Basic InformationEdit

      Race: Tengu
     Class: Inquisitor
     Level: 1
Experience: 0
 Alignment: Neutral Good
 Languages: Tengu, Common, Draconic, Sylvan, Celestial
     Deity: HRÓKR Raven god of Secrets (neutral demi-god of 
            Knowledge, Magic, Trickery, Travel)


  • Please indicate Racial and Level Adjustments
STR: 14 +2 (05 pts)
DEX: 18 +4 (10 pts)+2 Racial
CON: 10 +0 (02 pts)-2 Racial
INT: 12 +1 (02 pts)
WIS: 15 +2 (03 pts)+2 Racial
CHA: 08 -1 (-2 pts)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(HP Max-2)    HP:  09 = [1d8 + CON (00) + FC (01)] (Inquisitor)
              AC:  17 = [10 + DEX (04) + Armor (03) + Shield (00) + Misc (00)]
        AC Touch:  14 = [10 + DEX (04) + Misc (00)]
   AC Flatfooted:  13 = [10 + Armor (03) + Shield (00) + Misc (00)]
            INIT: +06 = [DEX (04) + Trait (02)]
             BAB: +00 = [Inquisitor (00)]
             CMB: +02 = [BAB (00) + STR (02) + Misc (00)]
             CMD:  16 = [10 + BAB (00) + STR (02) + DEX (04) + Misc (00)]
       Fortitude: +02 = [Inquisitor (02) + CON (00) + Misc (00)]
          Reflex: +04 = [Inquisitor (00) + DEX (04) + Misc (00)]
            Will: +04 = [Inquisitor (02) + WIS (02) + Trait (02*)]
           Speed:  40'= [Base 30' + Trade Domain 10']
Damage Reduction:  00/Any
Spell Resistance:  00

* +2 to save vs charm and compulsion effects only

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Elven Curveblade: Melee: +4 = [BAB (00) + Dexterity (04) + Misc (00)]
                 Damage: 1d10+3, Crit: 18-20/x2, Special: Finesse
            Bite: Melee: -1 = [BAB (00) + Dexterity (04) - Misc (05)]
                 Damage: 1d3+1, Crit: 20/x2, Special: Secondary attack
         Javelin:Ranged: +4 = [BAB (00) + Dexterity (04) + Misc (00)]
                 Damage: 1d6+2, Crit: 20/x2, Special: Range 30'

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Wisdom), -2 (Constitution)
               Size: Medium
              Speed: 30'
      Favored Class: Inquisitor
             Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.
    Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and 
                     learn 2 languages each time they gain a rank in 
                     Linguistics rather than 1 language

       Swordtrained: Tengus are trained from birth in swordplay, and as a
                     result are automatically proficient with sword-like
                     weapons (including bastard swords, daggers, elven 
                     curve blades, falchions, greatswords, kukris, longswords,
                     punching daggers, rapiers, scimitars, short swords, and 
                     two-bladed swords).
     Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 
                     points of damage on a hit. This is a primary attack, 
                     or a secondary attack if the tengu wields a manufactured 
          Languages: Tengus begin play speaking Common and their own dialect
                     of Tengu. Tengus with high Intelligence scores can 
                     choose any language as a bonus language
             Senses: Tengus have low-light vision.

Class FeaturesEdit


Armor/Weapons: Simple weapons, plus the hand crossbow, longbow, repeating 
crossbow, shortbow, and the favored weapon of her deity. Light armor, 
medium armor, and shields (except tower shields).
Domain: Trade Domain 
      Granted Powers: You are an explorer and find enlightenment in the 
      simple joy of travel, be it by foot or conveyance or magic. Increase 
      your base speed by 10 feet.

      Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, 
      or Sense Motive check, you can, as a free action, grant yourself 
      a bonus on the roll equal to 1/2 your cleric level (minimum +1) 5/day

Spells: An inquisitor casts divine spells drawn from the inquisitor spell 
list. She can cast any spell she knows at any time without preparing it 
ahead of time, assuming she has not yet used up her allotment of spells 
per day for the spell’s level.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment 
upon her foes as a swift action. Starting when the judgment is made, the 
inquisitor receives a bonus or special ability based on the type of 
judgment made.
      Destruction: The inquisitor is filled with divine wrath, gaining a 
      +1 sacred bonus on all weapon damage rolls. This bonus increases by 
      +1 for every three inquisitor levels she possesses.

