Post by KAKnyght on Mar 7, 2016 10:17:18 GMT -8
PERSONAL DATA
Real Name: Makimura Maoling
Age: 20
Race: Human
Alignment: Neutral Good
Gender: Male
Height: 6'1"
Weight: 177 lbs.
Skin Color: Pale
Eye Color: Purple
Hair Color: Black
Birthplace: Takigawa Village, Oda Province, Empire of Minkai, Tian Xia
Relatives: Makimura Shenxing (Grand Niece, Alive) Makimura Xiaoying (Grand Niece, Alive) Malykh (Twin, Alive)
ATTRIBUTES
STR: 12 / +1
DEX: 20 / +5
CON: 10 / 0
INT: 13 / +1
WIS: 16 / +3
CHA: 18 / +4 (16 BASE / +2 Headband of Alluring Charisma)
STATISTICS
Level: 10
XP: 101700
Classes: Inquisitor (Heretic) 7, Gunslinger (Bolt Ace) 1, Ninja (Bandit) 2
Favored Class Bonus: Human Inquisitor 7, Bonus Inquisitor Spell Known/Level (3 0 Level, 3 1st Level, 1 2nd Level)
Hit Points : 69
Base Attack Bonus: +7 / +2 (+5 INQ / +1 GUN / +1 NIN)
Melee Attack Bonus: +1
Ranged Attack Bonus: +5
Armor Class: 20 (BASE 10 /+5 DEX/+4 Mithril Chain Shirt/+1 Ring of Protection)
Flatfooted Armor Class: 15 (10 BASE/+4 Mithril Chain Shirt/+1 Ring of Protection)
Shielded Armor Class: 22 (10 BASE/+5 DEX/+4 Mithril Chain Shirt/+2 Heavy Steel Shield/+1 Ring of Protection)
Flatfooted Shielded Armor Class: 18 (10 BASE/+5 DEX/+4 Mithril Chain Shirt/+2 Heavy Steel Shield/+1 Ring of Protection)
Touch Armor Class: 16 (10 BASE /+5 DEX/+1 Ring of Protection)
Combat Maneuver Bonus: +8 (+7 BAB /+1 STR)
Combat Maneuver Defense: 23 (10 BASE/+7 BAB/+1 STR/+5 DEX)
Flatfooted Combat Maneuver Defense: 18 (10 BASE /+7 BAB /+1 STR)
Fortitude Save: +7 (+0 CON/+5 INQ /+2 GUN/0 NIN)
Reflex Save: +12 (+5 DEX/+2 INQ/+2 GUN/+3 NIN)
Will Save: +8 +3 WIS/+5 INQ/0 GUN/0 NIN)
Size: M
Initiative Bonus: +12 (+5 DEX/+2 Outlander Exile/+2 Reactionary/+3 Cunning Initiative)
Speed: 30 ft. / 6 squares
Armored Speed: 30 ft. / 6 squares
Lift and Load: Light 43 lbs. Medium 86 lbs. Heavy 130 lbs. (Light 133 lbs. Medium 266 lbs. Heavy 400 lbs. with Mulebacks Cords)
Carried Weight: 115 lbs
SKILLS
Acrobatics: +14 (+3 CS / +5 DEX / 7 Ranks / +1 Ioun Stone)
Appraise: 0 (+3 CS / +1 INT)
Bluff: +17 (+3 CS / +4 CHA / 7 Ranks / +3 Lore of Escape / +1 Extremely Fashionable / +1 Ioun Stone)
Climb: +5 (+3 CS / +1 STR / 1 Rank)
Craft (Weaponry): +6 (+3 CS / +1 INT / 2 Rank)
Diplomacy: +14 (+3 CS / +4 CHA / 5 Ranks / +1 Extremely Fashionable / +1 Ioun Stone)
Disable Device: +9 (+3 CS / +5 DEX / 1 Rank)
Disguise: +10 (+3 CS / +4 CHA / 2 Ranks / +1 Keeper of the Veil)
Escape Artist: +9 (+3 CS / +5 DEX / 1 Rank)
Fly: +5 (+5 DEX)
Handle Animal: +8 (+3 CS / +4 CHA / 1 Rank)
Heal: +8 (+3 CS / +4 CHA / 1 Rank)
Intimidate: +16 (+3 CS / +4 CHA / 5 Ranks / +3 Stern Gaze / +1 Extremely Fashionable)
Knowledge Arcana: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Dungeoneering: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Engineering: +5 (+3 CS / 1 Rank / +1 INT)
Knowledge Geography: +4 (+1 INT / 1 Rank / +2 Wayfarer)
Knowledge History: 0 (+1 INT)
Knowledge Local: +7 (+3 CS / +1 INT / 1 Rank / +2 Wayfarer)
Knowledge Nature: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Nobility: 0 (+3 CS / +1 INT}
Knowledge Planar: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Religion: +5 (+3 CS / +1 INT / 1 Rank)
Linguistics: +5 (+3 CS / +1 INT / 1 Rank)
Abyssal, Common, Infernal, Giant
Perception: +7 (+3 CS / +3 WIS / 1 Ranks)
Perform (Oratory): +7 (+3 CS / +3 WIS / 1 Rank)
Profession (Soldier): +7 (+3 CS / +3 WIS / 1 Rank)
Ride: +9 (+3 CS / +5 DEX / 1 Rank)
Sense Motive: +11 (+3 CS / +3 WIS / 2 Ranks / +3 Stern Gaze)
Sleight of Hand: +9 (+3 CS / +5 DEX / 1 Rank)
Spellcraft: +5 (+3 CS / +1 INT / 1 Rank)
Stealth: +27 (+3 CS / +5 DEX / 10 Ranks / +3 Lore of Escape, +5 Cloak of Elvenkind / +1 Ioun Stone)
Survival: +12 (+3 CS / +3 WIS / 4 Ranks / +2 Wayfarer)
Track: +16 (+3 CS / +3 WIS / 4 Ranks / +2 Wayfarer / +4 Inquisitor Bonus)
Swim: +6 (+3 CS / +1 STR / 1 Rank / +1 Ioun Stone)
Use Magical Device: +9 (+3 CS / +4 CHA / 2 Ranks)
TRAITS & SPECIAL ABILITIES
Bonus Feat (Human): One additional feat at Level 1
Extremely Fashionable (Equipment Trait): +1 on Bluff, Diplomacy and Intimidate checks while Well Dressed (Wearing Clothing/Jewelry
worth at least 150GP)
Fate's Favored (Faith Trait): Luck Bonuses increase by 1
Outlander Exile (Campaign Trait): +2 on Initiative Bonus
Racial Ability Scores (Human): +2 on Ability Score of choice (DEX)
Reactionary (Combat Trait): +2 on Initiative Bonus
Spooked (Drawback): Make a WIL Save when perceiving creatures of Fey, Outsider or Undead types (DC 15 + creatures CHA)
within 60 ft. or become Shaken for 1d4 rounds. Immunity to Fear does not prevent this effect, though does grant a +4 bonus
to those WIL Save checks
Wayfarer (Human): +2 on Survival checks to avoid becoming lost, Knowledge (Geography) checks, +2 Knowledge (Local) checks.
