Mametquil

Tanrov Shadow-Graxt's page

831 posts. Alias of Tharasiph.


Full Name

Tanrov Shadow-Graxt

Race

Inquisitor 8 (Sanctified Slayer) Trickster 2; HP:66/75|AC:21|T:12|FF:20|CMB:+11|CMD:22|Fort:+7|Ref:+3|Will:+8|Init:+6|Per c:+15

Classes/Levels

Spells 1=4/5 2=5/5 3=0/3 Mythic Power 4/7 Bane 6/8 Discern Lies 7/8

Gender

Skills:
Perc:+15|Stealth:+10|Acro+9|Climb+10|Swim +9|SM+11|Sur+7|KN Arc/Dungeon +4|KN Plan/Rel+6|Spellcraft+4|Diplomacy+8|Intim+18|Disguise+5|BGS:Craft:Silver+4| KN Eng/Geo +2| Appraise +2|Sleight of Hand+2|Linguis+2

Size

Medium

Age

20

Alignment

Neutral

Deity

Pharasma

Languages

Common, Shoanti, Abyssal

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Tanrov Shadow-Graxt

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Tiefling Inquisitor (Sanctified Slayer) of Pharasma 8/Mythic Trickster 2
N Medium Native Outsider
Init +6 Senses Darkvision 60ft,

Stats:

Str 20 Dex 12, Con 14, Int 10, Wis 16, Cha 8
BAB +6/+1; CMB +11 CMD 22

AC 21, touch 12, flat-footed 20 (+8 Elven chain, +1 NAC +1 Dex, +1 Ring)
hp 75 (8d8+33)
Fort +7 Ref +3, Will +8
Favoured Class Bonus +8 HP

Combat:

Speed 20/30 ft.

Melee
+1 Cold Iron Earthbreaker +12/+7 (2d6+6/20*3)
Power Attack +1 Cold Iron Earthbreaker +12/+4 (2d6+17/20*3)

+1 Adamantine Greatsword +12/+7 (2d6+6/19-20)(S)
Power Attack +1 Adamantine Greatsword +12/+4 (2d6+17/19-20)(S)

Cold Iron Cestus +11/+6 (1d4+5/19-20) (B/P)
Power Attack Cold Iron Cestus +11/+3 (1d4+11/19-20) (B/P)

Klar +11/+6 (1d6+5/20) S
Power Attack Klar +11/+3 (1d6+11/20) S

Dagger +11/+6 (1d4+5/19-20)(PorS)
Power Attack Dagger +11/+3 (1d4+11/19-20)(PorS)

+2 Str Buff

Bane +2th and +2d6 dmg
Sneak Attack +2d6
Flanking +1d6 Precise Strike

Ranged
Dart *6 +7/+2 (1d4+5/20) 20ft
Dagger +7/+2 (1d4+5/19-20)(PorS) 10ft
Composite Longbow +7/+2 (1d8+2/20) P 110ft

Attack macro:

Adding 3d6 damage for sneak attack and precise strike due to flanking

[dice= Cold Iron Earthbreaker attack+st]1d20+13[/dice][dice=Damage]2d6+16[/dice]

Feats/Traits/Skills:

Feats
Extra traits
Power Attack

Furious Focus No power attack penalty on first attack
Lunge +5ft reach

Class Abilities

Sneak Attack +2d6

Teamwork Feats
Precise Strike (+1d6 dmg when flanking)
Escape Route (No AoO in Squares ally threaten)
Outflank +4 th on flank

Traits
Adopted trait Human:Shoanti Tattoo (Fear +1 save) Prof:Earthbreaker, Klar and Shoanti Bolas

Reckless (Acrobatics Class and +1)
Fate's Favoured (+1 to any luck bonuses)

Campaign:Chance Encounter: (Once per day,re-roll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check)

Associated Mythic Path: Trickster.

