Jiang Temerith


Jiang Temerith
Male Devil-Spawn Tiefling Barbarian 9
N Medium outsider (native)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +8


AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural)
hp 131 (9d12+63)
Fort +14, Ref +5 (+3 bonus vs. traps), Will +4; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.)
Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/-; Resist cold 5, electricity 5, fire 5


Speed 40 ft.
Melee +1 keen cold iron nodachi +14/+9 (1d10+7/15-20) and
   bite +8 (1d6+2) and
   masterwork silver meteor hammer +14/+9 (1d8+6)
Ranged longbow +10/+5 (1d8/x3)
Special Attacks rage (29 rounds/day), rage powers (fiend totem, lesser, powerful blow +3, reckless abandon, renewed vigor 2d8+6)


Str 18, Dex 12, Con 23, Int 12, Wis 9, Cha 5
Base Atk +9; CMB +13; CMD 24
Feats Armor of the Pit, Exotic Weapon Proficiency (meteor hammer), Fiend Sight, Power Attack, Raging Vitality, Vital Strike
Traits berserker of the society, indomitable faith, lingshen’s finest
Skills Climb +11, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +3, Perception +8, Survival +8 (+10 to avoid becoming lost)
Languages Common, Infernal, Tien, Vudrani
SQ fast movement, fiendish sprinter, prehensile tail, tireless rage
Combat Gear oil of magic weapon, greater +1 (3), potion of cure light wounds (5), potion of cure moderate wounds (2), potion of heroism (3), Potion of Vanish (2), wand of cure light wounds (5 charges), wand of cure light wounds (50 charges), acid (3), alchemist’s fire (3)
Other Gear masterwork noqual agile breastplate, +1 keen cold iron nodachi, arrows (20), longbow, masterwork silver meteor hammer, aegis of recovery, arcanolembic, belt of mighty constitution +2, bloodstone of gultariix (3), cloak of resistance +1, feather step slippers, handy haversack, ioun stone (pale blue rhomboid), wayfinder, courtier’s outfit, dungeoneering kit, deluxe, pathfinder’s kit, Gold Necklace, 107 PP, 4 GP, 50 GP of Valuables

Special Abilities

Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Armiger +3 to Diplomacy vs Hellknights.
Berserker of the Society +3 rounds of Rage a day.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fiend Totem, Lesser (Su) Gain d8 gore attack while raging
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Lingshen’s Finest +1 trait bonus to confirm critical hits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Potion of Vanish Add this item to create a potion of a chosen spell.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (29 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Renewed Vigor 2d8+6 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.
Wand of cure light wounds (5 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) 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

Requirements Craft Wondrous Item, light; Cost 250 gp


Jiang Temerith

Pathfinder Society San Antonio Dragnmoon