Learn two languages per 1 point in Linguistics
FEATS & CLASS SKILLS
Additional Traits: Fate's Favored and Outlander/Exile
Armor Proficiency (Light)
Armor Proficiency (Medium)
Bane: Swift Action, Inquisitor Level Rounds/Day, Wielded weapon gains Bane ability, +2 Bonus on Attack Rolls, 2D6+2 Damage
Combat Expertise: +2 AC/-2 Attack, cost of -1 Attack per 4 BAB
Combat Reflexes: May make a number of additional Attacks of Opportunity/ round equal to DEX bonus. May make AoO Flat-Footed
Crossbow Maven: Proficiency with all crossbows and begins play with a masterwork crossbow of her choice
Cunning Initiative: Add WIS Bonus to Initiative
Grit: WIS Bonus/Day points, regained via Critical Hit or Killing Blow with a Crossbow on opponents with HD equal to at least
1/2 Gunslinger Level
Sharp Shoot: 1 Grit, Ranged Attacks with crossbows resolve against Touch AC instead of standard AC within its first range increment
Vigilant Loading: Does not provoke Attacks of Opportunity when loading a crossbow while having at least 1 Grit point
Gunslinger’s Dodge: 1 Grit, Immediate Action, Either avoid a ranged attack by moving 5 feet (not a 5 Ft. Step), granting +2 AC bonus
or dropping Prone, granting +4 AC bonus
Detect Alignment: Can use Detect Chaos, Detect Evil, Detect Good or Detect Law at will, may only use one at a time
Discern Lies: Immediate Action, Inquisitor Level/Day
Hide Tracks: -5 for opponents to follow inquisitors on tracks
Judgment: Swift Action, 3/Day
Destruction: +1 on Damage rolls then +1/3 Levels
Escape: After a sucessful melee or ranged attack, can create a diversion to hide (Stealth) as a move action
Healing: Fast Healing 1 then +1/3 Levels
Justice: +1 on Attack rolls then +1/5 Levels, Bonus doubles at Level 10 to confirm critical hits
Piercing: +1 on Concentration checks and to overcome Spell Resistance then +1/3 Levels
Protection: +1 to Armor Class then +1/5 Levels, Bonus doubles at Level 10 to confirm critical hits
Purity: +1 on Saving Throw rolls then +1/5 Levels, Bonus doubles at Level 10 against curses, diseases, and poisons
Resiliency: DR 1/Magic then +1/5 Levels, at Level 10 becomes DR/Opposite Alignment
Resistance: +2 Energy Resistance to one type of energy (Acid, Cold, Electricity, Fire or Sonic) then +2/3 Levels
Smiting: Weapons count as Magic to overcome damage reduction, at Level 6 also counts as Opposite Alignment, at Level 10
also counts as Adamantine
Ki Pool: Swift Action, 1/2 Level + CHA Bonus
Additional Attack: 1 Ki, Additional Attack at highest Attack Bonus, only during Full Round Attack
Acrobatics Bonus: Have at least 1 Ki point, treat any Acrobatics skill check made to jump as if she had a running start
Speed Boost: 1 Ki, Speed bonus +20 feet/1 round
Stealth Bonus: 1 Ki, Stealth bonus +4/1 round
Vanishing Trick: 1 Ki, Invisibility/1 round
Lore of Escape: Add WIS bonus on Bluff and Stealth skill checks
Ninja Tricks: Vanishing Trick, uses Ki, see Pool entry
Orisons: 0-Level Spells
Point-Blank Shot: +1 to Attack & Damage with Ranged Attacks up to 30 ft.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without penalty
Poison Use: Trained in the use of poison and cannot accidentally poison self when applying poison to a weapon
Shield Proficiency (Light and Heavy)
Sneak Attack: 1d6 (1d6/2 Levels) Precision Damage
Solo Tactics: Can benefit from Teamwork Feats without Teammates needing those Feats
Step Up: Immediate Action, Whenever an adjacent foe attempts to 5-foot step away you may make a 5-foot step to stay adjacent to the
foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move
during your next turn, subtract 5 feet from your total movement.
