Jakaw Razorbeak

Wei Ji's page

815 posts. Organized Play character for Wei Ji the Learner.


Full Name

Wei Ji

Race

Tengu

Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2

Classes/Levels

Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Gender

Male

Size

M

Age

18

Special Abilities

Glide, Low-Light Vision, Studied Target 2, Rgr. Tal. TWF, Track +3, Channel 5/day (2d6), Domains Healing, Knowledge

Alignment

True Neutral

Deity

Irori

Languages

Common, Tengu, Tien

Occupation

Engineer

Strength 16
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 16
Charisma 10

About Wei Ji

Description:

This obsidian tengu stands roughly 5' tall and is possibly one of the most muscled bird-people a person may have seen. He wears a flexible breastplate of well-crafted and cared-for mithril, along with a dark wooden shield and two masterwork bastard swords arrayed over his back, a mithril sawtooth sabre on his right hip with a lightweight traveller's outfit that helps round out the look.

Background:

Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

Race Info:

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/tengus.h tml

Class Info:

http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classes/slayer.html

Chronicles:

#5-19 The Horn of Aroden (2PP earned, 2 spent on Wand of Cure Light)
#5-21 The Merchant's Wake (2PP Earned, 0 spent, 2 total)
#6-00 Legacy of the Stonelords (2PP Earned, 0 spent, 4 total)*Ding*
#6-01 Trial By Machine(1PP Earned, 0 spent, 5 total)
#Gencon Boon #16: Treasure Map
#5-08 The Confirmation (2PP Earned, 4 spent, 3 total)
#Gencon Boon #5: Expedition Manager(5-08 Handy Haversack, First Steps Amulet of Natural Armor +1, 6-12 Ring of Protection +1, 6-14 Lenses of Detection)
#First Steps: In Service to Lore (2PP Earned, 4 spent, 1 total)*ding*
#5-99 The Paths We Choose (2PP Earned, 0 spent, 3 total)
Scenario 23: Tide of Morning (2PP Earned, 0 spent, 5 total)
#6-12 Scions of the Sky Key Part I (2 PP Earned, 4 spent, 3 total)*ding*
#6-11 The Slave Master's Mirror(1 PP Earned, 0 spent, 4 total)
#6-05 Slave Ships of Absalom (2 PP Earned, 0 spent, 6 total)
#6-15 The Overflow Archives (2 PP Earned, 0 spent, 8 total)*ding*
#3-05 Tide of Twilight (2 PP Earned, 0 spent, 10 total)
#6-14 Scions of the Sky Key Part II (2pp earned, 6 spent, 6 total)
#6-16 Scions of the Sky Key Part III (2pp earned, 0 spent, 8 total)*ding*
#6-97 Siege of Serpents (2 PP earned, 0 spent, 10 total)
#7-00 The Sky Key Solution (2 PP earned, 0 spent, 12 total)
#6-19 Test of Tar Kuata (2 PP earned, 0 spent, 14 total)*ding*
#6-98 Serpent's Rise (2 PP earned, 0 spent, 16 total)
#Ruins of Bonekeep L1: The Silent Grave (2 PP earned, 4 spent to renew treasure map, 14 total)
#7-02 Six Seconds to Midnight (2PP earned, 16 total)*ding*
#2-03 Rebel's Ransom (2 PP earned, 3 spent -- 2 to clear conditions, 1 for Eagle Knight Membership, 15 total)
#40 Hall of Drunken Heroes (1 PP earned, 1 spent for CLWW, 15 total)
ConCeption 2015 Boon #4: Psychic Bastion(+1 vs spell, SLA 'Mind-affecting', +1 to damage for three rounds with successful save)

3rd Level Advancement:

