Cethyn-Ayah (Bertious)

===Basic Information===
 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)
===Abilities===
* 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 Statistics===
* 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 Statistics===
* 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 Features===
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 
 weapon.
 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 Features===
Inquisitor
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).
===Feats===
Weapon Finesse: Use Dexterity bonus on attack rolls in place of 
 Strength with Finesse weapons
===Traits===
 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
===Skills===
* 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)===
Orisons 
* Detect Magic
* Guidance
* Light
* Sift
Level 01 2/day
* Cure Light Wounds
* Divine Favor
===Equipment===
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
===Finances===
PP: 02
GP: 05
SP: 08
CP: 08
Gems/Jewelry/Other:
0000
===Details===
 Size:Medium
 Gender:Male
 Age:17
 Height:5'8"
 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 Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 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 . . .
===Approvals===
*Approval (Jan. 14th, 2011) (Satin Knights, non-judge) level 1
*Approval (Jan. 15th, 2011) (HolyMan-Judge) level 1
Category:Approved Characters