Stern Gaze: +3 / +½ Inquisitor Level on Intimidate and Sense Motive skill checks
Teamwork Feat: 3/Day Can switch Teamwork feats as a standard action WIS Bonus/Day
Outflank: +4 Flanking Attack Bonus, Critical Hits draw Attacks of Opportunity from Flanking Ally
Precise Strike: +1D6 Flanking Damage
Track: Add ½ Level on Survival skill checks made to follow or identify tracks
Two-Weapon Fighting: May make an additonal Attack/Round with and off-hand weapon at either -4/-4 or -2/-2 with a light off-hand weapon
Vital Strike: Make attack at highest BAB, addition die of weapon damage is rolled and added together before adding other bonuses. Extra
weapon damage dice are not multiplied on a critical hit, but are added to the total
Weapon Proficiency (Bolt Ace): All Crossbows
Weapon Proficiency (Deity): Katana
Weapon Proficiency (Inquisitor): Shortbow, Longbow, Hand Crossbow, Repeating Crossbow
Weapon Proficiency (Martial)
Weapon Proficiency (Ninja): Kama, Katana, Kusarigama, Nunchaku, Sai, Shortbow, Short Sword, Shuriken, Siangham, Wakizashi
Weapon Proficiency (Simple)
MAGIC & DOMAINS
Deity: Shizuru
Alignment: Lawful Good
Deity Domains: Glory, Good, Law, Repose, Sun
Favored Weapon: Katana
Chosen Domain or Inquisition: Persistence
Domain Powers: Bonus Feat: Step Up
Relentless Footing: Swift Action, +10 to Movement Speed, affects your jumping distance as normal for increased speed. 3 + WIS/Day
Inner Strength: Swift Action, 1/Day, you may heal yourself as a swift action, heal 3d6 (1d6 Hit Points/2 Levels), can also remove
one of the following conditions; Blinded, Confused, Dazzled, Deafened, Frightened, Nauseated, Shaken, Sickened, or Staggered
Level 0 Spells: Bleed, Daze, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Resistance, Stabilize
Known 9 (+6 Base/+3 Favored Class)
Per Day ∞
Spell Save DC 15
Level 1 Spells: Bless, Cure Light Wounds, Divine Favor, Lend Judgment, Mindshock, Persuasive Goad, Weaponwand, Wrath
Known 8 (+5 Base/+3 Favored Class)
Per Day 5 (+4 Base/+1 WIS)
Spell Save DC 16
Level 2 Spells: Blistering Invective, Cure Moderate Wounds, Flames of the Faithful, Lesser Restoration, Tremor Blast
Known 5 (+4 Base/+1 Favored Class)
Per Day 4 (+3 Base/+1 WIS)
Spell Save DC 17
Level 3 Spells: Coordinated Effort, Greater Stunning Barrier
Known 2
Per Day 2 (+1 Base/+1 WIS)
Spell Save DC 18
WEAPONS
Keen Masterwork Nodachi
Attack +8/+3
Damage 1d10+1
Critical 15-20 x2
Type S or P
Maneuver Brace
Weight 12 lb.
Light Repeating Crossbow +1
Attack +14/+9 (+7 BAB/+5 DEX /+1 Enhancement/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)
Damage 1d8+1 (Standard/Cold Iron) 1d8 (Alchemical Silver)
Enhancement Bonus +1
Type P
Critical 19-20 x2
Range 80 ft.
Weight 4 lbs.
Morning Star
Attack +7/+2
Damage 1d8+1
Critical x2
Type B/P
Weight 6 lbs.
Masterwork Hand Crossbow
Attack +14/+9 (+7 BAB/+5 DEX /+1 Masterwork/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Masterwork/+1 Point Blank)
+1 Attack Masterwork
Damage 1d4
Critical 19-20/×2
Range 30 ft.
Weight 2 lbs.
War Razor +1
Attack +8/+3
Damage 1d4+2
Enhancement Bonus +1
Critical 19-20/×2
Type S
Note Easily Concealable
Weight 1 lb.
Composite Bow +1
Attack +14/+9 (Ranged)(+7 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)
Damage 1d8+2
Enhancement Bonus +1
Critical x3
Range 110 ft.
Type P
Special Weighted 12 STR
Weight 3 lbs.
Dagger (2)
Attack +7/+2 (Melee) +13/+8 (+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4+1
Critical 19–20/×2
Range 10 ft.
Type P/S
Weight 1 lbs.
Cold Iron Dagger
Attack +7/+2 (Melee) +13/+8 (Ranged)(+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4+1
Critical 19–20/×2
Range 10 ft.
Type P/S
Special Overcome DR/Cold Iron
Weight 1 lbs.
Alchemical Silver Dagger
Attack +7/+2 (Melee) +13/+8 (Ranged)(+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4
Critical 19–20/×2
Range 10 ft.
Type P/S
Special Overcome DR/Silver
Weight 1 lbs.
Garrote
Attack +4
Damage 1d6+1
Non Proficient Penalty -4
Critical x2
Type S
Maneuver Grapple, Choke
Weight 1 lb.
AMMUNITION
Alchemical Silver Light Repeating Crossbow Bolt Magazines (1)
5 Bolts per Magazine
Weight 1 lbs
Cold Iron Light Repeating Crossbow Bolt Magazines (1)
5 Bolts per Magazine
Weight 1 lbs
Standard Hand Crossbow Bolts (20)
Type P
Weight 1 lbs. Per 10
Standard Light Repeating Crossbow Bolt Magazines (4)
5 Bolts per Magazine
Weight 1 lbs
Standard Arrows (10)
Weight 1 lbs. Per 10
ARMOR AND SLOTTED ITEMS
Armor: Mithril Chain Shirt
Armor Class +4
Maximum Dex Bonus +6
Armor Check Penalty 0
Arcane Spell Failure Chance 10%
Type Light
Weight 12.5 lbs.
Shield: Heavy Steel Shield
Armor Class +2
Armor Check Penalty –2
Arcane Spell Failure Chance 15%
Weight 15 lbs.