Wei Ji
Male tengu cleric of Irori 1/slayer 2 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19(20), touch 13(14), flat-footed 16(17) (+4 armor, +2 Dex, +1 dodge, +2 shield, +1 insight when flat-footed or in surprise rounds)
hp 24 (3 HD; 1d8+2d10+3)
Fort +6(7), Ref +5(6), Will +4(5) (+1 insight when flat-footed or in surprise rounds)
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +7 (1d10+3/19-20) or
mwk bastard sword +5 (1d10+3/19-20), mwk shortsword +4 (1d6+1/19-20)
Special Attacks channel positive energy 2/day (DC 9, 1d6), studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 1st; concentration +3)
At will—lore keeper (18)
5/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bless, cure light wounds[D], magic weapon
0 (at will)—detect magic, mending, read magic
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 9
Base Atk +2; CMB +5; CMD 18
Feats Dodge, Improved Unarmed Strike, Two-weapon Fighting, Weapon Focus (bastard sword)
Traits ease of faith, reactionary
Skills Acrobatics +7, Diplomacy +5, Knowledge (dungeoneering) +5, Knowledge (local) +6, Knowledge (religion) +5, Perception +9, Profession (engineer) +7, Sense Motive +7, Spellcraft +5, Stealth +9, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talent (ranger combat style), track +1
Combat Gear potion of cure light wounds (2), alchemist's fire, caltrops (2), tanglefoot bag; Other Gear mithral chain shirt, darkwood shield, arrows (20), longbow, mwk bastard sword, mwk shortsword, sap, sword cane, handy haversack, wayfinder, backpack, bedroll, bell (4), blanket, chalk (11), courtier's outfit, everburning torch, flint and steel, ink, black, mapmaker's kit, mirror, paper (25), silk rope (100 ft.), trail rations (16), twine (50'), waterskin (2), light horse (combat trained), climber's kit, feed (per day), riding saddle, tent, medium, courtier's jewelry (worth 50 gp, 3 lb), 1,806 gp, 4 sp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Arrows - 0/20
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) - 0/2
Light (At will) - 0/0
Potion of cure light wounds - 0/2
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Tanglefoot bag - 0/1
Trail rations - 0/16
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Glide DC 15 Fly check to fall safely from any height.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

4th Level Advancement:

Wei Ji
Male tengu cleric of Irori 1/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 31 (4 HD; 1d8+3d10+4)
Fort +6, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +7 (1d10+3/19-20) or
mwk bastard sword +5 (1d10+3/19-20), mwk shortsword +5 (1d6+1/19-20)
Special Attacks channel positive energy 3/day (DC 10, 1d6), sneak attack +1d6, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 1st; concentration +3)
At will—lore keeper (18)
5/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bless, cure light wounds[D], magic weapon
0 (at will)—detect magic, mending, read magic
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Extra Channel, Improved Unarmed Strike, Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +8, Diplomacy +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (religion) +5, Perception +10, Profession (engineer) +7, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +8 (+10 to avoid becoming lost when using a Mapmaker's Kit as you travel, +10 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talent (ranger combat style), track +1
Combat Gear alchemist's fire, caltrops (2); Other Gear mithral chain shirt, darkwood shield, arrows (20), longbow, mwk bastard sword, mwk shortsword, sap, sword cane, amulet of natural armor +1, handy haversack, ring of protection +1, wayfinder, backpack, bedroll, bell (4), blanket, chalk, climber's kit, courtier's outfit, everburning torch, flint and steel, mapmaker's kit, mirror, silk rope (100 ft.), tent, medium, trail rations (8), twine (50'), waterskin (2), courtier's jewelry (worth 50 gp, 3 lb), 4,875 gp, 4 sp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Arrows - 0/20
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) - 0/3
Extra Channel (2/day) - 0/2
Light (At will) - 0/0
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Trail rations - 0/8
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Glide DC 15 Fly check to fall safely from any height.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

--------------------

5th Level Advancement:

Wei Ji
Male tengu cleric of Irori 2/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 22 (+7 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +3 shield)
hp 37 (5 HD; 2d8+3d10+5)
Fort +7, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron bastard sword +8 (1d10+3/19-20) or
mwk bastard sword +4 (1d10+3/19-20), mithral sawtooth sabre +6 (1d8+1/19-20)
Special Attacks channel positive energy 3/day (DC 11, 1d6), sneak attack +1d6, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
At will—lore keeper (19)
5/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—bless, cure light wounds[D], divine favor, magic weapon
0 (at will)—detect magic, guidance, mending, read magic
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 21
Feats Dodge, Extra Channel, Improved Unarmed Strike, Tengu Wings[ARG], Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Diplomacy +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (religion) +5, Perception +11, Profession (engineer) +7, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +8 (+10 to avoid becoming lost when using a Mapmaker's Kit as you travel, +10 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talent (ranger combat style), track +1
Combat Gear potion of cure light wounds (4), wand of cure light wounds, alchemist's fire, antitoxin (2), caltrops (2), tanglefoot bag; Other Gear +1 mithral agile breastplate, +1 darkwood heavy wooden shield, arrows (20), longbow, mithral sawtooth sabre, mwk bastard sword, mwk cold iron bastard sword, sap, sword cane, amulet of natural armor +1, handy haversack, ring of protection +1, wayfinder, backpack, bedroll, bell (4), blanket, chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit, ink, black, mapmaker's kit, mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium, twine (50'), waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 382 gp, 1 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Antitoxin - 0/2
Arrows - 0/20
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) - 0/3
Extra Channel (2/day) - 0/2
Light (At will) - 0/0
Potion of cure light wounds - 0/4
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Tanglefoot bag - 0/1
Tengu Wings (1/day) - 0/1
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Glide DC 15 Fly check to fall safely from any height.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +1 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

