Repel Sin (tiefling: +2 saves vs spells and effect with the evil descriptor), Indomitable faith
Point blank shot (1st), Precise shot (3rd), Rapid shot (5th), Many shot (7th), Improved precise shot(9th), Weapon Finesse(11th), Weapon Focus Longbow (13th), Snap shot(15th), Mythic Rapid shot (mythic 1st), Dual Path (mythic 3rd), Mythic Weapon Finesse (mythic 5st)
Lookout(3st), Escape route(6th), Shake it off (9th), Target of opportunity(12th), Enfilading Fire(15th).
Mythic Tier 5
Mythic power Remaining 8/8
Mythic Path Champion: +25 HP, Distant Barrage (Ex): You can expend one use of mythic power to make a ranged attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a distant barrage, you ignore all cover and concealment the target possesses (except total cover) and add your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
Dual Path: Hierophant: Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class.
Mythic surge (1d8)
Mythic initiative: +5 Init
Mythic attributes: +4 Dex
Mythic Saves: If due to a non mythic creature ability, no effect if save succeeded, full effect if not.
Mythic abilities: Armor mastery(1st), Mythic spells (2nd), Precision (3rd), To the death (5th), Fleet Warrior (5th)
Mythic spells (2): magic vestment (add a +1 or less than 4000 GP ability; for 2 mythic power, +2 or less than 15 000 GP), cure critical wounds (8d8 +2/lvl damage, 4 ability points).
Acrobatics 9(0 Ranks,9 Dex)
Appraise 2 (0 Rank ,2 Int)
Bluff 12(8 Rank,3 CS,-1 Cha, 2 race)
Climb 5 (1 Rank,3 CS,1 Str)
Craft (Bows) 6 (1 Rank,3 CS,2 Int)
Disguise 6(4 Rank,3 CS,-1 Cha)
Escape Artist 9(0 Rank, 9 Dex)
Fly 10(1 Rank, 9 Dex)
Heal 8(1 Rank,3 CS,4 Wis)
Intimidate 24(15 Rank,3 CS,-1 Cha, 7 Class)
Knowledge (arcanna) 8(3 Rank,3 CS,2 Int) +4 monster
Knowledge (dungeoneering) 8(3 Rank,3 CS,2 Int) +4 monster
Knowledge (local) 4(2 Rank, 2 Int) +4 monster
Knowledge (nature) 7(2 Rank,3 CS,2 Int) +4 monster
Knowledge (planes) 20(15 Rank,3 CS,2 Int) +4 monster
Knowledge (religion) 8(5 Rank,3 CS,3 Int) +4 monster
Perception 25(15 Rank,3 CS,4 Wis, +3Falcon aspect)
Ride 13(1 Rank, 3 CS, 9 Dex)
Sense Motive 28(14 Rank,3 CS,4 Wis, +7 class)
Spellcraft 14(9 Rank,3 CS,2 Int)
Stealth 25 (11 Rank,3 CS,9 Dex, 2 race)
Survival 17(10 Rank,3 CS,4 Wis) +7 track
Swim 5(1 Rank,3 CS,1 Str)
Granted Powers: +10 speed
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Remaining 7/7
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per inquisitor level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Remaining 150/150
Justice: This judgment spurs the inquisitor to seek justice, granting a +4 profane bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +6 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Protection: The inquisitor is surrounded by a protective aura, granting a +4 profane bonus to Armor Class. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +4 profane bonus on all saving throws. The bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 4/chaotic .
Resistance: The inquisitor is shielded by a flickering aura, gaining 12 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic, lawful and adamantine for the purposes of bypassing damage reduction (but not for reducing hardness).
Cunning Initiative Add Wis bonus to initiative
Track+7 to follow tracks
Stern Gaze +7 Sense motive and Intimidate
StalwartAt 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.
Exploit Weakness At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. 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.[/b]
0-level (DC 14), 6 known: Detect magic, Guidance, Light, Detect poison, Read magic, Create Water.
Special magic Item:
Hat of disguise 1800 GP
Belt of Physical Might +2 (Dex, Con), 40 000 GP, 1 lb
Headband of Wisdom +4, 16000 GP, 1lb
Amulet of Natural Armor +3, 18000 GP,
Cloak of Resistance +5, 25000 GP, 1 lb
Bracers of Falcon’s aim: 4000 GP, 1lb
Ring of protection +3 and feather falling , 21 300 GP, -
Ring of sustenance 2500 GP, -
Bane baldric 10 000 GP, 1 lb
Mnemonic vestment 5000 GP, 1 lb
Efficient quiver 1800 gp, 3lbs,
Handy Haversac 2000 GP, 5lbs
Grey and dark brown trousers and tunics
Celestial Armor +3, 22 600 GP, 20 lbs (+5, +Deathless with extended magic vestment).
Total weight 38 lbs, 234 968 GP, light load (<43 lb).
Early 1320-30 In the depths of Archen Woods lies a ruined elven wizard school. Specialized in conjuration, one of the magic items left in its vault started malfunctioning and summoned on its own a young Oni. Easily escaping the vault, the native outsider set out to explore the ruins and recover its treasure. Bolstered by her discoveries, she quickly gained in power and attracted a band of human followers devoted to her cause. Far from her own and with an unique opportunity, , she set out to conceive children with many of her followers and find herself at to increase their number and insure the loyalty of her band.
In 1346 of Sarith, 7th son of Svilna (Oni-mage) and Malar her body guard, (a human fighter) was thus born in the in the Archwood. From his birth, Sarith was trained as were his sisters and brothers from different father in the duties of protecting their mother.
Unfazed by his looks, the man listened to the desperate tiefling plea and laughed, thanking his god for this turn of fate. I will protect you, he said, but you will be my god’s weapon and together, we will administer justice and vengeance to all. The get of a demon, turned against them, what a turn of fate!
Short for a human and barely reaching 5'3 for 120 lbs, Sarith would look more like his father if not for the long ratlike tail and the almond shaped pupil-less eyes and pointed ears. These traits mark him clearly as a tiefling.
What he has not got in height is present in cold determination and thirst for revenge and justice. Revenge and justice not only for himself against the Demons and Devils that killed his father or plotted her mother downfall but also for all those of the material plane that had to suffer for the evil armies invasion. As long as he breathes, he will look for those behind that and then they will have to answer.