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Valeros

Bel'Tanis's page

453 posts. Alias of John Hathaway.


Gender

Max HP: 27 | AC: 16 (11 T / 15 FF) -or- 18 w/shield (17 FF) | F/R/W +5/+2/+3 (+1 vs fear, +2 vs evil) | CMD 17 | Ini +1 | Prcptn +4

About Bel'Tanis

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Bel'Tanis
Aasimar (outsider; native) Fighter 3
XP: 4,262 / 6,000
Favored Class: Fighter (+1 hp)
Alignment: Neutral Good
Languages: Common (Varisian), Celestial
Senses: Darkvision (60ft)

Str 16 (+3)
Dex 12 (+1)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 12 (+1)

20 point buy:

Str 16 (10 pts)
Dex 12 (2 pts)
Con 14 (5 pts)
Int 11 (1 pts)
Wis 12 (2 pts) +2 racial
Cha 10 (0 pts) +2 racial

Combat Info
HP: 27 10 + 1(FC) + 2(Con) + 9 + 5
BAB: +3
CMB: +6
CMD: 17
Initiative: +1
Speed: 30 (full speed w/ medium armor)

AC: 16 (11 T / 15 FF) (+4 armor, +1 dex, +1 natural armor)
-or- AC: 18 (11 T / 17 FF) (+4 armor, +2 shield, +1 dex, +1 natural armor)
Fort: +5 (+3 base, +2 Con)
Ref: +2 (+1 base, +1 Dex)
Will: +3 (+1 vs fear) (+1 base, +2 Wis)
(+2 for all vs evil descriptor)

Greatclub: +6 (1d10+4 x2)
+1 fiery Scimitar: +8 (1d6+4+1 18-20/x2)
Dagger (thrown): +4 (1d4+3 19-20/x2)
Dagger (1-handed): +6 (1d4+3 19-20/x2)
Cestus: +6 (1d4+3 19-20/x2)
Lt Crossbow: +4 (1d8 19-20/x2)

Equipment
Coins: 4gp 4sp
Greatclub
+1 fiery Scimitar
Daggers (5)
Cestus
Lt Crossbow
Quarrel of Xbow Bolts (20)
Hide Armor
Hvy Wooden Shield
Backpack
Bedroll
Map/Scroll cases (3)
Fishing Net (25 sq ft)
Flint & Steel
Bullseye lantern
Lantern Oil (5 flasks)
Belt Pouches (4)
Rope, silk (200 ft)
Tent

Traveller's Outfit

starting gear:

Greatclub ... 5gp
Scimitar ... 15gp
Daggers (5) ... 10gp
Cestus ... 5gp
Lt Crossbow ... 35gp
Quarrel of Xbow Bolts (20) ... 2gp
Hide Armor ... 15gp
Hvy Wooden Shield ... 7gp
Backpack ... 2gp
Bedroll ... 1sp
Map/Scroll cases (3) ... 3gp
Fishing Net (25 sq ft) ... 4gp
Flint & Steel ... 1gp
Bullseye lantern ... 12gp
Lantern Oil (5 flasks) ... 5sp
Belt Pouches (4) ... 4gp
Rope, silk (200 ft) ... 40gp
Tent ... 10gp

Traveller's Outfit ... free

Starting Gold: 175gp
Spent: 170gp 6sp
Remaining: 4gp 4sp

Fighter Class Abilities
Bravery +1: bonus to will saves vs fear
Armor Training 1: reduce ACP, increase Dex Bonus, move full speed in medium armor

Traits, Feats, and Skills
Traits: Sacred Touch, Favored Son (Ameiko)
Feats: Angelic Blood (Lvl 1), Power Attack (Ftr 1), Weapon Focus (scimitar) (Ftr 2) (retrain later to falchion), Angelic Flesh (Lvl 3)
Racial Traits: Celestial Resistances, Darkvision (60ft), Skilled (+2 Diplomacy & Perception), daylight 1/day
Trained Skills: Climb (Str) +5/3, Handle Animal (Wis) +6, Intimidate (Cha) +5, Knowledge(local) (Int) +5, Ride (Dex) +3/1, Swim (Str) +5/3

Detailed Traits:

Sacred Touch (Faith): can stabilize a dying creature with a standard action

Favored Son (Ameiko) (Campaign): You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you. Benefit: You gain an additional 10% over the amount of gp you normally would get from selling off treasure.


