d6+2)
Ranged Sling +3 (1d4+20
Special Attacks judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, stern gaze

Known Inquisitor Spells (CL 1st, concentration +4):

1st (2/day)—bless, cure light wounds

0 (at will)—create water, detect magic, disrupt undead, sift

STATISTICS
Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 15

Feats Point-Blank Shot

Skills Bluff +3 , Diplomacy +3 , Intimidate +8 , Knowledge (Arcana) +5 , Knowledge (Arcana) (ID monster) +8 , Knowledge (Religion) +5 , Knowledge (Religion) (ID monster) +8 , Perception +9 , Sense Motive +8 , Stealth +9 , Survival +7

Languages Abyssal, Common, Tengu

SQ charm of wisdom, gifted linguist, judgment (sacred), low-light vision, monster lore, natural attack, sneaky, swordtrained

SPECIAL ABILITIES

Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Conversion Inquisition

Domains

Gifted Linguist (Ex) +4 racial bonus on Linguistics checks, and learn one additional language each time you take a rank in Linguistics.

Inquisitor ~ Domains

Inquisitor ~ Judgement

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.

Judgment / 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.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / 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.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / 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.

Judgment / 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.

Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision (Ex) See twice as far in dim light.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Natural Attack (Ex) You have a 1d3 bite attack.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Sneaky (Ex) +2 racial bonus on Perception and Stealth.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Swordtrained (Ex) Proficient with swordlike weapons.

Equipment:

Club, Short Sword, Sling, Bullets x 20, Wooden Light Shield, Hide Armor, Explorer's Outfit, Inquisitor's Kit, Alchemist's Fire x 3.

Encumbrance 88 Lbs
31g 8s