About Salis of Bletherad
BAB: 15 (I think. Gestalt is new to me. Same deal with saves.)
Fort: 12 + 8 = 20
Diplomacy 10 + 9 + 3 = 22
Heal 15 + 10 + 12 + 3 = 40
Knowledge (Arcana) 20 + 3 + 1 + 14 + 3 = 41
Knowledge (Dungeoneering) 20 + 3 + 1 + 14 + 3 = 41
Knowledge (Engineering) 10 + 3 + 1 + 14 + 3 = 31
Knowledge (Geography) 10 + 3 + 1 + 14 + 3 = 31
Knowledge (Local) 10 + 3 + 1 + 14 + 3 = 31
Knowledge (Nature) 20 + 3 + 1 + 14 + 3 = 41
Knowledge (Planes) 20 + 3 + 1 + 14 + 1 + 3 + 6 = 49 (+3 vs demons)
Knowledge (Religion) 15 + 3 + 1 + 14 + 3 = 36
Knowledge (History) 15 + 3 + 1 + 14 + 1 + 3 = 37
Liguistics 10 + 2 + 14 + 3 = 29
Perform (Oritory) 5 + 9 + 3 = 17
Perform (art) 20 + 9 + 3 = 32
Profession (Scribe) 20 + 2 + 12 + 3 = 37
Sense Motive 20 + 7 + 12 + 3 = 42
Spellcraft 20 + 9 + 3 = 32
Survival 10 + 12 + 3 = 25
Use Magic Device 15 + 9 + 3 = 27
Perception 20 + 12 + 3 = 35
Acrobatics 20 + 12 + 8 + 3 + 8 = 51
Intimidate 7 + 9 + 3 = 19
Stealth 20 + 12 + 3 = 35
Bluff 20 + 9 + 3 = 32
Slieght of Hand 8 + 12 + 3 = 23
Truespeak 20 + 14 = 34
Auto-hypnosis. 15 + 12 = 27
Research (tech) 5 + 12 = 17
Point blank shot
Perfect strike 11/day roll twice on attack rolls take better result
Wep focus (bow)
Wep specialization (bow)
Point Blank Master
Crane Style take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1dodge bonus to your Armor Class.
Crane Wing 1/rd deflect one attack while fighting defensive
Clustered Shots During full attack total all damage then apply DR
Skill Focus (Knowledge: planes)
Improved Feinting Flurry
Flurry of Blows
Unarmed Strike: 1d10
Fast Movement +20ft
Ki Pool (magic):1 Ki point shift action;
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Add 50ft to bows range
+20 acrobatics for jump checks 1 round.
Slow Fall 40ft
High jump: +monk lvl to all jump checks. Always considered running for jump checks.
Perfect Strike: Gives feat of same name
Way of the Bow: Gives Weapon focus bow
Zen Archery: May use Wis mod instead of dex for bows.
Point Blank Master: Gives feat of same name
Ki Arrows: 1 ki point, swift action; bow damage = unarmed damage
Advanced Talent: Peerless Maneuver
Advanced Talent: Improved Evasion
Combat Trick: Improved Feinting Flurry
Call it Out (Ex): 1/day standard action: can identify the weaknesses of one creature that he can see. Knowledge check to identify the creature. If successful, he and all allies within 30 feet who can hear her gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, an +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for 1 minute. If he has 10 or more ranks in the relevant Knowledge skill for that creature's type, the bonus is doubled to +2.
Mental Resolve (Ex): 1/day, may designate one opponent, and gain an insight bonus equal to her Wis bonus (+12) to her saves against all abilities by that opponent.
Combat Trick: Feinting Flurry
Lore: 1/2(+3) scho lvl to all knowledge checks, use knowledge untrained. (added in)
+Wis mod (+12) to knowledge for Identifying creature abilities and weaknesses.
Domain Protection: (Defense)
Orisons: 6 known
Stern Gaze: +1/2 Inq lvl to intimidate and sense motive (added in)
Cunning Initiative: +Wis mod to initiative
Detect Alignment: At will, can use detect chaos, detect evil, detect good, or detect law.
Track: +1/2(+7) inq lvl to survival for Identifying or following tracks
Solo Tactics: treat all allies as having teamwork feats for seeing if inq gains teamwork bonus.
Bane: swift action; Add bane quality to a weapon the Inq is wielding. Lasts Inq lvl in rounds a day.
Discern Lies: Immediate Action: As per spell for a number of rounds = to Inq lvl.
Second Judgment:Add a second judgment per use of Judgment ability.