Skills:42
*Climb (Str) +10 (2R)
*Swim (Str) +9 (1R)

*Acrobatics(Dex) +9(4R +1 trait)
*Stealth (Dex) +10 (6R)

*Diplomacy (Wis) +8 (2R)
*Intimidate(Wis) +18 (7R, +2 Race, +Half Class Level)
*Perception(Wis) +15 (7R +2 Super)
*Sense Motive(Wis) +11 (2R +Half Class Level)
*Survival(Wis) +7/+10 (1R +Half Class Level to Track)

*Knowledge Arcane (Int) +4(1R)
*Knowledge Dungeoneering (Int) +4(1R)
*Knowledge Nature (Int) +0(0R)
*Knowledge Planes (Int) +6(3R)
*Knowledge Religion(Int) +6(3R)
*Spellcraft(Int) +4 (1R)

*Disguise(Cha) +5 (1R +2 Race)

Background Skills:14
Linguistics :Shoanti, Celestial, (Int) +2 (2R)
Knowledge (Int) Engineering +2 (2R)
Knowledge (Int) Geography +2 (2R)
Appraise (Int) +2 (2R)

Sleight of Hand(Dex) +3 (2R)
*Craft: Silver (Int) +5 (2R)

Languages Common, Shoanti, Abyssal, Celestial

Divine Spellcasting:

Domain Spell-Like Abilities (CL 8th; DC 13 + Spell Level, Concentration +11)

Spellcasting
Inquisition : Conversion Diplomacy, Intimidate, Bluff use Wis for their stat bonus rather than Cha.
Inquisitor Spells Known 0:6, 1:5 2:4 3:3
Inquisitor Spells (CL 8th; DC 13 + Spell Level, Concentration +11)
.. 3rd (2/day)-Cure Serious Wounds, Invisibility Purge, Winged Sword
.. 2nd (4/day)-Cure Moderate Wounds, Invisibility, See Invisibility, Resist Energy.
. . 1st (5/day)—Divine Favour, Cure Light Wounds, Shield of Faith, Expeditious Retreat, Hidden Diplomacy.
. . 0 (at will)—Stabilise, Create Water, Acid Splash, Detect Magic, Sift, Guidance.

Conversion Inquisition
Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp) At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Gear:

Magical Gear
Silver Scale
Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Potion Cure Light Wounds
Ring of Protection +1

Wand Cure Light Wounds (45)
Potion of Enlarge Person *2

Elven Chain +2 (5150/20) (wearing)
Breastplate +1 (1350/30) (left behind)
Breastplate +2 (4350/30) (left behind)

+1 Cold Iron Earthbreaker (4380/14)
+1 Adamantine Greatsword (5350/8)

Arrows
2 +1 holy arrows
40 cold iron arrows
25 +1 arrows

Combat Gear:

Cold Iron Cestus (10/1)
Klar (Blade and Light Spiked Wooden Shield) (12/6)
Dart *6 (3/3)

Composite Longbow +2 Str

Other Gear:
Backpack (2/2)
Silver holy symbol of Pharasma (25/1)
Bedroll (/5)
Winter Blanket (/3)
Chalk * 5
Soap *2 (/1)
Waterskin *2 (2/8)
Wandermeal *8 (/4)
Trail Rations * 2 (2/2)
50ft Silk Rope (10/5)
Grappling Hook (1/4)
Mess Kit Wood (1/)
Silver and Wood bound Holy Text of Pharasma "The Bones Land in a Spiral" (Pressed Black Rose as a bookmark) (5/2)
Grooming Kit (1/2)
Flint and Steel (1/)
50ft Twine
Bandoleer *6 darts
Acid Flask *4 (40/4)
Pharasma Medallions (To give to pregnant women)(8gp)
Black Ceremonial Outfit lightly adorned with Silver (10gp)
Small ceremonial vial of Holy water
Explorers Outfit

Encumbrance:93lbs
Light:100lbs
Medium: 200lbs

Starting Gold: 240gp
Gold Left: 266gp 1sp 5cp

Stuff we run across along the way for group use:

two potions of cure moderate wounds and three potions of invisibility

2,310 cp, 759 sp, 244 gp, 16 pp, seven silver holy symbols of Iomedae worth 25 gp each, a masterwork longsword, two masterwork scimitars, 900 gp in various fine housewares like silverware and table settings, a wand of bless weapon (18 charges), and a currently broken phylactery of faithfulness.

