| Full Name |
Kess-kar Ren the Risen |
| Race |
Tengu |
| Classes/Levels |
Inquisitor(Sin-Eater) Level 12 |
| Gender |
Male |
| Size |
Medium |
| Alignment |
Nuetral |
| Deity |
Nethys |
| Location |
Absolom |
| Languages |
Too many to count |
| Strength |
12 |
| Dexterity |
18 |
| Constitution |
10 |
| Intelligence |
16 |
| Wisdom |
16 |
| Charisma |
8 |
About Kess-kar Ren
Kess-kar Ren
Male tengu inquisitor (sin eater) of Nethys 12 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 162, Pathfinder RPG Ultimate Magic 46)
N Medium humanoid (tengu)
Init +7; Senses low-light vision; Perception +20
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Defense
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AC 26, touch 13, flat-footed 23 (+7 armor, +3 Dex, +2 natural, +4 shield)
hp 80 (12d8+17)
Fort +9, Ref +8, Will +11
Defensive Abilities stalwart
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Offense
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Speed 30 ft. (20 ft. in armor), fly 30 ft. (average)
Melee +1 light mace +11/+6 (1d6+8) or
. . +2 agile aldori dueling sword +12/+7 (1d8+12/19-20) or
. . dagger +10/+5 (1d4+7/19-20) or
. . quarterstaff +7/+2 (1d6+10) or
. . unarmed strike +10/+5 (1d3+7) or
. . bite +5 (1d6+3)
Ranged light crossbow +13 (1d8/19-20)
Special Attacks greater bane (17 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 12th; concentration +15)
. . At will—detect alignment, discern lies (12 rounds/day)
Inquisitor (Sin Eater) Spells Known (CL 12th; concentration +15)
. . 4th (3/day)—divine power, restoration, sanctify armor[APG] (DC 17), stoneskin
. . 3rd (5/day)—heroism, invisibility purge, prayer, searing light
. . 2nd (6/day)—flames of the faithful[APG] (DC 15), invisibility, communal protection from evil[UC], spiritual weapon, tongues
. . 1st (6/day)—comprehend languages, divine favor, ear-piercing scream[UM] (DC 14), magic weapon, shield of faith, weapons against evil
. . 0 (at will)—acid splash, detect magic, disrupt undead, guidance, read magic, stabilize
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 16, Cha 8
Base Atk +9; CMB +7; CMD 24
Feats Blood Beak[ARG], Improved Unarmed Strike, Long-nose Form[ARG], Outflank[APG], Piranha Strike, Precise Strike[APG], Swap Places[APG], Tengu Raven Form[ARG], Tengu Wings[ARG], Weapon Finesse
Traits cosmopolitan (absalom), ease of faith
Skills Acrobatics +7 (+3 to jump), Diplomacy +11, Fly +13, Heal +8, Intimidate +14, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +23, Perception +20, Profession (librarian) +16, Sense Motive +16, Spellcraft +14, Stealth +12, Survival +8; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Skald, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian, Vudrani
SQ eat sin, monster lore +3, solo tactics, speak with dead, stern gaze +6, track +6
Combat Gear wand of bless (21 charges), wand of cure light wounds (30 charges), wand of cure moderate wounds (46 charges), wand of endure elements (50 charges); Other Gear +1 dragonhide breastplate, +2 mithral heavy steel shield, +1 light mace, +2 agile aldori dueling sword, crossbow bolts (20), dagger, light crossbow, quarterstaff, deep red sphere ioun stone, amulet of natural armor +2, bag of holding i, bag of holding, corpse-ferrying, bane baldric, inquisitor's bastion vambraces, cleric's vestments, inquisitor's kit, wrist sheath, 36,231 gp, 5 sp
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Special Abilities
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Blood Beak You inflict 1 point of bleed damage on a critical hit with your beak.
Cosmopolitan (Absalom) You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Eat Sin 3d8+12 (absorb undeath) (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Flight (30 feet, Average) You can fly!
Greater Bane (+2 / 4d6, 17 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor's bastion vambraces Judgment of Protection also applies it's bonus to checks made to cast defensively.
Long-Nose Form (1/day) Transform into a human with a long nose, granting +2 STR and scent ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Risen Guard +2 to Fort saves vs death and negative levels.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Dead (Sp) Within 10 min of eating sin, may question the dead soul, need no body.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swap Places You can trade places with an ally with this feat during your movement.
Tengu Raven Form (1/day) Become into a Large black bird, as beast shape II. Fly 60 ft.(good), +4 STR, -2 dex, +4 nat. arm.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +6 Add the listed bonus to survival checks made to track.
Wand of endure elements (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder, holy symbol (1 @ 0 lbs) This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.
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inquisitor's kit
Price 30 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.