Belt: Belt of Tumbling
Note +4 on Acrobatics checks made to move through a threatened square or through an enemy’s space
Weight 1 lbs.
Body: None
Note
Weight --
Chest: None
Note
Weight --
Eyes: None
Note
Weight --
Feet: Daredevil Softpaws
Note Free Action, +5 on Acrobatics checks to move through threatened squares or an enemy's space without provoking attacks of
opportunity for up to 10 non-consecutive rounds, if successful get +2 on Attacks Rolls vs that enemy
Weight 1 lb.
Hands: None
Note
Weight --
Head: Stalker's Mask
Note +5 on Stealth checks, +10 on Disguise checks to mimic another person within 60 ft. that the wearer observes for 1 hour,
+1 on Attack and Damage rolls vs. the mimic'd person
Weight 1 lb. ea.
Headband: Headband of Alluring Charisma +2
Note +2 CHA
Weight 1 lb.
Neck: None
Note
Weight --
Ring 1: Ring of Protection +1
Note +1 Armor Class
Weight --
Ring 2: None
Note
Weight --
Shoulders: Muleback Cords
Note +8 Strength for determining Carry Weight
Weight 1/4 lb.
Wrists: Sleeves of Many Garments
Note Change appearance of clothing when put on, changes back when taken off
Weight 1 lb.
CARRIED EQUIPMENT AND SLOTLESS ITEMS
Bag of Caltrops (2)
Weight 2 lbs. ea.
Bag of Dice
Weight 0.5 lbs.
Bandolier (2)
Weight 1 lbs. ea.
Cooking Kit
Weight 16 lbs.
Compass
Note +2 on Survival checks made to avoid becoming lost, +2 on Knowledge Dungeoneering checks made to navigate underground
Weight 0.5 lbs.
Cracked Mulberry Pentacle Ioun Stone
Note +1 on Bluff and Diplomacy
Weight --
Cracked Pale Ruby Trillian Ioun Stone
Note +1 on Stealth
Weight --
Cracked Vermilion Rhomboid Ioun Stone
Note +1 on Acrobatics and Swim
Weight --
Crowbar
Special +2 on STR checks to open doors and chests
Weight 5 lbs.
Deck of Cards
Weight 1 lbs.
Disguise Kit
+2 on Disguise Checks
Uses 6
Weight 2 lbs.
Drill
Note DC 15 Perception check to detect drill being used
Weight 1 lb.
Everburning Torch
Weight 1 lb.
Fishing Kit
Weight 3 lbs.
Folding Chair
Weight 10 lbs.
Gear Maintenance Kit
Weight 2 lbs.
Glass Cutter
Note DC 15 Sleight of Hand check to break glass quietly
Weight 0 lb.
Grooming Kit
Weight 2 lbs.
Inquisitor's Kit
(Backpack, Bedroll and Blanket, Belt Pouch, Candles (10), Flint & Steel, Hemp Rope 50 ft., Holy Symbol (Wooden), Holy Text (Cheap), Iron Pot, Manacles (1), Mess Kit, Soap, Spell Component Pouch, Torches (10), Trail Rations (5), Waterskin)
Weight 30 lbs.
Ioun Torch
Weight --
Sack (2)
Weight 0.5 lbs. ea
Scarf
Weight 0.5 lbs.
Shaving Kit
Weight 0.5 lbs.
Signal Horn
Note DC 10 Perform check to signal commands
Weight 2 lbs.
Soldier's Uniform
Weight 5 lbs.
Scholar's Outfit
Weight 6 lbs.
Scrivener's Kit
Weight 1 lb.
Shaving Kit
Weight 0.5 lbs.
Sunrod (2)
Weight 1 lb. ea.
Traveler's Any-Tool
Weight 2 lbs.
STORED EQUIPMENT
Kikko Armor
Armor Class +5
Maximum Dex Bonus +4
Armor Check Penalty -3
Arcane Spell Failure Chance 20%
Type Medium
Weight 25 lbs.
WISHLIST
Equipment
Naginata 35 GP
Sleeve Holster 100 GP
Repeating Hand Crossbow 800 GP
Wrist Crossbow 200 GP
Repeating Wrist Crossbow 1600 GP
Magical Items
Wand of Gravity Bow 750 GP
Scabbard of Vigor 1,800 GP
Handy Haversack 2,000 GP
Ring of Sustenance 2,500 GP
Bracers of Falcon’s Aim (Wrist) 4,000 GP
Escape Ladder 4,000 GP
Circlet of Persuasion (Head) 4,500 GP
Insistent Doorknocker 5,000 GP
Jingasa of the Fortunate Soldier (Head) 5,000 GP
Assassin's Sight 5,250 GP
Headband of Ki Focus 5,400 GP
Inquisitor’s Monocle 6,800 GP
Assassin's Blade 8,302 GP
Amulet of Hidden Strength (Neck) 9,000 GP
Strand of Prayer Beads (Lesser) 9,600 GP (Standard) 45,800 GP (Greater) 95,800 GP
Bane Baldric (Chest) 10,000 GP
Ki Mat 10,000 GP
Poisoner's Jacket (Chest) (Lesser) 12,000 GP (Greater) 58,000 GP
Gunfighter’s Poncho (Shoulders) 14,000 GP
Belt of Mighty Hurling (Belt) (Lesser) 14,000 GP (Greater) 42,000 GP
Necklace of Ki Serenity (Neck) 16,000 GP
Vampric Gloves (Hands) 18,000 GP
Sniper Goggles (Lesser) 20,000 GP (Greater) 50,000 GP
Stone of Good Luck 20,000 GP
Gunman's Duster (Body) 36,000 GP
Staff of the Hierophant 220,000 GP
WEALTH
GP: 1,448
SP: 5
Real Name: Makimura Maoling
Age: 20
Race: Human
Alignment: Neutral Good
Gender: Male
Height: 6'1"
Weight: 177 lbs.