Masterwork Chainshirt

Mythic Path Abilities: Trickster:

Trickster Mythic Path Abilities: 1st Rank
+4 HP

+2 Strength

Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

1 Unwavering Skill (Ex)
You can always take 10 or 20 on class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.

2 Titan’s Bane (Ex)
You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature’s space. When sharing a larger opponent’s space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.

Mythic Power (Su): 5 Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Notes/Info:

orders from Staunton Vhane,

Hosilla,
You will remain, for the time being, in
Kenabres, but know this the city s days
are numbered. seek a place of safety—the
underground den of Your mongrel lackeys should
suffice to Keep You safe from the devastation
to come. i sHall assume command of drezen
shortlY, and once Vorlesh Has finisHed witH
the wardstone and Kenabres is no longer of
interest to us, You are to return to my side.
excellent news regarding the salvage of
Yaniels sword from the museum as well bring
it with You, for I believe this weapon could be quite useful once we corrupt it. before You leave for drezen, stop by the three safe houses (Nyserian manor, Topaz solutions, and the tower of Estrod the passphrase remains I've new material for the archives,” for now) to ensure no evidence remains behind.
may lord Deskari and lord Baphomet watch over you!

Found on Faxon the squashed

The chest also contains a sheaf of papers documenting the cultists’ movements around the city. These papers not only indicate that the plan to attack Kenabres was several years in the planning, but that there were a large number of Templars of the Ivory Labyrinth involved. This list of names is valuable to the crusaders—it can’t help Kenabres at this point, but since several of the names on the list include people operating in other cities, the crusaders should find it valuable.

Finally, there’s a short note in immaculate handwriting—

Faxon,
You did well to report your superior’s mishandling
of funds, and I trust that you will continue to serve as loyally in the weeks to come. You need not command the Kenabres Templars for long, for the city is about to die—I only wish I could be there to take part in its murder, for I have fond memories of my Red Morning Massacre. No matter, I suppose, for your mortal kin will all fall soon enough—as I said, Kenabres’s days are short. Vorlesh has already left to meet with our Lord’s daughter in the Abyss to secure a Nahyndrian crystal of the proper purity, and once she has what she needs, she’ ll arrive in Kenabres to finish the job and turn the wardstones fully to our use. You will know when she succeeds, I suspect! Praise Lord Baphomet!
Minagho

Class Abilities:

Inquisitor
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):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level

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.

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.

Sanctified Slayer - Archetype Abilities

Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.

Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent

Demoralize Opponent:

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

Action Demoralizing an opponent is a standard action.

Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.

Tiefling Racial Abilities: Oni-Spawn:

+2Str, +2 Wis -2 Cha
Darkvision 60ft
Alter Self 1/day
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin +1NAC ER 5 Fire
Skills+2 Disguise and Intimidate

Appearance/Personality/Background:

Appearance
Tanrov wears his straight black hair long, ending where his crown of Horns begins on his forehead. He has rough skin and bone spikes protruding from his body and he has a tail, powerfully built he has a gaze that can stare straight through you. He has the Shoanti Tattoo for Eternity (Graxt) across his chest.

Out of place in almost any crowd, Tanrov has a cloak of skins trimmed in furs over his shoulders, a bandoleer of darts strapped to his chest over his leather lamellar. A beast skull with a blade mounted in the mouth hanging from his left hip, A cestus adorns his right hand. He holds an earth-breaker in his hands and his pointed tail trails after him.

Personality
Used to being alone because of his appearance and fearsome Shoanti origins he is trying to adjust to being around those that do not treat him as a complete outcast like his clansmen.

He can be intense and analytical, he can also be very boisterous and friendly, especially we those that he deems to have been a boon from Pharasma.