6.1st Level Advancement:
Wei Ji
Male tengu cleric of Irori 3/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 22 (+7 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +3 shield)
hp 43 (6 HD; 3d8+3d10+6)
Fort +7, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron bastard sword +9 (1d10+3/19-20) or
mwk bastard sword +5 (1d10+3/19-20), mithral sawtooth sabre +7 (1d8+1/19-20)
Special Attacks channel positive energy 3/day (DC 11, 2d6), sneak attack +1d6, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
At will—lore keeper (20)
5/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—cure moderate wounds, detect thoughts[D] (DC 14), lesser restoration
1st—bless, comprehend languages[D], divine favor, magic weapon
0 (at will)—detect magic, guidance, mending, read magic
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 22
Feats Dodge, Extra Channel, Improved Unarmed Strike, Tengu Wings[ARG], Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Diplomacy +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (religion) +5, Perception +11, Profession (engineer) +7, Sense Motive +7, Spellcraft +6, Stealth +11, Survival +8 (+10 to avoid becoming lost when using a Mapmaker's Kit as you travel, +10 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talent (ranger combat style), track +1
Combat Gear potion of cure light wounds (4), wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (4), liquid ice, tanglefoot bag; Other Gear +1 burdenless glamered mithral agile breastplate, +1 darkwood heavy wooden shield, arrows (20), longbow, mithral sawtooth sabre, mwk bastard sword, mwk cold iron bastard sword, sap, sword cane, amulet of natural armor +1, handy haversack, ring of protection +1, wayfinder, backpack, bedroll, bell (4), blanket, chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit, ink, black, mapmaker's kit, mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium, twine (50'), waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 3,132 gp, 1 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/5
Antitoxin - 0/2
Arrows - 0/20
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) - 0/3
Extra Channel (2/day) - 0/2
Light (At will) - 0/0
Liquid ice - 0/1
Potion of cure light wounds - 0/4
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Tanglefoot bag - 0/1
Tengu Wings (1/day) - 0/1
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Glide DC 15 Fly check to fall safely from any height.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +1 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

7.1st level Advancement:
Wei Ji
Wei Ji
Male tengu cleric of Irori 3/slayer 4 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 22 (+7 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +3 shield)
hp 58 (7 HD; 3d8+4d10+15)
Fort +10, Ref +8, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron bastard sword +10/+5 (1d10+3/19-20) or
mwk bastard sword +6/+1 (1d10+3/19-20), mithral sawtooth sabre +8 (1d8+1/19-20)
Special Attacks channel positive energy 3/day (DC 11, 2d6), sneak attack +1d6, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
At will—lore keeper (20)
5/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—cure moderate wounds, detect thoughts[D] (DC 14), lesser restoration
1st—bless, comprehend languages[D], divine favor, magic weapon
0 (at will)—detect magic, guidance, mending, read magic
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +6; CMB +9; CMD 23
Feats Dodge, Extra Channel, Improved Shield Bash, Improved Unarmed Strike, Tengu Wings[ARG], Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Climb +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +17, Profession (engineer) +7, Sense Motive +7, Spellcraft +7, Stealth +16, Survival +8 (+13 when tracking, +10 to avoid becoming lost when using a Mapmaker's Kit as you travel, +10 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talents (ranger combat style, slowing strike), track +2
Combat Gear potion of cure light wounds (4), wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (3), liquid ice, tanglefoot bag; Other Gear +1 burdenless glamered mithral agile breastplate, +1 bashing darkwood heavy wooden shield, arrows (20), longbow, mithral sawtooth sabre, mwk bastard sword, mwk cold iron bastard sword, sap, sword cane, amulet of natural armor +1, belt of mighty constitution +2, elven rune cloak +1(+5 to Stealth), handy haversack, lenses of detection, ring of protection +1, wayfinder, backpack, bedroll, bell (4), blanket, chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit, ink, black, mapmaker's kit, mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium, twine (50'), waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 1,436 gp, 1 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/5
Antitoxin - 0/2
Arrows - 0/20
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) - 0/3
Extra Channel (2/day) - 0/2
Light (At will) - 0/0
Liquid ice - 0/1
Potion of cure light wounds - 0/4
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +1 (move action, 1 at a time) (Ex) - 0/1
Tanglefoot bag - 0/1
Tengu Wings (1/day) - 0/1
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Glide DC 15 Fly check to fall safely from any height.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lenses of detection +5 to track with Survival
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Slowing Strike (DC 13) (Ex) Foes dam by sneak attack are half speed for d4 rds (Fort neg).
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +2 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