      Healing: The inquisitor is surrounded by a healing light, gaining 
      fast healing 1. This causes the inquisitor to heal 1 point of 
      damage each round as long as the inquisitor is alive and the 
      judgment lasts. The amount of healing increases by 1 point for every 
      three inquisitor levels she possesses.

      Justice: This judgment spurs the inquisitor to seek justice, granting 
      a +1 sacred bonus on all attack rolls. This bonus increases by +1 for 
      every five inquisitor levels she possesses. At 10th level, this bonus 
      is doubled on all attack rolls made to confirm critical hits.

      Piercing: This judgment gives the inquisitor great focus and makes 
      her spells more potent. This benefit grants a +1 sacred bonus on 
      concentration checks and caster level checks made to overcome a 
      target’s spell resistance. This bonus increases by +1 for every three 
      inquisitor levels she possesses.

      Protection: The inquisitor is surrounded by a protective aura, 
      granting a +1 sacred bonus to Armor Class. This bonus increases by +1 
      for every five inquisitor levels she possesses. At 10th level, this 
      bonus is doubled against attack rolls made to confirm critical hits 
      against the inquisitor.

      Purity: The inquisitor is protected from the vile taint of her foes, 
      gaining a +1 sacred bonus on all saving throws. This bonus increases 
      by +1 for every five inquisitor levels she possesses. At 10th level, 
      the bonus is doubled against curses, diseases, and poisons.

      Resiliency: This judgment makes the inquisitor resistant to harm, 
      granting DR 1/magic. This DR increases by 1 for every five levels she 
      possesses. At 10th level, this DR changes from magic to an alignment 
      (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. 
      If she is neutral, the inquisitor does not receive this increase.

      Resistance: The inquisitor is shielded by a flickering aura, gaining 
      2 points of energy resistance against one energy type (acid, cold, 
      electricity, fire, or sonic) chosen when the judgment is declared. 
      The protection increases by 2 for every three inquisitor levels 
      she possesses.

      Smiting: This judgment bathes the inquisitor’s weapons in a divine 
      light. The inquisitor’s weapons count as magic for the purposes of 
      bypassing damage reduction. At 6th level, the inquisitor’s weapons 
      also count as one alignment type (chaotic, evil, good, or lawful) 
      for the purpose of bypassing damage reduction. The type selected 
      must match one of the inquisitor’s alignments. If the inquisitor 
      is neutral, she does not receive this bonus. At 10th level, the 
      inquisitor’s weapons also count as adamantine for the purpose of 
      overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge 
skill checks in addition to her Intelligence modifier, when making skill 
checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as 
noted on Table 2–4 under “Spells Known.” These spells are cast like any 
other spell, but they are not expended when cast and may be used again. 
Orisons prepared using other spell slots, such as those due to metamagic 
feats, are expended normally.

Stern Gaze (Ex):Inquisitors are skilled at sensing deception and intimidating 
their foes. An inquisitor receives a morale bonus on all Intimidate and Sense 
Motive checks equal to 1/2 her inquisitor level (minimum +1).


Weapon Finesse: Use Dexterity bonus on attack rolls in place of 
               Strength with Finesse weapons


   Birthmark (Faith): The seeker crest birthmrk on Cethyn-Ayah's 
forehead acts as a divine focus and grants a +2 trait bonus 
to saves vs charm and compulsion
Reactionary (Combat): +2 to inititive checks