Skin Color: Pale
Eye Color: Purple
Hair Color: Black
Birthplace: Takigawa Village, Oda Province, Empire of Minkai, Tian Xia
Relatives: Makimura Shenxing (Grand Niece, Alive) Makimura Xiaoying (Grand Niece, Alive) Malykh (Twin, Alive)
ATTRIBUTES
STR: 12 / +1
DEX: 20 / +5
CON: 10 / 0
INT: 13 / +1
WIS: 16 / +3
CHA: 18 / +4 (16 BASE / +2 Headband of Alluring Charisma)
STATISTICS
Level: 10
XP: 101700
Classes: Inquisitor (Heretic) 7, Gunslinger (Bolt Ace) 1, Ninja (Bandit) 2
Favored Class Bonus: Human Inquisitor 7, Bonus Inquisitor Spell Known/Level (3 0 Level, 3 1st Level, 1 2nd Level)
Hit Points : 69
Base Attack Bonus: +7 / +2 (+5 INQ / +1 GUN / +1 NIN)
Melee Attack Bonus: +1
Ranged Attack Bonus: +5
Armor Class: 20 (BASE 10 /+5 DEX/+4 Mithril Chain Shirt/+1 Ring of Protection)
Flatfooted Armor Class: 15 (10 BASE/+4 Mithril Chain Shirt/+1 Ring of Protection)
Shielded Armor Class: 22 (10 BASE/+5 DEX/+4 Mithril Chain Shirt/+2 Heavy Steel Shield/+1 Ring of Protection)
Flatfooted Shielded Armor Class: 18 (10 BASE/+5 DEX/+4 Mithril Chain Shirt/+2 Heavy Steel Shield/+1 Ring of Protection)
Touch Armor Class: 16 (10 BASE /+5 DEX/+1 Ring of Protection)
Combat Maneuver Bonus: +8 (+7 BAB /+1 STR)
Combat Maneuver Defense: 23 (10 BASE/+7 BAB/+1 STR/+5 DEX)
Flatfooted Combat Maneuver Defense: 18 (10 BASE /+7 BAB /+1 STR)
Fortitude Save: +7 (+0 CON/+5 INQ /+2 GUN/0 NIN)
Reflex Save: +12 (+5 DEX/+2 INQ/+2 GUN/+3 NIN)
Will Save: +8 +3 WIS/+5 INQ/0 GUN/0 NIN)
Size: M
Initiative Bonus: +12 (+5 DEX/+2 Outlander Exile/+2 Reactionary/+3 Cunning Initiative)
Speed: 30 ft. / 6 squares
Armored Speed: 30 ft. / 6 squares
Lift and Load: Light 43 lbs. Medium 86 lbs. Heavy 130 lbs. (Light 133 lbs. Medium 266 lbs. Heavy 400 lbs. with Mulebacks Cords)
Carried Weight: 115 lbs
SKILLS
Acrobatics: +14 (+3 CS / +5 DEX / 7 Ranks / +1 Ioun Stone)
Appraise: 0 (+3 CS / +1 INT)
Bluff: +17 (+3 CS / +4 CHA / 7 Ranks / +3 Lore of Escape / +1 Extremely Fashionable / +1 Ioun Stone)
Climb: +5 (+3 CS / +1 STR / 1 Rank)
Craft (Weaponry): +6 (+3 CS / +1 INT / 2 Rank)
Diplomacy: +14 (+3 CS / +4 CHA / 5 Ranks / +1 Extremely Fashionable / +1 Ioun Stone)
Disable Device: +9 (+3 CS / +5 DEX / 1 Rank)
Disguise: +10 (+3 CS / +4 CHA / 2 Ranks / +1 Keeper of the Veil)
Escape Artist: +9 (+3 CS / +5 DEX / 1 Rank)
Fly: +5 (+5 DEX)
Handle Animal: +8 (+3 CS / +4 CHA / 1 Rank)
Heal: +8 (+3 CS / +4 CHA / 1 Rank)
Intimidate: +16 (+3 CS / +4 CHA / 5 Ranks / +3 Stern Gaze / +1 Extremely Fashionable)
Knowledge Arcana: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Dungeoneering: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Engineering: +5 (+3 CS / 1 Rank / +1 INT)
Knowledge Geography: +4 (+1 INT / 1 Rank / +2 Wayfarer)
Knowledge History: 0 (+1 INT)
Knowledge Local: +7 (+3 CS / +1 INT / 1 Rank / +2 Wayfarer)
Knowledge Nature: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Nobility: 0 (+3 CS / +1 INT}
Knowledge Planar: +5 (+3 CS / +1 INT / 1 Rank)
Knowledge Religion: +5 (+3 CS / +1 INT / 1 Rank)
Linguistics: +5 (+3 CS / +1 INT / 1 Rank)
Abyssal, Common, Infernal, Giant
Perception: +7 (+3 CS / +3 WIS / 1 Ranks)
Perform (Oratory): +7 (+3 CS / +3 WIS / 1 Rank)
Profession (Soldier): +7 (+3 CS / +3 WIS / 1 Rank)
Ride: +9 (+3 CS / +5 DEX / 1 Rank)
Sense Motive: +11 (+3 CS / +3 WIS / 2 Ranks / +3 Stern Gaze)
Sleight of Hand: +9 (+3 CS / +5 DEX / 1 Rank)
Spellcraft: +5 (+3 CS / +1 INT / 1 Rank)
Stealth: +27 (+3 CS / +5 DEX / 10 Ranks / +3 Lore of Escape, +5 Cloak of Elvenkind / +1 Ioun Stone)
Survival: +12 (+3 CS / +3 WIS / 4 Ranks / +2 Wayfarer)
Track: +16 (+3 CS / +3 WIS / 4 Ranks / +2 Wayfarer / +4 Inquisitor Bonus)
Swim: +6 (+3 CS / +1 STR / 1 Rank / +1 Ioun Stone)
Use Magical Device: +9 (+3 CS / +4 CHA / 2 Ranks)
TRAITS & SPECIAL ABILITIES
Bonus Feat (Human): One additional feat at Level 1
Extremely Fashionable (Equipment Trait): +1 on Bluff, Diplomacy and Intimidate checks while Well Dressed (Wearing Clothing/Jewelry
worth at least 150GP)
Fate's Favored (Faith Trait): Luck Bonuses increase by 1
Outlander Exile (Campaign Trait): +2 on Initiative Bonus
Racial Ability Scores (Human): +2 on Ability Score of choice (DEX)
Reactionary (Combat Trait): +2 on Initiative Bonus
Spooked (Drawback): Make a WIL Save when perceiving creatures of Fey, Outsider or Undead types (DC 15 + creatures CHA)
within 60 ft. or become Shaken for 1d4 rounds. Immunity to Fear does not prevent this effect, though does grant a +4 bonus
to those WIL Save checks
Wayfarer (Human): +2 on Survival checks to avoid becoming lost, Knowledge (Geography) checks, +2 Knowledge (Local) checks.