Stalwart: Acts like evasion for fort and will saves. Can only be used in med or lighter armor nor while helpless.
Greater Bane: Bane now does 4d6 damage instead of norm.
Exploit Weakness: Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Bardic Knowledge: 1/2 PC lvl to all Knowledge may use knowledge untrained.
Deep Pockets: may carry unspecified equipment worth up to 100 gp per PC lvl.
Master Scribe: +PC lvl to all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items.
Live to Tell the Tale: Can attempt a new saving throw against any ongoing condition against which he failed a saving throw in a previous round, even if the effect is normally permanent.
Pathfinding: +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Pathfinder chronicler can extend this benefit to one companion per class level.
Demon Bone Composite long bow str rating (+4)
100 blank books (You'll figure out why)
100 arrows (about a dozen were magical till his plain shift)
about 300 give or take self written books.
150 give or take written books of other authors.
6 grappling arrows
a gem (once was a magical item)
20 ink bottles
Days of the Monk:
Raised in a scholarly monk order in the multiverse of Palladium, he was taught to hold life and knowledge above all else. Once he came of age he left the peaceful protection of the walls of the monastery. It wasn't long before he had found himself delving deep into forgotten mystery of magic, discovering lost and forbidden magics. Holding true to the beliefs of the order he kept the knowledge from the world. (The world is too young for some knowledge.) Eventually he came to befriend a group of adventurers. All the members had there own skills and beliefs, but that the entirety held was the want for freedom of life. It was fairly fast that this belief brought them to a city deep seated in slavery. It was also here that Salis first came into confrontation with his vows of complete pacifism. His eye perceived the violence that was happening all around him. Some from the companions he now called friend and more from the treatment that of the slaves around him. His voice did little to calm the situation. But the death of corrupt leaders brought peace to the kingdom till an assassin guild saw the opportunity to rise to power. Malitia was formed to deal with the guild who seemed to appear any where with in the city. Finally the group had found the entrances to the guild underground base. the malitia had posted gaurds at each of the entrances and killed any and all who came out. It was then Salis broke and threaten a militia that had been so bloody in there was of dealing with the assassins. After that he helped form a Anti-slavery guild with in the town. Within the first year the guild had reached it's power across the globe. He himself returned to his order and left the guild under the control of his companions till his return.
Knowledge of the Demon Hunter:
Salis returned to his order handing to them all the knowledge he had been hiding from the world that he had found. Knowing if he died they would keep it safe till the world was ready. Also he returned to leave to order before he broke his vows and was kicked out of the order. He left all but dead to the order, he had no idea of how he would learn a new life till he thought back to some of the lands he had heard of. The Demon Isle was what stuck out. An island that a war between demons and a small legion of archers, known as the Demon Bows. The isle had all known of demons on it constantly along with demons that had never been seen before showing up from time to time. He learn the way of war from them joining there ranks. it took no time for him to learn there ways but he knew he couldn't stay there his thirst for knowledge couldn't be quench with in the small borders of the island. He left to return to his companions out with in the world.
The New King:
He found he friends quickly enough the word of there travels spread quickly. He Decided they were going toward a large city that had one of the largest slave trades in the world. Once there he scouted the city till he saw a familiar face. Joining back with the guild, he returned to his post. With his new skills he volunteered for a role that none excepted. He was to snipe off the king of the region and help convince the officials of his brothers return. They're plan was to convince the city officials that one of there members was the brother of the king who had left years ago and lead a mercenary group that had disappeared years ago. the plan succeed With a well place shot from Salis's bow. But this brought a assassin's guild out to take vengeance upon the new king's decrees. This was quashed with the death of the five leaders of the guild.
The Masonic Mages Book:
While traveling through the mountains Salis pointed out an old elven fort. He convince his companions it may have be beneficial to visit. In text that he had read there was rumor of a group of mage's with in the fort practicing a thought lost magic. They climbed the mountain side on the areas they could stand they found that the mountain was infested with demons. To most this would have made the mountain impassible, but his time on the Island made it a different story. It took the group that days to reach the fort and once they did all but Salis became frozen in time. Knowing any who could freeze all of his group could easily kill him he stood his ground and waited. A elven mage stepped out from the shadows. Telling him that his arrival was expected. They agreed to teach him some of there knowledge enough to be able to learn the rest as he went. He stayed a week. His friends still frozen in time, for the mage's didn't trust the outsider's only the one foretold to come. Before they let his friends free they gave him a book. The book of Alterion it help powerful magic and could help him on his quest for knowledge and something else they never explained. After they unfroze his companions he convinced them they had to leave now.