8.1 Advancement:
Wei Ji
Male tengu cleric of Irori 3/slayer 5 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 263)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 23 (+8 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +3 shield)
hp 65 (8 HD; 3d8+5d10+16)
Fort +10 (+2 circumstance bonus vs. hot weather), Ref +8, Will +7
Resist negative energy 20 (10/10, 25% Resist Level Drain)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 heavy shield bash +9/+4 (1d8+4) or
+1 mithral sawtooth sabre +9 (1d8+2/19-20) or
adamantine sawtooth sabre +11/+6 (1d8+3/19-20) or
mwk cold iron bastard sword +11/+6 (1d10+3/19-20) or
mwk cold iron sawtooth sabre +11/+6 (1d8+3/19-20) or
sap +10/+5 (1d6+3 nonlethal) or
sword cane +10/+5 (1d6+3) or
unarmed strike +10/+5 (1d3+3) or
bite +5 (1d3+1)
Ranged longbow +9/+4 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 11, 2d6), sneak attack +1d6, studied target +2 (2nd, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
At will—lore keeper (20)
5/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—detect thoughts[D], communal protection from evil[UC], lesser restoration
1st—bless, comprehend languages[D], protection from evil, weapons against evil
0 (at will)—detect magic, guidance, read magic, spark[APG] (DC 12)
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Dodge, Extra Channel, Improved Shield Bash, Improved Unarmed Strike, Tengu Wings[ARG], Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Climb +7, Diplomacy +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +20, Profession (engineer) +7, Sense Motive +7, Spellcraft +8, Stealth +19, Survival +8 (+13 when tracking, +10 to avoid becoming lost when using a Mapmaker's Kit as you travel, +10 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Sylvan, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talents (ranger combat style[ACG], slow reactions), swordtrained, track +2
Combat Gear potion of cure light wounds (4), scroll of communal protection from evil, scroll of daylight, scroll of freedom of movement, wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (3), liquid ice[APG], tanglefoot bag; Other Gear +2 burdenless deathless glamered mithral agile breastplate[APG], +1 bashing darkwood heavy wooden shield, +1 mithral sawtooth sabre[ISWG], adamantine sawtooth sabre[ISWG], longbow with 36 arrows and 20 blunt arrows, mwk cold iron bastard sword, mwk cold iron sawtooth sabre[ISWG], sap, sword cane[APG], amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, handy haversack, lenses of detection, ring of protection +1, wayfinder[ISWG], backpack, bedroll, bell (4), blanket[APG], chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit[APG], ink, black, mapmaker's kit[APG], mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium[APG], twine (50')[APG], waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 7,280 gp, 7 sp, 1 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 5/5
Antitoxin - 2/2
Arrows - 18/36
Blunt arrows - 20/20
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) - 3/3
Extra Channel (2/day) - 2/2
Light (At will) - 0/0
Liquid ice - 1/1
Potion of cure light wounds - 4/4
Rebuke Death (5/day) (Sp) - 0/5
Studied Target +2 (move action, 2 at a time) (Ex) - 2/2
Tanglefoot bag - 1/1
Tengu Wings (1/day) - 1/1
Wand of cure light wounds - 12/50
Wand of cure light wounds - 50/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Glide DC 15 Fly check to fall safely from any height.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lenses of detection +5 to track with Survival
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +2 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

