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Fighter

Tania Teg's page

390 posts. Alias of Dreaming Warforged.


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About Tania Teg

TANIA TEG
Female Human Bard (Arcane Duelist) 4
CG, Medium, Humanoid
Init +2; Senses Perception +6
Languages Common, Varisian, Thassilonian, Goblinoid, Giant

DEFENSE
AC 21, touch 14, flat-footed 17 (armor +7, nat, dex +2, defl +1, dodge +1)
HP 25 (4d8, toughness); DR --;
Fort +2, Ref +7, Will +5, Amulet of protection +1
Immune
Resist
Spcl Def. Rallying Cry, Distraction

OFFENSE
Speed 20
Melee Longspear +7 (1d8+6+1; 20/x3), reach
Melee 2H+1 Longsword 'Goblin Mash' +9 (1d8+7+1; 19/x2)
Range MWK Mighty (+1) Shortbow +6 (1d6+1+1; 20/x3 inc. 60 ft, P)
Spcl Att. Arcane Strike, Inspire Courage +1, Big Game Hunter (+1 H, +2 D vs Large or larger)

OTHER
Str 19, Dex 14, Con 10, Int 10, Wis 10, Cha 14; (20 pt buy)
BAB +3 ; CMB +7; CMD 19
Feats B-Arcane Strike, H-Toughness, 1-Dodge, B-Combat Casting, 3-Weapon Focus (longsword), (5-Power Attack, 7-Defensive Combat Training)
Traits Big Game Hunter

Skills:

Class 6, Intelligence +0, Human +1, Favored Class +1 (except lvl 4)
Armor Check Penalty: -1
Acrobatics (Dex) 3+2+3 = +8
Appraise (Int) 1+0+3 = +4
Bluff (Cha) 1+2+3 = +6
Climb (Str) 1+4+3 = +8
Craft (Int)
Diplomacy (Cha) 1+2+3 = +6
Disable Device (Dex)
Disguise (Cha) +2
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Wis)
Heal (Wis) +0
Intimidate (Cha) 2+2+3 = +7
Knowledge (arcana) (Int) 1+0+3 = +4
Knowledge (dungeoneering) (Int) 1+0+3 = +4
Knowledge (engineering) (Int) 1+0+3 = +4
Knowledge (history) (Int) 1+0+3 = +4
Knowledge (local) (Int) 1+0+3 = +4
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int) 3+0+3 = +6
Perception (Wis) 3+0+3 = +6
Perform (Oratory) (Chr) 3+2+3 = +8
Perform (Sing) (Chr) 1+2+3 = +6
Profession (Wis)
Ride (Wis) +0
Sense Motive (Wis) 1+0+3 = +4
Spellcraft (Int) 2+0+3 = +5
Stealth (Dex) 2+2+3 = +7
Survival (Wis) +0
Swim (Str) +4
Use Magic Device (Cha) 2+2+3 = +7

Languages Common, Bonus (Varisian), Linguistics (Thassilonian, Goblinoid)
SQ Bardic Performance (4+Chr+2/(lvl-1)=12 rounds per day) (Inspire Courage, Rallying Cry, Distraction, Fascinate, Inspire Competence)

Bardic Performance:

Rallying Cry (Su): Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
Distraction (Su): Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage +1: To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spellcasting:

Spells per day:
1: [ ] [ ] [ ] [ ]
2: [ ] [ ]
Spell Known (lvl 0): Dancing Light, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Spell Known (lvl 1): Expeditious Retreat, Grease, Hideous Laughter, Silent Image, Vanish (FC) (Charm Person)
Spell Known (lvl 2): Mirror Image, Alter Self (Allegro, Calm Emotions*, Detect Thoughts, Glitterdust, Heroism, Invisibility, Silence*, Unadulterated Loathing*)

Equipment:

