Danse Macabre

Rashun Tollinger's page

259 posts. Alias of concerro.


Full Name

Rashun Tollinger

Race

Human

Classes/Levels

Ranger 1/Inquisitor 4 HP: 38/42

Gender

Male

Age

23

Alignment

NG

Deity

Sarenrae

About Rashun Tollinger

character mechanics:

RASHUN TOLLINGER CR 4
Male Human (Taldan) Inquisitor 4 Ranger (Guide) 1
NG Medium Humanoid (Human)
Init +6; Senses Perception +16
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 42 (1d10+4d8+10); Judgement of Sacred Healing 2
Fort +8, Ref +4, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
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OFFENSE
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Spd 20 ft.
Melee +1 Scimitar +8 (1d6+5/18-20/x2)
Power Attack:+1 Scimitar +8 (1d6+8/18-20/x2)

Ranged Longbow +5 (1d8 /x3)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Ranger's Focus +2 (1/day)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 4, +7 melee touch, +5 ranged touch):
2 (2/day) Silence (DC 15), Brow Gasher
1 (4/day) Divine Favor (DC 14), Comprehend Languages (DC 14), Protection from Evil (DC 14), Expeditious Retreat (DC 14), Litany of Sloth
0 (at will) Light, Read Magic (DC 13), Detect Magic, Detect Poison, Disrupt Undead, Sift
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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 9
Base Atk +4; CMB +7; CMD 18
Feats Escape Route, Furious Focus, Power Attack -2/+4, Skill Focus: Disable Device
Traits Ease of Faith, Reactionary
Skills Acrobatics -2, Bluff +11, Climb +4, Diplomacy +12, Disable Device +12, Escape Artist -2, Fly -2, Intimidate +13, Knowledge (Religion) +9, Perception +16, Ride -2, Sense Motive +13, Spellcraft +9, Stealth -2, Survival +7, Swim +4 Modifiers Monster Lore
Languages Common, Varisian
SQ Inquisitor Domain: Conversion Inquisition, Judgement (2/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 3/day), Track +1, Trapfinding +1, Wild Empathy +0 (Ex)
Combat Gear +1 Scimitar, Masterwork Breastplate; Other Gear Backpack, Masterwork (empty), Bedroll, Crowbar, Everburning torch, Eyes of the Eagle, Flint and steel, Heatstone, Heatstone, Heatstone, Holy symbol, silver: Sarenrae, Lantern, bullseye, Parchment (sheet) (10), Pathfinder Chronicle: Knowledge (Religion), Pole, 10-foot, Pouch, belt (empty), Powder, Rations, trail (per day) (2), Rope, silk (50 ft.), Sunrod (4), Thieves' tools, masterwork, Torch, Twine (50'), Waterskin

Gold 442
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SPECIAL ABILITIES
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Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inquisitor Domain: Conversion Inquisition Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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bio and physical description:
Rashun(working name) grew up poor and was mostly ignored by his parents. There were many hungry nights. Sometimes there was nothing to eat, and at other times they just did not care to feed him. Just like any person forced into such a bad situation he did what he had to do, and in Rashun's case that was to steal. He was not particularly good at being sneaky however and got caught many times. When he was returned to his parents his father would beat him severely. After one such beating he just decided not to go back home. At least if they kept him in jail he would be fed if he got caught again, and of course he did. This time his intended victim, did not turn him over to the police . The man gave him two options. He could work for the man for one week or he could take lashings from a whip. Rashun argued that was not legal. The man countered saying, "It is not legal to steal either. Don't pretend to be a supporter of the law now". Not left with much of a choice Rashun agreed to work for the man doing all manner of chores. At the end of the week he was paid 10 gp for his work. Rashun had never held gold in his hand, and now he had 10 peices. Curios about why he was being paid Rashun questioned the act of kindness which prompted Edward(intended victim) to give him " a good talking to" about the value of making an honest living. That led to a long conversation about why Rashun lived his life the way he did, which led to other topics such as philosophy, and religion. That 10 gp did not last forever of course, and Rashun was back to his old self. Over time he even began to break into people's home. He knew he was wrong, and that his acivities would land him in serious trouble on day since he was not a little boy anymore. He decided to leave, but before he left he thanked Edward who he had not seen since the day he was given the 10 gp, and explained to him the affect the conversation had on him, even if it took 5 years for it to fully matter. Rashun wanted to repay Edward, but Edward explained that if he wanted to repay him to that he should be an example to others.
Not much later a caravan was hiring for guards. Free passage, and money also, it seemed as though someone was looking out for him. Upon arriving in Kovorsa. He was able to get a job as a janitor at a local church, more because he wanted an excuse to learn from the clergy than because he wanted the job. Rashun became very well versed in the religious doctrine, and wanted to be more active in the church. While Rashun was not exactly good with words at that time he was resiliant. The only thing that fascinated Rashun as much as the desire to learn how to improve himself mentally was hand to hand combat. Being a large man who was somewhat quick on his feat he made a good sparring partner. Many people suggested he go out with the next missionary to help convert people, and of course to keep his less martial oriented companions safe.
A year later he got his chance to go with a missionary team and travel the world. He also had to kill his first sentient creature when they were ambushed by gnolls. Having to kill anything troubles him, but at the same time he noticed that his weapon was guided by some unseen force during the assault. He had been chosen by her, and he promised himself he would do what it took to protect others. Well he would have been happy to continue living this way, converting people and protecting his friends if it were not for a strange dream, and a vision which told him to go to (insert starting city)

Appearance
At the young age of 20 Rashun is a physically imposing figure standing at 6'3 235. As for his personality while he is religious his real allegiance lies to mankind in general. He wants to do his part to make the world a better place, and to try to right a few wrongs when possible.

What I bring to the party: My guy is a combatant, but not as good as a full BAB combatant. He can also serve as the party face, he can find and disable traps, and has a few other utility uses.

Personality:He is a little to direct at times, but he always means well. Even though he is strong on the forgiveness/redemption aspect of Sarenrae he does not trust easily himself, even though he believes people can change.

affliction:

-2 con, -1 dex

hp:16/29

AC 16
Touch 10

Fort save +6