Detailed Feats:

Angelic Blood (Aasimar): (Prereqs: Con 13, aasimar) +2 bonus on saves vs effects w/ evil descriptor & on Constitution checks to stabilize when reduced to negative hps (but not dead). Also, suffering bleed or blood drain damage causes each undead creature or creature w/ evil subtype that is currently adjacent to you also take 1 point of damage.

Power Attack: (Prereq: Str 13, BAB +1) –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage

Weapon Focus (Combat) [scimitar]: (Prereq: Proficiency w/ weapon, BAB +1) +1 bonus on all attack rolls you make using the selected weapon.

Angelic Flesh (Aasimar): (Prereq: Angelic Blood, aasimar)
Benefit: You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
Steel: You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction.


Detailed Skills:

Skill Points/level: 2
class skill // Armor Check Penalty = -2/4

Acrobatics: -1/3 = +0(ranks) +1(dex) -2/4(acp)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +2 = +0(ranks) +2(cha)
Climb: +5/+3 = +1(ranks) +3(trained) +3(str) -2/4(acp)
Craft: +0 = +0(ranks) +0(int)
Diplomacy: +4 = +0(ranks) +2(cha) +2(racial)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +0 = +0(ranks) +2(cha) -2(feat)
Escape Artist: -1/3 = +0(ranks) +1(dex) -2/4(acp)
Fly: -1/3 = +0(ranks) +1(dex) -2/4(acp)
Handle Animal: +6 = +1(ranks) +3(trained) +2(wis)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: +5 = +1(ranks) +3(trained) +1(cha)
Knowledge (arcana): +0 = +0(ranks) +0(int)
Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
Knowledge (engineering): +0 = +0(ranks) +0(int)
Knowledge (geography): +0 = +0(ranks) +0(int)
Knowledge (history): +0 = +0(ranks) +0(int)
Knowledge (local): +5 = +1(ranks) +3(trained) +0(int) +1(trait)
Knowledge (nature): +0 = +0(ranks) +0(int)
Knowledge (nobility): +0 = +0(ranks) +0(int)
Knowledge (planes): +0 = +0(ranks) +0(int)
Knowledge (religion): +0 = +0(ranks) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +4 = +0(ranks) +2(wis) +2(racial)
Perform: +1 = +0(ranks) +1(cha)
Profession: +2 = +0(ranks) +2(wis)
Ride: +3/1 = +1(ranks) +3(trained) +1(dex) -2/4(acp)
Sense Motive: +2 = +0(ranks) +2(wis)
Sleight of Hand: +1 = +0(ranks) +1(dex)
Spellcraft: +0 = +0(ranks) +0(int)
Stealth: -3/5 = +0(ranks) +1(dex) -2/4(acp) -2(feat)
Survival: +2 = +0(ranks) +2(wis)
Swim: +5/3 = +1(ranks) +3(trained) +3(str) -2/4(acp)
Use Magic Device: +1 = +0(ranks) +1(cha)

Background:
Despite the fact that Bel'Tanis is approaching his 18th year, he is a little awkward in social situations due to all the attention he received when he was younger. Born to a simple fisherman, Bel'Tanis became something of a celebrity in the small corner of his community as his celestial heritage began to obviously manifest itself. Such attention went to his youthful head and he was terribly prideful and prepossessed as a result, but his unique pedigree didn't help him when a storm wrecked his father's boat. Bel'Tanis and his father were the only two on the vessel at the time, but the boy was the only survivor.

