About Tsin Windscar
Level 16, Herolab:
Female human fighter 11/inquisitor of Pharasma 5 (Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (human)
Init +5; Senses Perception +21
AC 28, touch 15, flat-footed 26 (+9 armor, +3 deflection, +2 Dex, +4 natural)
hp 202 (16 HD; 5d8+11d10+107)
Fort +19, Ref +8, Will +14 (+3 vs. fear)
Resist cold 2
Spell Resistance 28
Speed 30 ft.
Melee +1 greatsword +23/+18/+13 (2d6+12/19-20) or
+1 ranseur +21/+16/+11 (2d4+10/×3) or
adamantine warhammer +21/+16/+11 (1d8+6/×3) or
dagger +20/+15/+10 (1d4+6/19-20) or
eye gouger +20/+15/+10 (1d4+6/19-20) or
mwk cold iron longsword +23/+18/+13 (1d8+8/19-20) or
sever +25/+20/+15 (2d4+14/15-20 plus 1d6 fire)
Ranged cold iron javelin +16 (1d6+6) or
mwk composite longbow +18/+13/+8 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 ranseur)
Special Attacks bane (13 rounds/day), judgment 2/day, weapon trainings (heavy blades +2, bows +1)
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +8)
2nd (3/day)—align weapon, flames of the faithful[APG] (DC 15), resist energy
1st (5/day)—divine favor, expeditious retreat, litany of sloth[UC] (DC 14), protection from evil
0 (at will)—acid splash, brand[APG] (DC 13), daze (DC 13), light, resistance, stabilize
Domain Justice inquisition[UM]
Str 22, Dex 14, Con 20, Int 10, Wis 16, Cha 8
Base Atk +14; CMB +20; CMD 35
Feats Cleave, Cleaving Finish[UC], Combat Reflexes, Extra Bane[UC], Great Cleave, Greater Weapon Focus (falchion), Improved Critical (falchion), Improved Iron Will, Iron Will, Lunge, Power Attack, Precise Strike[APG], Strike Back, Toughness, Weapon Focus (falchion), Weapon Specialization (falchion)
Traits armor expert, northern ancestry
Skills Fly +6, Intimidate +1, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +4, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +2, Perception +21, Profession (butcher) +7, Sense Motive +22, Spellcraft +4, Survival +9
Languages Common, Skald, Triaxian
SQ armor training 3, judicious force, monster lore +3, snow track erasure, solo tactics, stern gaze +2, track +2
Combat Gear cold iron arrows (50); Other Gear +3 mountain pattern armor[UC], +1 greatsword, +1 ranseur, sever, adamantine warhammer, arrows (20), cold iron javelin, dagger, eye gouger, mwk cold iron longsword, mwk composite longbow (+2 Str), amulet of natural armor +4, bane baldric[UE], belt of physical might +2 (Str, Con), efficient quiver, headband of inspired wisdom +2, hyperboreal robe, ring of protection +3, snowshoes of northern pursuit, cleats[APG], cold weather outfit, fighter's kit[UE], whetstone, 2,829 gp
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Bane (+2 / 2d6, 13 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Extra Bane May use bane ability 3 additional times per day
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Inquisitor Domain (Justice Inquisition) Deities: Iomedae, Pharasma.
Granted Powers: Some must learn that to submit to one's fate often means submitting to your form of justice.
Equipment & Wealth:
+1 Falchion(2d4+7, 18-20/x2, Melee +11)
Cold Iron Longsword, MW(1d8+6, 19-20/x2, Melee +10)
+3 Mountain Pattern Armor(+6, +3 Dex Max, -3 ACP)
Amulet of Natural Armor +1
Ring of Protection +3
Dagger(3)(1d4+4, 19-20/x2, Melee +6, Ranged +4)
Composite Longbow, +2 Str Adj (12 arrows) (1d8+2, 19-20/x2, Ranged +7)
Hyperboreal Robe (+2 to Saves, 1d6 cold damage from touch)
Headband of Inspired Wisdom +2
Spriggan's Butcher's Knife, Eye Gouger
Current Load Additions
They couldn’t wrap their heads around it. How much it felt like pity, arranging a marriage for her. Oppara is a big city, and people can find people, her father insisted. The Windscarters have enough means for a name, but the Briganus boy was a bargain for a husband. It was unfortunate, really. Had he not reached up to check her teeth and gums, he’d still have both eyes. It was her form of forgiveness for such an affront to leave him one.
Her life would not include dances, recitals, operas. Not now. It was a relief, in its own way. Tsin was far more comfortable amongst the family guard, sweating and training. She should have been practicing her harp, and accepting suitors who were equally uncomfortable sitting with her.
Seeking to lift the ignominy from her family's shoulders, and rest it squarely on her own, she departed Oppara. Heldren was a reasonable distance, should she have need to return. It was also far enough away for nary a word to reach the locals.
The butcher, Perkin Tarimm, was kind enough to provide her work, and find her a room to lease. At the end of the day, the smell of pig urine on her boots, and the bloodsoak through her smock was tolerated well enough by the old woman Arogail. She must be losing her smell as well as her sight. Tsin hoped the small bits of meats were enough to show her gratitude.
A year, and Tsin grows restless. The sides of beef don't dodge. The pigs squeal helplessly. She misses her sparring sessions. Her pulse yearns to quicken again. She promises that should opportunity call, she will answer.
It was all she could do to stay on the horse. She never compared, never tried to compare, to Melisande, who practically slept in the stables when not tending to father's papers.
Tsin didn't see the arrow fly, as she adjusted her aching thighs in the saddle, but she did hear the almost human scream as Orwyne downed the doe. Of course she downed it. Even blindfolded, she never missed her mark.
Orwyne's laughter quickly became sobs, as she realized that her arrow hadn't killed. It was murder, but of the mood, not the animal. Well, their mood, at least. For Tsin, you can't kill what is already dead, now can you?
Tsin welcomed the chance to dismount, welcomed the chance to bring silence once more to the forest. Standing over the doe, she takes a moment to study the placement of the arrow. "Quartering toward. You've struck behind the shoulder, but you've likely pierced through to its stomach." Orwyne's despair made worse, Tsin brings the falchion down, brings her talent to bear. Her mind eases as both creatures quiet down.
Personality & Appearance:
Tsin stands tall for a woman, at 6'1", and is not ashamed of her 160 lb. frame. Black hair and noble white skin, no one really makes the effort to place the color of her eyes, grey, as her brow perpetually lowers against sunlight, day or night.
Her voice remains a low pitch, only rising in response to stress and excitement. She often lets her vocal chords begin to sound, prior to formed thoughts, leading to the impression of a growl. Requests to repeat herself are often met with silence.
Tsin prefers to spar with sharpened weapons. She grew fond of the scars on her forearms she received, constant reminders of the risk. It kept her respect for the martial art high, and she refused healing from the family's priest so she could keep them. They also spoke for her, keeping the fops from trying to take her arm for midnight strolls.