Learn two languages per 1 point in Linguistics
FEATS & CLASS SKILLS
Additional Traits: Fate's Favored and Outlander/Exile
Armor Proficiency (Light)
Armor Proficiency (Medium)
Bane: Swift Action, Inquisitor Level Rounds/Day, Wielded weapon gains Bane ability, +2 Bonus on Attack Rolls, 2D6+2 Damage
Combat Expertise: +2 AC/-2 Attack, cost of -1 Attack per 4 BAB
Combat Reflexes: May make a number of additional Attacks of Opportunity/ round equal to DEX bonus. May make AoO Flat-Footed
Crossbow Maven: Proficiency with all crossbows and begins play with a masterwork crossbow of her choice
Cunning Initiative: Add WIS Bonus to Initiative
Grit: WIS Bonus/Day points, regained via Critical Hit or Killing Blow with a Crossbow on opponents with HD equal to at least
1/2 Gunslinger Level
Sharp Shoot: 1 Grit, Ranged Attacks with crossbows resolve against Touch AC instead of standard AC within its first range increment
Vigilant Loading: Does not provoke Attacks of Opportunity when loading a crossbow while having at least 1 Grit point
Gunslinger’s Dodge: 1 Grit, Immediate Action, Either avoid a ranged attack by moving 5 feet (not a 5 Ft. Step), granting +2 AC bonus
or dropping Prone, granting +4 AC bonus
Detect Alignment: Can use Detect Chaos, Detect Evil, Detect Good or Detect Law at will, may only use one at a time
Discern Lies: Immediate Action, Inquisitor Level/Day
Hide Tracks: -5 for opponents to follow inquisitors on tracks
Judgment: Swift Action, 3/Day
Destruction: +1 on Damage rolls then +1/3 Levels
Escape: After a sucessful melee or ranged attack, can create a diversion to hide (Stealth) as a move action
Healing: Fast Healing 1 then +1/3 Levels
Justice: +1 on Attack rolls then +1/5 Levels, Bonus doubles at Level 10 to confirm critical hits
Piercing: +1 on Concentration checks and to overcome Spell Resistance then +1/3 Levels
Protection: +1 to Armor Class then +1/5 Levels, Bonus doubles at Level 10 to confirm critical hits
Purity: +1 on Saving Throw rolls then +1/5 Levels, Bonus doubles at Level 10 against curses, diseases, and poisons
Resiliency: DR 1/Magic then +1/5 Levels, at Level 10 becomes DR/Opposite Alignment
Resistance: +2 Energy Resistance to one type of energy (Acid, Cold, Electricity, Fire or Sonic) then +2/3 Levels
Smiting: Weapons count as Magic to overcome damage reduction, at Level 6 also counts as Opposite Alignment, at Level 10
also counts as Adamantine
Ki Pool: Swift Action, 1/2 Level + CHA Bonus
Additional Attack: 1 Ki, Additional Attack at highest Attack Bonus, only during Full Round Attack
Acrobatics Bonus: Have at least 1 Ki point, treat any Acrobatics skill check made to jump as if she had a running start
Speed Boost: 1 Ki, Speed bonus +20 feet/1 round
Stealth Bonus: 1 Ki, Stealth bonus +4/1 round
Vanishing Trick: 1 Ki, Invisibility/1 round
Lore of Escape: Add WIS bonus on Bluff and Stealth skill checks
Ninja Tricks: Vanishing Trick, uses Ki, see Pool entry
Orisons: 0-Level Spells
Point-Blank Shot: +1 to Attack & Damage with Ranged Attacks up to 30 ft.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without penalty
Poison Use: Trained in the use of poison and cannot accidentally poison self when applying poison to a weapon
Shield Proficiency (Light and Heavy)
Sneak Attack: 1d6 (1d6/2 Levels) Precision Damage
Solo Tactics: Can benefit from Teamwork Feats without Teammates needing those Feats
Step Up: Immediate Action, Whenever an adjacent foe attempts to 5-foot step away you may make a 5-foot step to stay adjacent to the
foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move
during your next turn, subtract 5 feet from your total movement.
