Valeros

Bedir's page

29 posts. Alias of Just a Mort.


Full Name

Bedir

Race

Male LG Inquistor/Monk/Summoner | HP 241/241 AC: 59(27 Tch, 54 Fl) | CMB: +25, CMD: 48| F:+ 24, R: +25, W: +27 | Init: +10 | Perc: +30, SM: +13 | Speed 30ft |

Classes/Levels

|Inquisitor Spells: 1st 6/7| 2nd 4/7| 3rd 3/6| 4th 3/4|5th 3/3| | Summoner Spells: 1st 6/7| 2nd 4/6| 3rd 2/5| 4th 4/4|5th 3/3|

Gender

M

Size

M

Alignment

LG

Strength 32
Dexterity 15
Constitution 20
Intelligence 16
Wisdom 25
Charisma 20

About Bedir

TOA unfused:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +8; Perception +28
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Defense
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AC 28, touch 28, flat-footed 23
hp 110
Fort +19, Ref +21, Will +23;
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Offense
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Speed 70 ft.
Melee Unarmed Strike +13 (2d6+3)
Ranged +1 Adaptive Longbow +19 (1d8+6)
Flurry of blows +21/+21/+16/+16/+11 (1d8+6)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser restore eidolon, Long arm, Grease, Enlarge Person, Shield, Reduce Person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport
Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
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Statistics
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Str 16, Dex 12, Con 16, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +16; CMD 39
Feats Arcane Strike, Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour)
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, 10 Spell Component pouches, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp ,Sack filled with wet earth, page of spell knowledge reduce person
+1 Holy, Adaptive Greenwood Longbow (Large)(with fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlets, 2 Cracked Pale Green Prism(both saves and attack),3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 durable adamantine arrows, 1000 large sized cold iron arrows, 12k gp left over, 1000 normal arrows
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

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.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
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)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

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.

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.

Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused wwith his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

TOA fused:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc) - Large size
Init +10; Perception +28, blindsense 30 ft
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Defense
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AC 50, touch 27, flat-footed 45
hp 136+105(temp)
Fort +25, Ref +25, Will +27; +4 v enchantmments
Has Evasion when fused.
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Offense
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Speed 30 ft.
Melee Unarmed Strike + 21(2d6+11)
Ranged +1 (Large) Holy Adaptive Longbow (fortifying stone attached)+18 (2d6+14)
Flurry of blows +20/+20/+15/+15/+10 (2d6+14)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport

Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
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Statistics
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Str 32, Dex 15, Con 20, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +24; CMD 48
Feats Arcane Strike,Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly Aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour),
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Evolutions: Large (4), Shadow Blend (2), Improved Natural Armor (1), Blindsense (3), Immunity Fire (2), Immunity Cold(2), Resistance Acid (15), Resistance Lightning (15), Magic Attacks (1)

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Holy, Adaptive Greenwood Longbow (Large),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlet, 2 Cracked Pale Green Prism(morale and saves),3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser rejuvinate Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 large sized durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Sack filled with wet earth, 12.5k gp left over, Page of spell knowledge reduce person
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

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.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
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)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

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.

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.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

Bedir's long term buffs:

Bedir does not sleep - with keep watch and a ring of sustenance - he never has to. Therefore he is in his fused form, all the time. Belt of the weasel gives compression - so he can go anywhere a medium creature can go. His fused forms evolutions are not really monstrous so he can walk around town with them.

These buffs are on every single hour per day (using lesser rod of extend - they last 26 hours):

Greater Magic Weapon (on both bows) - giving them a further +2 to attack and damage.
Greater magic fang (on his unarmed strike and all his natural weapons) - both claws - giving him a +1 to attack and damage
Mage armor - giving him a further +4 to his armor class.
Delay poison - giving him immunity to poison (he'll pay for it later but that's beside the point).

If he is about to go into any kind of dangerous situation, he will cast
the following on himself:

Heroism (+2 morale bonus to attacks and saving throws - not factored into stats).
Barkskin (+5 to natural armor) - not factored into stats either)
Resist Energy (Acid + Lightning) giving him a total off 30 resistance to both elements.
Magic Circle Against Evil (just prevents possession)
Heightened Awareness (+2 to all knowledge checks) - can drop to gain +4 to init for one battle.

They last for 260 min (4h, 20 min)

He will drop Freedom of movement on himself - it lasts for 2h, 10 minutes.

For the purposes of TOA the following buffs are assumed to be up:

Freedom of Movement
Mage Armor
Barkskin
Heroism
See Invis
Arcane Sight
Greater Magic Weapon (Both bows)
Greater Magic Fang
Delay poison
Resist Energy (Lighting + Acid)
Magic Circle Against Evil
Heightened Awareness

Old form:

Male Human Oracle 6 (Lunar - Haunted Curse)
NG Humanoid
Init +5; Perception +9
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Defense
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AC 18, touch 15, flat-footed 13
hp 55 (dropped lowest roll)
Fort +4, Ref +6, Will +5;
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Offense
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Speed 30 ft.
Melee MW Longspear +6 (1d8+3)
No ranged.
Spells (CL 6th; concentration +11)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic, Mage Hand, Ghost Sound
Lv 1 spells known (7/day): Remove Fear, CLW, Murderous Command, Protection from Evil, Liberating Command, Bless, Weapons Against Evil, Fumbletongue
Lv 2 spells known (6/day): Burst of Radiance, Lesser Restoration, Summon Monster 2, Dust of Twilight, CMW, Levitate, Minor Image
Lv 3 spells known (4/day): Dispel Magic, Rage, CSW
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Statistics
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Str 14, Dex 10, Con 14, Int 14, Wis 10, Cha 20
Base Atk +4; CMB +6; CMD 16
Feats Noble Scion (War), Spell Focus Evocation, Greater Spell Focus Evocation, Craft Wondrous Items
Additional Class Skills Knowledge Dungeoneering, Knowledge Local
Essense White Essense (3)
Methods Shunner
Memento Still Writhing Tentacle
Skills Perception +9, Survival +9, Spellcraft +11, Knowledge Nature +9, Knowledge Religion +9, Diplomacy +10, Sense motive +9, Knowledge Arcana +3, Knowledge Dungeoneering +9, Knowledge Local +9, Knowledge Engineering +3, Linguistics +4
Languages Common, Aklo, Draconic, Auran, Terran
Revelations Eye of the Moon, Prophetic Armor,

Haunted Curse Effects

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Other Gear
MW Studded leather armor, MW Longspear, Cold Iron Morningstar, Silver Mace, Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, Light Crossbow, Grappling Bolt, 20 bolts, Headband of Alluring Charisma +2, Light Wooden Shield, 2 Wand of CLWs, Heavy Wooden Shield, 5 torches, Flint and Steel, Spell Component Pouch, Ring of Eloquence, Ring of Sustenance, Bag of Holding (Type 1), Cracked Magenta Prism (+2 Spellcraft), Traveller's any tool, Haramaki (Polar Kamadan Shaped), Portable Artificer's Lab, 558 gp left over