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 07 = [Base (06) + INT (01)/Level; FC (00)] (Inquisitor)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               3     0       0       4     -1   +0
Appraise                 1     0       0       1          +0
Bluff                   -1     0       0      -1          +0
Climb                    1     0       0       2     -1   +0
Craft (       )          1     0       0       1          +0
Diplomacy               -1     0       0      -1          +0
Disable Device                 0       0       4     -1   +0
Disguise                -1     0       0      -1          +0
Escape Artist            3     0       0       4     -1   +0
Fly                      3     0       0       4     -1   +0
Handle Animal                  0       0      -1          +0
Heal                     2     0       0       2          +0
Intimidate               0     0       0      -1          +1 Inquisitor bonus
Knowledge (Arcana)             0       0       1          +0
Knowledge (Dngnrng)      5(7)  1       3       1          +2(Monster Lore)
Knowledge (Engnrng)            0       0       1          +0
Knowledge (Geography)          0       0       1          +0
Knowledge (History)            0       0       1          +0
Knowledge (Local)              0       0       1          +0
Knowledge (Nature)       5(7)  1       3       1          +2(Monster Lore)
Knowledge (Nobility)           0       0       1          +0
Knowledge (Planes)             0       0       1          +0
Knowledge (Religion)           0       0       1          +0
Linguistics              9     1       3       1          +4 Racial
Perception               8     1       3       2          +2 Racial
Perform    (       )    -1     0       0      -1          +0
Profession (       )           0       0       0          +0
Ride                     3     0       0       4     -1   +0
Sense Motive             7     1       3       2          +1 Inquisitor bonus
Sleight of Hand                0       0       4     -1   +0
Spellcraft                     0       0       1          +0
Stealth                  9     1       3       4     -1   +2 Racial 
Survival                 6     1       3       2          +0
Swim                     1     0       0       2     -1   +0
Use Magic Device               0       0      -1          +0

Spell Lists (Known)Edit

* Detect Magic
* Guidance
* Light
* Sift

Level 01 2/day
* Cure Light Wounds
* Divine Favor


Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Studded Leather                   25 gp   20  lb
Elven Curveblade                  80 gp   07  lb
Quiver                            01 gp   02  lb
  Javelins (x4)                   04 gp   08  lb
Backpack                          02 gp   02  lb
  Bedroll                         .1 gp   05  lb
  Water Skin                      01 gp   04  lb
  Rope 50' Silk                   10 gp   05  lb
Belt Pouch                        01 gp   .5  lb
  Whetstone                      .02 gp   01  lb

                           Total Weight:  54.5  lb

            Light  Medium   Heavy    
Max Weight: 0-58   58-116  117-175


PP: 02
GP: 05
SP: 08
CP: 08



       Weight:112 Lbs
Feather Color:Midnight Black
    Eye Color:Pale Grey

   Appearance:Slender and slight Cethyn-Ayah is far stronger than his thin 
avian frame would indicate. Like most of his kin he is covered head to talon
in blue black feathers although his pale grey eyes and the siver 4 pointed
star on his forehead and dress sense make him stand out amongst his own kin.
He prefers wearing a wide brimmed and other the regailia of an Inquisitor 
although in hues of grey rather than the somewhat more flamboyant choices 
many in his profession enjoy.

     Demeanor:Good natured if somewhat stuborn Cethyn-Ayah is part scholar, 
part hero, and part blunt instrument. His service to his god, like his mentor
before him, is to seek the dangerous secrets of the world prevent them from
causing harm. In his eyes its better to destroy a secret than let it harm
innocents which has made him rather unpopular amongst the priests of his 
religion prompting them to send him on the most trivial of errands.

   Background:Born with the mark of HRÓKR on his brow Cethyn-Ayah was destined
for divine servitude from birth. He spent his youth running the streets of Venza
with his childhood friend Git-git but as soon as he was fully fledged he was 
shipped off to a secret temple to the keeper of secrets for training in the 
priesthood fate however had different plans in store for the fledgling. 
Standing with the select few others considered worthy of service he was 
chosen to serve as a squire to Rapere-Gau the High Inquisitor. For many 
years Cethyn-Ayah served learning much at the feat of the ancient crow 
mastering the gifts he was born with untill not long ago his master gave him 
an elven sword and some old adventuring equiptment and told him to go out into 
the world and seek it's secrets.

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
Level 2 to Level 3 Next, and so on . . .


  • Approval (Jan. 14th, 2011) (Satin Knights, non-judge) level 1
  • Approval (Jan. 15th, 2011) (HolyMan-Judge) level 1

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