Stern Gaze: +3 / +½ Inquisitor Level on Intimidate and Sense Motive skill checks
Teamwork Feat: 3/Day Can switch Teamwork feats as a standard action WIS Bonus/Day
Outflank: +4 Flanking Attack Bonus, Critical Hits draw Attacks of Opportunity from Flanking Ally
Precise Strike: +1D6 Flanking Damage
Track: Add ½ Level on Survival skill checks made to follow or identify tracks
Two-Weapon Fighting: May make an additonal Attack/Round with and off-hand weapon at either -4/-4 or -2/-2 with a light off-hand weapon
Vital Strike: Make attack at highest BAB, addition die of weapon damage is rolled and added together before adding other bonuses. Extra
weapon damage dice are not multiplied on a critical hit, but are added to the total
Weapon Proficiency (Bolt Ace): All Crossbows
Weapon Proficiency (Deity): Katana
Weapon Proficiency (Inquisitor): Shortbow, Longbow, Hand Crossbow, Repeating Crossbow
Weapon Proficiency (Martial)
Weapon Proficiency (Ninja): Kama, Katana, Kusarigama, Nunchaku, Sai, Shortbow, Short Sword, Shuriken, Siangham, Wakizashi
Weapon Proficiency (Simple)
MAGIC & DOMAINS
Deity: Shizuru
Alignment: Lawful Good
Deity Domains: Glory, Good, Law, Repose, Sun
Favored Weapon: Katana
Chosen Domain or Inquisition: Persistence
Domain Powers: Bonus Feat: Step Up
Relentless Footing: Swift Action, +10 to Movement Speed, affects your jumping distance as normal for increased speed. 3 + WIS/Day
Inner Strength: Swift Action, 1/Day, you may heal yourself as a swift action, heal 3d6 (1d6 Hit Points/2 Levels), can also remove
one of the following conditions; Blinded, Confused, Dazzled, Deafened, Frightened, Nauseated, Shaken, Sickened, or Staggered
Level 0 Spells: Bleed, Daze, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Resistance, Stabilize
Known 9 (+6 Base/+3 Favored Class)
Per Day ∞
Spell Save DC 15
Level 1 Spells: Bless, Cure Light Wounds, Divine Favor, Lend Judgment, Mindshock, Persuasive Goad, Weaponwand, Wrath
Known 8 (+5 Base/+3 Favored Class)
Per Day 5 (+4 Base/+1 WIS)
Spell Save DC 16
Level 2 Spells: Blistering Invective, Cure Moderate Wounds, Flames of the Faithful, Lesser Restoration, Tremor Blast
Known 5 (+4 Base/+1 Favored Class)
Per Day 4 (+3 Base/+1 WIS)
Spell Save DC 17
Level 3 Spells: Coordinated Effort, Greater Stunning Barrier
Known 2
Per Day 2 (+1 Base/+1 WIS)
Spell Save DC 18
WEAPONS
Keen Masterwork Nodachi
Attack +8/+3
Damage 1d10+1
Critical 15-20 x2
Type S or P
Maneuver Brace
Weight 12 lb.
Light Repeating Crossbow +1
Attack +14/+9 (+7 BAB/+5 DEX /+1 Enhancement/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)
Damage 1d8+1 (Standard/Cold Iron) 1d8 (Alchemical Silver)
Enhancement Bonus +1
Type P
Critical 19-20 x2
Range 80 ft.
Weight 4 lbs.
Morning Star
Attack +7/+2
Damage 1d8+1
Critical x2
Type B/P
Weight 6 lbs.
Masterwork Hand Crossbow
Attack +14/+9 (+7 BAB/+5 DEX /+1 Masterwork/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Masterwork/+1 Point Blank)
+1 Attack Masterwork
Damage 1d4
Critical 19-20/×2
Range 30 ft.
Weight 2 lbs.
War Razor +1
Attack +8/+3
Damage 1d4+2
Enhancement Bonus +1
Critical 19-20/×2
Type S
Note Easily Concealable
Weight 1 lb.
Composite Bow +1
Attack +14/+9 (Ranged)(+7 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Enhancement/+1 Point Blank)
Damage 1d8+2
Enhancement Bonus +1
Critical x3
Range 110 ft.
Type P
Special Weighted 12 STR
Weight 3 lbs.
Dagger (2)
Attack +7/+2 (Melee) +13/+8 (+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4+1
Critical 19–20/×2
Range 10 ft.
Type P/S
Weight 1 lbs.
Cold Iron Dagger
Attack +7/+2 (Melee) +13/+8 (Ranged)(+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4+1
Critical 19–20/×2
Range 10 ft.
Type P/S
Special Overcome DR/Cold Iron
Weight 1 lbs.
Alchemical Silver Dagger
Attack +7/+2 (Melee) +13/+8 (Ranged)(+7 BAB/+5 DEX/+1 Point Blank)/(+2 BAB/+5 DEX/+1 Point Blank)
Damage 1d4
Critical 19–20/×2
Range 10 ft.
Type P/S
Special Overcome DR/Silver
Weight 1 lbs.
Garrote
Attack +4
Damage 1d6+1
Non Proficient Penalty -4
Critical x2
Type S
Maneuver Grapple, Choke
Weight 1 lb.
AMMUNITION
Alchemical Silver Light Repeating Crossbow Bolt Magazines (1)
5 Bolts per Magazine
Weight 1 lbs
Cold Iron Light Repeating Crossbow Bolt Magazines (1)
5 Bolts per Magazine
Weight 1 lbs
Standard Hand Crossbow Bolts (20)
Type P
Weight 1 lbs. Per 10
Standard Light Repeating Crossbow Bolt Magazines (4)
5 Bolts per Magazine
Weight 1 lbs
Standard Arrows (10)
Weight 1 lbs. Per 10
ARMOR AND SLOTTED ITEMS
Armor: Mithril Chain Shirt
Armor Class +4
Maximum Dex Bonus +6
Armor Check Penalty 0
Arcane Spell Failure Chance 10%
Type Light
Weight 12.5 lbs.
Shield: Heavy Steel Shield
Armor Class +2
Armor Check Penalty –2
Arcane Spell Failure Chance 15%
Weight 15 lbs.