Riddled with survivor's guilt, Bel'Tanis struggled to carry his mother and siblings for a year after his father's fatal accident. After that year though, he couldn't bear to be around his mother and siblings, nor could he suffer the blame he imagined the townsfolk continually laid on him when he wasn't looking. Desperate, angry, and haunted by a sense of responsibility he couldn't express he slipped quietly into the back of a merchant's wagon one wet evening - hoping perhaps to make a new start whever he might end up.

After escaping quietly out of the wagon at the first town they reached, he wandered about for a short while before bumping into Ameiko Kaijitsu, owner and proprietor of Sandpoint's most popular inn, The Rusty Dragon. For some inscrutable reason, Ameiko took a liking to Bel'Tanis immediately and drug him back to the inn with her, not paying any attention to his attempts at refusal. Once there, she sat him down, smiled at him and told him he wasn't allowed to move. A few minutes later, she returned with a plate of food. After sheepishly eating his dinner, Bel'Tanis got up to leave at which point Ameiko pointed to a broom in the corner. 'There's the broom. When you're done, your room's up the stairs, 3rd door on the left.'

It took more than a week before Bel'Tanis finally started to let his guard down and to accept Ameiko's generosity for what it was - simple generosity. A month after that, and Ameiko drug him along to see the priest presiding over the new temple in town. With a smile, she left him in the care of the temple's priesthood without another word.

While there, Bel'Tanis was blessed with a generous commune spell in light of his obvious celestial connection. Suddenly hoping to be united with his grandsire and appreciating Ameiko's gift all the more, Bel'Tanis learned of his celestial forebear's fate - and the revelation drove him to even greater sadness. His heavenly ancestor had fallen from grace, and many good lives were lost because of it.

Now, burdened with his own guilt as well as guilt over his grandsire's misdeeds, Bel'Tanis feels he has little to lose and a great deal to make up for....

Personality/Mannerisms:
I see Bel'Tanis as a fairly good humored, burly fellow most of the time, but prone to deep despondence when he believes no one to be watching. Despite himself and his occasional moodiness, he's an encourager - always ready to offer an uplifting word to those around him. He has little patience for cruelty (be it physical or psychological) but he keeps a tight reign on his anger. After learning of his ancestor's fall, he is honestly a little afraid of what he would be capable of if he ever truly lost his temper. While Bel'Tanis has become quite adroit at hiding his frustration behind an easy, contagious smile, the anger that he continuously buries deep down has left him with something akin to a death wish. While he wouldn't lash out or scream at someone in anger, he would on the other hand rush into a burning building without pause to try and help anyone trapped within. While many would see this as unadulterated bravery, the truth is sadly not quite that noble.

Bel'Tanis is a tall, striking man, with shining eyes and thick, black hair. Under the natural light of the moon though, his hair shines silver. Uncomfortable now with the attention his heritage typically draws, he has taken to wearing a deep hood or cowl during the evenings. He bears a scar on his left palm from a wound he suffered when his father's ship was wrecked and he can be caught rubbing the scar with his right thumb when he his sad or distressed.

Macros:

[spoiler=Status]
HP: 27/27
AC: 16 (11 T / 15 FF)
w/ shield: 18 (11 T / 17 FF)
Resistances: Acid (5), Cold (5), Electricity (5)
CMD: 17
F/R/W: +5/+2/+3 (+1 vs fear)
(+2 vs evil descriptor)
daylight uses left: 1/1

Ongoing Effects

[/spoiler]

[dice=Greatclub]1d20+6[/dice][dice=for]1d10+4[/dice]
[dice='Matchstick']1d20+8[/dice][dice=for]1d6+4[/dice][dice=and fire]1[/dice]
[dice=Dagger (thrown)]1d20+4[/dice][dice=for]1d4+3[/dice]
[dice=Dagger (melee)]1d20+6[/dice][dice=for]1d4+3[/dice]
[dice=Cestus]1d20+6[/dice][dice=for]1d4+3[/dice]
[dice=Lt Crossbow]1d20+4[/dice][dice=for]1d8[/dice]


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