8.2 Advancement:
Wei Ji
Male tengu cleric of Irori 3/slayer 5 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 263)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 23 (+8 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +3 shield)
hp 65 (8 HD; 3d8+5d10+16)
Fort +11 (+2 circumstance bonus vs. hot weather), Ref +9, Will +10
Resist negative energy 20, positive energy 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 heavy shield bash +9/+4 (1d8+4) or
+1 mithral sawtooth sabre +11/+6 (1d8+4/19-20) or
adamantine sawtooth sabre +9 (1d8+1/19-20) or
mwk cold iron bastard sword +11/+6 (1d10+3/19-20) or
mwk cold iron sawtooth sabre +11/+6 (1d8+3/19-20) or
sap +10/+5 (1d6+3 nonlethal) or
sword cane +10/+5 (1d6+3) or
unarmed strike +10/+5 (1d3+3) or
bite +5 (1d3+1)
Ranged longbow +9/+4 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 11, 2d6), sneak attack +1d6, studied target +2 (2nd, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
At will—lore keeper (21)
6/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—detect thoughts[D] (DC 15), communal protection from evil[UC], lesser restoration
1st—bless, comprehend languages[D], protection from evil, weapons against evil
0 (at will)—detect magic, guidance, read magic, spark[APG] (DC 13)
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 12, Wis 16, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Dodge, Extra Channel, Improved Shield Bash, Improved Unarmed Strike, Tengu Wings[ARG], Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Climb +7, Diplomacy +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +21, Profession (engineer) +8, Sense Motive +8, Spellcraft +8, Stealth +19, Survival +9 (+14 when tracking, +11 to avoid becoming lost when using a Mapmaker's Kit as you travel, +11 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Sylvan, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talents (ranger combat style[ACG], slow reactions), swordtrained, track +2
Combat Gear potion of cure light wounds (4), scroll of communal protection from evil, scroll of daylight, scroll of freedom of movement, wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (3), liquid ice[APG], tanglefoot bag; Other Gear +2 burdenless deathless glamered mithral agile breastplate[APG], +1 bashing darkwood heavy wooden shield, +1 mithral sawtooth sabre[ISWG], adamantine sawtooth sabre[ISWG], longbow with 36 arrows and 20 blunt arrows, mwk cold iron bastard sword, mwk cold iron sawtooth sabre[ISWG], sap, sword cane[APG], amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, lenses of detection, ring of protection +1, wayfinder[ISWG], backpack, bedroll, bell (4), blanket[APG], chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit[APG], ink, mapmaker's kit[APG], mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium[APG], twine (50')[APG], waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 684 gp, 7 sp, 1 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 5/5
Antitoxin - 2/2
Arrows - 18/36
Blunt arrows - 20/20
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) - 3/3
Extra Channel (2/day) - 2/2
Light (At will) - 0/0
Liquid ice - 1/1
Potion of cure light wounds - 4/4
Rebuke Death (6/day) (Sp) - 0/6
Studied Target +2 (move action, 2 at a time) (Ex) - 2/2
Tanglefoot bag - 1/1
Tengu Wings (1/day) - 1/1
Wand of cure light wounds - 12/50
Wand of cure light wounds - 50/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Energy Resistance, Negative Energy (20) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Glide DC 15 Fly check to fall safely from any height.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lenses of detection +5 to track with Survival
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 21.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +2 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

