About 'Intrus' Durand
		'Intrus' Durand (Guild Second, Les  Cisailles)
Male Human (Kellid) Relic Hunter and Urban Infiltrator Inquisitor 4
N humanoid
Init +3; Senses Perception +10
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Defense
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AC 14, touch 10, flat-footed 14 
hp 23 (4d8)
Fort +4, Ref +1, Will +7
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Offense
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Speed 30 ft.
Melee 
Spear +5 (1d8+3/x3)
Bladed Scarf +5 (1d6+3)
Ranged
Hand Crossbow +3 (1d4/19-20)  
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
..at will - detect alignment
Implement Schools
..Divination (Ledger of Secrets, 2 points) Resonant: third eye; Focus: future gaze, sudden insight
..Illusion (Shae Mask, 2 points) Resonant: distortion 10%; Focus: minor figment, unseen
..Transmutation (Bladed Scarf, 3 points) Resonant: physical enhancement (STR); Focus: legacy weapon
Inquisitor Spells Known (CL 4th; concentration +7)
..0 (at will) - brand (DC13), detect magic, oath of anonymity, read magic, sift, virtue
..1st (4/day) - cloak of secrets, disguise self, grappling scarf, heightened awareness
..2nd (2/day) - percieve cues, rumormonger (DC15)
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Statistics
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Str 14, Dex 10, Con 10, Int 8, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Believable Veils, Combat Expertise, Cosmopolitan, Deadly Aim, Intimidating Prowess, Power Attack, Swap Places
Skills Bluff +8, Diplomacy +6 (+9 when gathering information), Disguise +10, Intimidate +11, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +6, Perception +10, Sense Motive +10, Stealth +4, Survival +7
Languages Common, Dwarven, Elven, Gnome, Halfling, Hallit, Shae, Undercommon
Gear oil (2), MWK armored coat, bladed scarf, hand crossbow, spear, ring of arcane signets, sleeves of many garments, backpack, chalk (2), code rod, disguise kit, flint and steel, ink, inkpen, pocketed scarf, sealing wax, signet ring, silver holy symbol, waterproof lamp, 30g 4s 8c
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Special Abilities
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Believable Veils (1/day) Empower glamer or figment so disbelief DC is 2 higher than normal.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Cunning Initiative Add Wisdom modifier on initiative checks in addition to Dexterity modifier.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment Detect chaos, evil, good, or law at will.
Distortion 10% As standard action, gain miss chance until your next attack.
Future Gaze 1 focus: Gain insight into the future, as augury.
Gifted Detective Add WIS in addition to CHA to Bluff, Disguise, and Diplomacy to gather information.  Gathering information never takes more than 1 hour.
Legacy Weapon +1 1 focus: weapon touched gains enhancement bonus plus a special ability.
Minor Figment (4 rounds) 1 focus: create minor figment, as ghost sound or minor image.
Physical Enhancement +2 (Strength) Implement grants bearer enhancement to one physical attribute.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 to Sense Motive and Intimidate.
Sudden Insight +2; Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye Gain enhanced senses while implement stores focus.
Track +2  to Survival checks made to track.
Unseen 1 focus: become invisible, as invisibility, 2 focus for willing creature.
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