"By the Lady of Graves, I see now why I was drawn here, you are a wonderful dancer, I can learn alot from you, please show me more"

Background
Born to the Human Skoan-Quah (Skull) Shoanti clan Tanrov manifested his Tiefling physiology shortly after birth, his Father Ancrym Bonelord is the head priest of Pharasma in the clan and his mother Keeva Eiril is a priestess of Pharasma.

The Skoan Quah (Skull) clan are an enigma to the rest of the Shoanti which means that his clan did not completely reject him, but he has never been fully accepted.
Tanrov found belligerence and power were good weapons to use against the near daily derision and backwards glances he was subjected to, his Tiefling heritage gave him a formidable physique and the subtle confidence and knowledge that he was a powerful being. He found solace in the acceptance that was provided by the Lady of Graves and he began to find himself as a lorekeeper and enforcer of her faith. Tanrov used his booming voice and ice-cold stare to make sure that the tenets of the Lady of Graves faith were followed and to show the power and grace of the Lady of Graves to those outside the faith.

As he neared adulthood Tanrov knew he would have to strike out on his own to find his place, he was helped along this path by a chance encounter, he found a silver holy symbol and in that moment he received a flash of insight ... Kenabres is where he must go and the Armasse festival is where the path of his destiny will begin to unfurl. It seems Pharasma has decided to investigate the situation in the world wound to see if anything can be done to stop the demonic incursion and to help restore prophecy. He left his people with barely a word, his parents understood the calling, they were proud of their son, "We will be here for you if the calling brings you back to us" at those words a tear fell from Tanrovs eye, but he covered it with his usual stoic facade as he strode off.

Unfortunately Tanrov managed to miscalculate his route and he ended up behind the demons lines, where he found some unwelcome company. He was saved from a large group of cultists by her quick thinking ploy and got out of it in one piece, after they were away from the cultists her medallion of Desna came out and she clutched it to her, she left him there to be rescued by a patrol, they escorted him to Kenabres. Ever since then Tanrov has kept a watchful eye for her as he roams Kenabres and includes a request for Pharasma to show generosity to the beautiful Desnarite woman in his prayers.

As he roams Kenabres, occasionally stopping to preach the word of Pharasma gives out small medallions with Pharasmas image to pregnant women freely to protect the child. (noted in equipment spent 8gp)

Lvl 11 Inquisitor Mythic Trickster 5 Build:

Tiefling Inquisitor (Sanctified Slayer) of Pharasma 11/Trickster 5
N Medium Native Outsider
Init +9; Senses Darkvision 60ft, Perception +18

Stats

Str 23(+6) Dex 12, Con 14, Int 10, Wis 16, Cha 8
BAB +8/+3; CMB +14; CMD 25

AC 22, touch 11, flat-footed 21 (+10 armor, +1 NAC, +1 Dex)
hp 111 (11d8+53)
Fort +9, Ref +4, Will +10
Favoured Class Bonus +11 HP

Trickster Mythic Path Abilities: 5th Rank
+20 HP

Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

1 Unwavering Skill (Ex)
You can always take 10 or 20 on class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.

2 Control the Mindless (Su)
You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target's CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature's CMD, you can
give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature's creator or controller can't regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.

3 Vanishing Move (Su)
When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

4 Menacing Whisper (Ex)
Whenever you're adjacent to a creature that can't see you (whether through Stealth, magic, or the creature being unable to see) but can hear you, as a swift action you can attempt an Intimidate check to demoralize that creature.

You can expend one use of mythic power as a free action to give such a creature a suggestion. The save DC against this effect is 10 + your tier + your Charisma modifier.