9th Advancement:
Wei Ji
Male tengu cleric of Irori 3/slayer 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 263)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 24 (+8 armor, +1 deflection, +2 Dex, +1 dodge, +1 luck, +1 natural, +3 shield)
hp 83 (9 HD; 3d8+6d10+28)
Fort +12 (+2 circumstance bonus vs. hot weather), Ref +10, Will +11
Resist negative energy 20, positive energy 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 heavy shield bash +10/+5 (1d8+4) or
+1 mithral sawtooth sabre +12/+7 (1d8+4/19-20) or
adamantine sawtooth sabre +10/+5 (1d8+1/19-20) or
mwk cold iron bastard sword +12/+7 (1d10+3/19-20) or
mwk cold iron sawtooth sabre +12/+7 (1d8+3/19-20) or
sap +11/+6 (1d6+3 nonlethal) or
sword cane +11/+6 (1d6+3) or
unarmed strike +11/+6 (1d3+3) or
bite +6 (1d3+1)
Ranged longbow +10/+5 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 11, 2d6), sneak attack +2d6, studied target +2 (2nd, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
At will—lore keeper (21)
6/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—detect thoughts[D] (DC 15), communal protection from evil[UC], lesser restoration
1st—bless, comprehend languages[D], protection from evil, weapons against evil
0 (at will)—detect magic, guidance, read magic, spark[APG] (DC 13)
D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 12, Wis 16, Cha 10
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Extra Channel, Improved Shield Bash, Improved Two-weapon Fighting, Improved Unarmed Strike, Tengu Wings[ARG], Toughness, Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Climb +7, Diplomacy +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +6, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +6, Perception +22, Profession (engineer) +8, Sense Motive +8, Spellcraft +8, Stealth +20, Survival +10 (+15 when tracking, +12 to avoid becoming lost when using a Mapmaker's Kit as you travel, +12 to avoid becoming lost), Swim +6; Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Sylvan, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talents (ranger combat style[ACG], ranger combat style[ACG], slow reactions), swordtrained, track +3
Combat Gear jingasa of the fortunate soldier[UE], oil of daylight, potion of cure light wounds (4), scroll of communal protection from evil, scroll of daylight, scroll of freedom of movement, wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (3), liquid ice[APG], tanglefoot bag; Other Gear +2 burdenless deathless glamered mithral agile breastplate[APG], +1 bashing darkwood heavy wooden shield, +1 mithral sawtooth sabre[ISWG], adamantine sawtooth sabre[ISWG], longbow with 36 arrows and 20 blunt arrows, mwk cold iron bastard sword, mwk cold iron sawtooth sabre[ISWG], sap, sword cane[APG], amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ioun torch ioun stone[APG], lenses of detection, ring of protection +1, wayfinder[ISWG], backpack, bedroll, bell (4), blanket[APG], chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit[APG], ink, mapmaker's kit[APG], mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium[APG], twine (50')[APG], waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 364 gp, 7 sp, 1 cp
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Tracked Resources
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Alchemist's fire - 5/5
Antitoxin - 2/2
Arrows - 18/36
Blunt arrows - 20/20
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) - 3/3
Extra Channel (2/day) - 2/2
Jingasa of the fortunate soldier (1/day) - 0/1
Light (At will) - 0/0
Liquid ice - 1/1
Oil of daylight - 0/1
Potion of cure light wounds - 4/4
Rebuke Death (6/day) (Sp) - 0/6
Studied Target +2 (move action, 2 at a time) (Ex) - 2/2
Tanglefoot bag - 1/1
Tengu Wings (1/day) - 1/1
Wand of cure light wounds - 12/50
Wand of cure light wounds - 50/50
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Special Abilities
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Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Energy Resistance, Negative Energy (20) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Glide DC 15 Fly check to fall safely from any height.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 21.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +3 Add the listed bonus to survival checks made to track.
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Tengu have a history of being slaves, prisoners, menials, the outcasts and the spat-upon of many societies. It is sometimes hard for them to catch any sort of break, and Wei ('Way') almost did not catch his.

He was captured by slavers when he was younger and it was only through the intervention of some noble folks from Andoran that he was able to gain his freedom. Paranoid and suspicious of all humans for a while, it took him a few years to truly learn to trust his liberators, and in repayment for their patience, understanding, and wisdom he aids the cause of Andorans and the new Liberty's Edge faction.

He retains, however, a much more balanced and nuanced understanding of the world than some of the more revolutionary sorts within said organization.

During a massive expedition to the Stonelords ancient ruins, he had a vision, and the insight he gained there very much changed his perspective on figures of divinity and what it all really meant to him. He has since taken some of that to heart, and now seeks knowledge and education well beyond what he used to be concerned with.

