Tanel
"Hello ladies... I've trained mind, body and soul but nothing prepared me for you capturing my heart."
User: Matthew
Race: Aasimar
Gender: Male
Role: Striker
Class: Monk 1 / Paladin 1
Description:
22 year old male Aasimar. 6' 2" and very athletic, chizzled build. Body has been trained to take punishment. Untamed, medium length platinum hair. Lavender colored eyes. Wears a short-sleeved, hooded open robe; black & white with gold trim. His pants, boots and archery gloves (fingerless except for the index and middle finger) are black with gold trim.

Very attractive and knows it, thus making him ere on the side of arrogant. Walks with confidence loving the attention he recieves from women. He holds women in very high reguard and believes it's his "duty" to make her feel every bit of woman she should, even if it's just for a night. One thing he cannot stand is the mistreatment of women. He will fly into a chivalrous anger and make a stand against anyone he knows to have gone against his "duty".

Aasimar
Monk (Monk of the Four Winds & Zen Archer)
Paladin
Background:
Tanel had always been a special child. From an early age people had been inexplicably attracted to him. His human parents, though poor, tried to provide the best life for him. At 11 years old he fell in love with the local tavern owners daughter, Lastelle, and like any childhood crush they promised the world to eachother. However, one day a wandering monk had stopped at the tavern and took notice of Tanel. Being an Aasimar himself, the monk knew of Tanel's true heritage and followed him back to his house. The next day the monk approached his parents and told them that their child was an Aasimar and possesed great potential. He offered to take him to his monestary to be trained and to lead a better life than that of a meer peasant. With times being hard and money being tight, they agreed to let the monk take Tanel. This did not bode well with Tanel because he did not wish to leave his childhood love. After much pleading from his parents he reluctantly agreed, but left a lock of his hair with Lastelle for her to remember him by.

It was true that Tanel had great talent. Upon the start of his training he impressed the entire creed with the rate at which he learned and mastered the various forms of martial arts. He also awakened a deeper power that has been rarely seen by such monks. Powers that had been dormant since birth began to work their way to the surface. They decided that he was therefore worthy of learning the special monk art of the bow. A form attempted by many, but mastered by few. Tanel took to the bow like a fish to water. He trained and studied dailly but always felt that something was missing in his life.

After years of training, both physical and spiritual, he was ready to ascend to full brother status. One of the final steps to this was to take a vow of celibacy. It was then that Tanel realized what he was missing in life. His thoughts began to drift back to a girl he knew years ago. Shortly thereafter Tanel decided to leave the monestary content to never become a full fledged brother in order to persue his dreams of love. The monks therefore granted him the title of Inquisitor, an honor granted to only the most powerful representatives of their monestary.

He spent the first 2 months out of the monestary searching for Lastelle. He returned to the tavern he once knew and asked the owner, her father, for her. The man was sad to tell Tanel that the day he left she tried to follow them on her own. She was never seen again and was believed to be dead. This news hurt Tanel deeply and it was then that he vowed that no woman would suffer if it was within his power. For the next year he wore his heart on his sleave and fell for many different women and learned that he was a lover of women in many other ways than just chivalry. He never forgot about Lastelle, but this new attention he was getting was intoxicating. He began traveling in search of women who could satisfy his lust and longing for love.
Details:
Equipment
Composite Longbow (+2 STR rating)
*Damage: 1 D8 +2 STR (x3) *Weight: 3 lbs
*Range: 110 ft *Type: Piercing
Broad Arrow (80)
*Damage: 1 D10 *Weight: 4 lbs (x4)
*Range: -10 ft *Type: Piercing *Special: Ammo
Kama
*Damage: 1 D6 +2 STR (x2) *Weight: 2 lbs
*Range: Melee *Type: Slashing
Nunchaku
*Damage: 1 D6 +2 STR (x2) *Weight: 2 lbs
*Range: Melee *Type: Bludgening *Special: Disarm

Gold: 240
Adventure Kit: backpack, 7 rations, waterskin, bedroll, 20 ft of rope, grappling hook
Excess: flint and steel (1 gp), compass (1 gp),
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Traits: Reactionary & Nonchalant Thuggery
(+2 Init & +4 Bluff to hide aggressive actions)

Special: Darkvision 60 ft, acid resistance 5, cold resistance 5, and electricity resistance 5

Languages: Common, Celestial, Elven, Draconic

STR 15 DEX 17 CON 16 INT 14 WIS 20 ratial CHA 15 ratial
Mods: STR+2, DEX+3, CON+3, INT+2, WIS+5, CHA+2

HD: 8
HP: 11

AC 19 = base 10 + 3 DEX + 1 Dodge + 5 WIS
Touch AC 19 = base 10 + 3 DEX + 5 WIS + 1 Dodge
Flat-Footed AC 15 = 5 WIS + base 10

Initiative 5 = 3 DEX + 2 Misc

Fortidute 5 = base 2 + 3 CON
Feflex 5 = base 2 + 3 DEX
Will 7 = base 2 + 5 WIS

BAB 0

CMB 2 = 0 BAB + 2 STR
CMD 20 = 0 BAB + 2 STR + 3 DEX + 5 WIS + base 10
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[x]Acrobatics 7 = 3 DEX + 1 rank + 3 trained
[]Appraise
[x]Bluff
[x]Climb
[x]Craft
[x]Diplomacy
[]Disable Divice*
[x]Disguise
[x]Escape Artist 7 = 3 DEX + 1 rank + 3 trained
[]Fly
[]Handle Animal*
[x]Heal 9 = 5 WIS + 1 rank + 3 trained
[x]Intimidate
[x]Knowledge (Arcana)*
[x]Knowledge (Dungeoneering)*
[]Knowledge (Engineering)*
[]Knowledge (Geography)*
[x]Knowledge (History)*
[]Knowledge (Local)*
[x]Knowledge (Nature)*
[]Knowledge (Nobility)*
[x]Knowledge (Planes)*
[x]Knowdedge (Religion)*
[]Linguistics*
[x]Perception* 11 = 5 WIS + 1 rank + 3 trained + 2 ratial
[x]Perform
[x]Profession*
[x]Ride
[x]Sense Motive 10 = 5 WIS + 1 rank + 3 trained + 1 class
[]Slight of Hand*
[x]Spell Craft* 6 = 2 INT + 1 rank + 3 trained
[x]Stealth 7 = 3 DEX + 1 rank + 3 trained
[x]Survival 9 = 5 WIS + 1 rank + 3 trained
[x]Swim
[]Use Magic Device*
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Abilities
Flurry of Blows (bow) - Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Elemental Fist - At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Unarmed Strike - A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
lvl 1-3 (1 D8), lvl 4-7 (2 D6), lvl 8-11 (2 D8), lvl 12-15 (3 D6), lvl 16-19 (3 D8), lvl 20 (4 D8)

Domain (Travel - sub. Exploration)
*Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
*Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Judgement - 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.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
*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 - 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.

Stern Gaze - 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).
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Feats
Precise Shot - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Perfect Strike - You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats).
A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

Improved Unarmed Strike - You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Spells Known

Level 0
*Stabalize V,S - Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
*Detect Magic V,S - You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power
*Read Magic V,S,F (a clear crystal or mineral prism) - You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
*Light V,M/DF (a firefly) - This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Level 1 (3/day)
*Cure Light Wounds V,S - When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
*Expeditious Retreat V,S - This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Spell-Like Ability
*Daylight V,S (1/day) 10 min/lvl - You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.