5 Fickle Attack (Ex)
Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value

Mythic Path Abilites
+4 Strength
Feats - Mythic Power Attack, Mythic Vital Strike, Dazzling Display
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): 13 Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): +5 At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Feats
Extra traits
Power Attack
Mythic Power Attack
Hurftful
Cornugon Strike
Vital Strike
Mythic Vital Strike
Dazzling Display
Shatter Defenses

Teamwork Feats
Precise Strike (+1d6 dmg when flanking)
Scarred Legion (+2 Intimidate +2 will adj)
Escape Route (No aoo ally threat squares)

Traits
Adopted trait Human:Shoanti Tattoo (Fear +1 save) Prof:Earthbreaker, Klar and Shoanti Bolas

Reckless (Acrobatics Class and +1)
Fate's Favoured (+1 to any luck bonuses)

Campaign:Chance Encounter: (Once per day,re-roll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check)

Associated Mythic Path: Trickster.

Skills: 66
*Climb (Str) +8 (1R)
*Swim (Str) +8 (1R)

*Acrobatics(Dex) +6(1R)
*Stealth (Dex) +10 (6R)

*Bluff (Wis)
*Diplomacy (Wis)
*Intimidate(Wis) +24 (11R, +2 Race, +Half Level Class)
*Perception(Wis) +17 (11R)
*Sense Motive(Wis) +16(5R +Half Class Level)
*Survival (Wis) +7 (1R)

*Knowledge Arcane (Int) +8/11(5R +Wis Monsterlore)
*Knowledge Dungeoneering (Int) +0/3(0R +Wis Monsterlore)
*Knowledge Nature (Int) +0/3(0R +Wis Monsterlore)
*Knowledge Planes (Int) +14/17(11R +Wis Monsterlore)
*Knowledge Religion(Int) +14/17(11R +Wis Monsterlore)
*Spellcraft(Int) +4 (1R)

*Disguise (Cha) +5 (1R +2 Race)

Background Skills:22
Linguistics :Shoanti, Demonic, Celestial (Int) +1 (3R)

Knowledge (Int) (engineering) +3 (3R)
Knowledge (Int) (geography) +3 (3R)
Knowledge (Int) (history) +3 (3R)
Knowledge (Int) (nobility) +3 (3R)

Sleight of Hand (Dex) +6 (5R)
*Craft: Silver (Int) +5 (2R)

Languages Common, Shoanti, Infernal, Demonic, Celestial

Combat

Speed 30 ft.
Earthbreaker +15/+10 (2d6+9/20*3)
Power Attack Earthbreaker +12/+7 (2d6+22/20*3)

Cold Iron Cestus +14/+10 (1d4+6/19-20) (B/P)
Power Attack Cold Iron Cestus +14/+10 (1d4+15/19-20) (B/P)

Klar +14/+10 (1d6+6/20) S
Power Attack Klar +14/+10 (1d6+15/20) S

Ranged
Dart *6 +9/+4 (1d4+6/20) 20ft

Divine Spellcasting

Spellcasting
Inquisition : Conversion Diplomacy, Intimidate, Bluff use Wis for their stat bonus rather than Cha.
Inquisitor Spells Known 0:6, 1:6 2:5 3:4 4:3
Inquisitor Spells (CL 11th; DC 13 + Spell Level, Concentration +14)
. . 4th (2/day)—Divine Power, Death Ward, Stoneskin
. . 3rd (5/day)—Cure Serious Wounds, Protection From Energy, Dispel Magic, Deeper Darkness
. . 2nd (5/day)—Cure Moderate Wounds, Invisibility, See Invisibility, Lesser Restoration, Align Weapon,
. . 1st (6/day)—Divine Favour, Cure Light Wounds, Burst Bonds, Shield of Faith, Protection from Evil, Expeditious Retreat
. . 0 (at will)—Stabilise, Create Water, Acid Splash, Sift, Detect Magic, Guidance

Conversion Inquisition
Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp) At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Class Abilities
Inquisitor
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):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level

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.

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.

Sanctified Slayer
Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1/5 lvls bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1/5 lvls bonus on weapon attack and damage rolls against it. This ability replaces judgment 1/day.
Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.
Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent

Tiefling Racial Abilities: Oni-Spawn
+2Str, +2 Wis -2 Cha
Darkvision 60ft
Alter Self 1/day
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin +1NAC ER 5 Fire
Skills+2 Disguise and Intimidate