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10.2 Advancement:
Wei Ji
Male tengu cleric of Irori 3/slayer 7 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 263)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +23
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Defense
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AC 31, touch 16, flat-footed 28 (+9 armor, +2 deflection, +2 Dex, +1 dodge, +1 insight, +2 natural, +4 shield)
hp 93 (10 HD; 3d8+7d10+32)
Fort +12 (+2 circumstance bonus vs. hot weather), Ref +10, Will +11
Resist negative energy 20, positive energy 10
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Offense
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Speed 30 ft.
Melee +1 mithral sawtooth sabre +13/+8 (1d8+4/19-20) or
+2 adamantine sawtooth sabre +12/+7 (1d8+3/19-20) or
+2 heavy shield bash +12/+7 (1d8+5) or
mwk cold iron bastard sword +13/+8 (1d10+3/19-20) or
mwk cold iron sawtooth sabre +13/+8 (1d8+3/19-20) or
sap +12/+7 (1d6+3 nonlethal) or
sword cane +12/+7 (1d6+3) or
unarmed strike +12/+7 (1d3+3) or
bite +7 (1d3+1)
Ranged longbow +11/+6 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 11, 2d6), sneak attack +2d6, studied target +2 (2nd, swift action)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
At will—lore keeper (21)
6/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—detect thoughts[D] (DC 15), communal protection from evil[UC], lesser restoration
1st—bless, comprehend languages[D], protection from evil, weapons against evil
0 (at will)—detect magic, guidance, read magic, spark[APG] (DC 13)
D Domain spell; Domains Healing, Knowledge
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Statistics
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Str 16, Dex 14, Con 15, Int 12, Wis 16, Cha 10
Base Atk +9; CMB +12; CMD 28
Feats Dodge, Extra Channel, Improved Shield Bash, Improved Two-weapon Fighting, Improved Unarmed Strike, Tengu Wings[ARG], Toughness, Two-weapon Fighting
Traits ease of faith, reactionary
Skills Acrobatics +7, Bluff +4, Climb +7, Diplomacy +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +7, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +23, Profession (engineer) +10, Sense Motive +8, Spellcraft +8, Stealth +21, Survival +10 (+15 when tracking, +12 to avoid becoming lost when using a Mapmaker's Kit as you travel, +12 to avoid becoming lost), Swim +6; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Azlanti, Common, Sylvan, Tengu, Tien
SQ combat style (two-weapon combat), glide, slayer talents (ranger combat style[ACG], ranger combat style[ACG], slow reactions), stalker, swordtrained, track +3
Combat Gear oil of daylight, potion of cure light wounds (4), scroll of communal protection from evil, scroll of daylight, scroll of false life, scroll of false life, scroll of freedom of movement, scroll of gust of wind, scroll of gust of wind, wand of cure light wounds, wand of cure light wounds, alchemist's fire (5), antitoxin (2), caltrops (3), liquid ice[APG], tanglefoot bag; Other Gear +3 burdenless deathless glamered mithral agile breastplate[APG], +2 bashing darkwood heavy wooden shield, +1 mithral sawtooth sabre[ISWG], +2 adamantine sawtooth sabre[ISWG], longbow with 36 arrows and 20 blunt arrows, mwk cold iron bastard sword, mwk cold iron sawtooth sabre[ISWG], sap, sword cane[APG], dusty rose prism ioun stone, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ioun torch ioun stone[APG], lenses of detection, ring of protection +2, wayfinder[ISWG], backpack, bedroll, bell (4), blanket[APG], chalk (10), climber's kit, courtier's outfit, flint and steel, hot weather outfit[APG], ink, mapmaker's kit[APG], mirror, paper (25), silk rope (100 ft.), silver holy symbol of Healing, tent, medium[APG], twine (50')[APG], waterskin (2), light horse (combat trained), feed (per day), leather barding, riding saddle, courtier's jewelry (worth 50 gp, 3 lb), 956 gp, 7 sp, 1 cp
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Tracked Resources
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Alchemist's fire - 5/5
Antitoxin - 2/2
Arrows - 18/36
Blunt arrows - 20/20
Cleric Channel Positive Energy 2d6 (5/day, DC 11) (Su) - 3/5
Light (At will) - 0/0
Liquid ice - 1/1
Oil of daylight - 0/1
Potion of cure light wounds - 4/4
Rebuke Death (6/day) (Sp) - 0/6
Studied Target +2 (swift action, 2 at a time) (Ex) - 2/2
Tanglefoot bag - 1/1
Tengu Wings (1/day) - 1/1
Wand of cure light wounds - 12/50
Wand of cure light wounds - 50/50
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Special Abilities
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Cleric Channel Positive Energy 2d6 (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Energy Resistance, Negative energy (20) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Glide DC 15 Fly check to fall safely from any height.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 21.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Track +3 Add the listed bonus to survival checks made to track.
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