Worn or carried gear
+1 Breastplate
Longspear (5 GP, 9 lbs)
Longsword (15 GP, 4 lbs)
MWK Shortbow (+1 Str) (X GP, 2 lbs)
Arrows (20) (1 GP, 3 lbs)
Signal whistle (8 SP, -)
Traveler’s Outfit (1 GP, 5 lbs)
Pendant of Deputy Sheriff in Sandpoint
Amulet of Resistance +1 (saves) (with a symbol of Abadar)
Ring of Protection +1
+1 Longsword (taken from the Goblin Amalgam under the 'Glasswork')
Potion of Cure Light Wounds
Potion of Tree Shape
Potion of Cure Moderate Wounds (2)
Potion of Barkskin

Gear Cash = 144+572 GP, 15 SP
Adventurer’s Satchel (20 GP, 3 lbs)
Belt pouch (1 GP, ½ lbs)
Waterskin (1 GP, 4 lbs)
3x Sunrod (6 GP, -)
Flint and Steel (1 GP, -)
Trail Rations (5 days) (2.5 GP, 5 lbs)

Carried Weight 55.5 lbs (L=X lbs or less; M=X lbs; H=X lbs)

Description:

With long straight hair of brown and crimson, Tania Teg has a pretty chiseled face, crowned with eyes of a beautiful green. Her golden skin and green eyes clearly show a Varisian heritage, yet her straight hair betrays some Cheliaxian contribution. She stands tall and graceful, with an athletic build clearly showing under the simple, but well kept, dark gray traveler’s garment she wears on the road. A careful look at her will let show a fire and a passion in her eyes that can only be fueled by some higher purpose.

Her voice has a clearness that reminds one of the spring winds whistling through the fledgling new leaves announcing a glorious summer. Her movements are sensual, yet powerful and precise, showing an awareness and a cultivation of ones graces, talents and attractiveness.

Background:

Born of a Chelaxian father and a Varisian mother, Tania spent her tender youth in Sandpoint, with her father, Leandre Teg. He remained an important and well balanced figure of her youth, transmitting the better values of his heritage. She received letters from her mother every month. She had moved away sometime after Tania's birth, called by her Varisian blood to walk the world. Through the letters, she discovered, beyond the simple and effective beauty of words, a world filled with wonders, a world becoming through the eyes of the traveler.

Tania enjoyed above all the tales of ancient Thassilon, told by her mother through her description of the colossal ruins that she visited and described with such realism and mysticism. Tania started to collect knowledge of Thassilon and even started learning the basics of their ancient language.

Soon enough, she announced to her father that the road was also calling her. His eyes were filled with tears, but his heart knew that destiny could not be stalled. He let her go, making her only promise to return one day, before his death; a promise he had forgotten to ask of his lost beloved.

Tania joined the traveling Varisians, learning their trade, their traditions and the subtle arts of seduction and deception. she developed a better understanding of Thassilon, which led her to dabble in Varisian magic.

Remembering her promise, she now returns to Sandpoint, after an absence of five years.

Advancement Projects:

Bard (Arcane Duelist) and possibly some levels in Ranger (or Fighter with the bonus feat replace with two additional skill points, as the Campaign Setting option).

NPCs:

Marcus: Member of the Militia, old flame.
Father, Leandre Teg: Cheliax origins, small merchant.
Cyrdakk Drokus, the master of the local playhouse.
Sheriff Hemlock (Leatherface)
Braccus 'Banger': small time crook working with the Creedy boys.
Father Zanthus
Mayor Deverin

Notes:

Shintriss root
Creedy boys work with the Sczarny. (The Sczarni are as much a legend as fact in these parts. Apparently soe form of organised cime syndicate responsibel for smuggling and worse. Real criminals to be sure, if the organisation truly exists)
Prophecy: "Man of stone and woman of iron, hear well myyyyyyy worrds. The sins of the past rise through glyphs of pain, e'en whiiiiiiiile you both dally in pointed sands. Beware the firstborn new returned and the angel’s daughter broken. They together plot the rise of sinspawn through the token."



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