Belt: Belt of Tumbling
Note +4 on Acrobatics checks made to move through a threatened square or through an enemy’s space
Weight 1 lbs.
Body: None
Note
Weight --
Chest: None
Note
Weight --
Eyes: None
Note
Weight --
Feet: Daredevil Softpaws
Note Free Action, +5 on Acrobatics checks to move through threatened squares or an enemy's space without provoking attacks of
opportunity for up to 10 non-consecutive rounds, if successful get +2 on Attacks Rolls vs that enemy
Weight 1 lb.
Hands: None
Note
Weight --
Head: Stalker's Mask
Note +5 on Stealth checks, +10 on Disguise checks to mimic another person within 60 ft. that the wearer observes for 1 hour,
+1 on Attack and Damage rolls vs. the mimic'd person
Weight 1 lb. ea.
Headband: Headband of Alluring Charisma +2
Note +2 CHA
Weight 1 lb.
Neck: None
Note
Weight --
Ring 1: Ring of Protection +1
Note +1 Armor Class
Weight --
Ring 2: None
Note
Weight --
Shoulders: Muleback Cords
Note +8 Strength for determining Carry Weight
Weight 1/4 lb.
Wrists: Sleeves of Many Garments
Note Change appearance of clothing when put on, changes back when taken off
Weight 1 lb.
CARRIED EQUIPMENT AND SLOTLESS ITEMS
Bag of Caltrops (2)
Weight 2 lbs. ea.
Bag of Dice
Weight 0.5 lbs.
Bandolier (2)
Weight 1 lbs. ea.
Cooking Kit
Weight 16 lbs.
Compass
Note +2 on Survival checks made to avoid becoming lost, +2 on Knowledge Dungeoneering checks made to navigate underground
Weight 0.5 lbs.
Cracked Mulberry Pentacle Ioun Stone
Note +1 on Bluff and Diplomacy
Weight --
Cracked Pale Ruby Trillian Ioun Stone
Note +1 on Stealth
Weight --
Cracked Vermilion Rhomboid Ioun Stone
Note +1 on Acrobatics and Swim
Weight --
Crowbar
Special +2 on STR checks to open doors and chests
Weight 5 lbs.
Deck of Cards
Weight 1 lbs.
Disguise Kit
+2 on Disguise Checks
Uses 6
Weight 2 lbs.
Drill
Note DC 15 Perception check to detect drill being used
Weight 1 lb.
Everburning Torch
Weight 1 lb.
Fishing Kit
Weight 3 lbs.
Folding Chair
Weight 10 lbs.
Gear Maintenance Kit
Weight 2 lbs.
Glass Cutter
Note DC 15 Sleight of Hand check to break glass quietly
Weight 0 lb.
Grooming Kit
Weight 2 lbs.
Inquisitor's Kit
(Backpack, Bedroll and Blanket, Belt Pouch, Candles (10), Flint & Steel, Hemp Rope 50 ft., Holy Symbol (Wooden), Holy Text (Cheap), Iron Pot, Manacles (1), Mess Kit, Soap, Spell Component Pouch, Torches (10), Trail Rations (5), Waterskin)
Weight 30 lbs.
Ioun Torch
Weight --
Sack (2)
Weight 0.5 lbs. ea
Scarf
Weight 0.5 lbs.
Shaving Kit
Weight 0.5 lbs.
Signal Horn
Note DC 10 Perform check to signal commands
Weight 2 lbs.
Soldier's Uniform
Weight 5 lbs.
Scholar's Outfit
Weight 6 lbs.
Scrivener's Kit
Weight 1 lb.
Shaving Kit
Weight 0.5 lbs.
Sunrod (2)
Weight 1 lb. ea.
Traveler's Any-Tool
Weight 2 lbs.
STORED EQUIPMENT
Kikko Armor
Armor Class +5
Maximum Dex Bonus +4
Armor Check Penalty -3
Arcane Spell Failure Chance 20%
Type Medium
Weight 25 lbs.
WISHLIST
Equipment
Naginata 35 GP
Sleeve Holster 100 GP
Repeating Hand Crossbow 800 GP
Wrist Crossbow 200 GP
Repeating Wrist Crossbow 1600 GP
Magical Items
Wand of Gravity Bow 750 GP
Scabbard of Vigor 1,800 GP
Handy Haversack 2,000 GP
Ring of Sustenance 2,500 GP
Bracers of Falcon’s Aim (Wrist) 4,000 GP
Escape Ladder 4,000 GP
Circlet of Persuasion (Head) 4,500 GP
Insistent Doorknocker 5,000 GP
Jingasa of the Fortunate Soldier (Head) 5,000 GP
Assassin's Sight 5,250 GP
Headband of Ki Focus 5,400 GP
Inquisitor’s Monocle 6,800 GP
Assassin's Blade 8,302 GP
Amulet of Hidden Strength (Neck) 9,000 GP
Strand of Prayer Beads (Lesser) 9,600 GP (Standard) 45,800 GP (Greater) 95,800 GP
Bane Baldric (Chest) 10,000 GP
Ki Mat 10,000 GP
Poisoner's Jacket (Chest) (Lesser) 12,000 GP (Greater) 58,000 GP
Gunfighter’s Poncho (Shoulders) 14,000 GP
Belt of Mighty Hurling (Belt) (Lesser) 14,000 GP (Greater) 42,000 GP
Necklace of Ki Serenity (Neck) 16,000 GP
Vampric Gloves (Hands) 18,000 GP
Sniper Goggles (Lesser) 20,000 GP (Greater) 50,000 GP
Stone of Good Luck 20,000 GP
Gunman's Duster (Body) 36,000 GP
Staff of the Hierophant 220,000 GP
WEALTH
GP: 1,448
SP: 5