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Hero of Valhalla

Tanith 'Kordson' Creed's page

1,906 posts. Alias of Feral.


Suel Warpriest/Wrestler 5 - 51/54 hp + 0 nonlethal, Init +0, AC 16 (18 with shield of faith) [touch 10, FF 16], Fort +9, Ref +1, Will +8; Perception +2


Blessing 4/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Ghostbane, Bull's Strength | Fervor 2/3 | Action Points 3/7



About Tanith 'Kordson' Creed

Good genes and years of hard work in the mines have turned Tanith from a tall long-limbed youth into a musclebound brute. His golden hair is kept short - a small comfort in the sweltering mines - and even though he shaves often, persistent stubble is frequently seen along his jaw and chin. In addition to being as strong and hairy as an ox, he's about as bright as one and often bears a musk to match. Despite all of this, and a nose crooked from being broken one too many times, his muscular physique and rugged good looks give him a certain kind of undeniable charm.

In his daily life he usually wears a loose sweat-stained tunic or simply goes bare chested (allowing the six-pointed star of Kord tattooed over his hairy chest to be seen) but he's been seen wearing a suit of scaled mail on occasion. He's been known to carry a heavy long-hafted poleaxe strapped to his back.

Tanith was born the only son to a low-rent Diamond Lake prostitute. His mother never spoke about his father and for his part Tanith assumed it was because she didn't really know who he was. As a child of the streets, his life was dirty, hard, and painful.
Despite the poor conditions of his birth, Tanith was always large for his age. Friendly and simple, the young suel would often use his great strength to defend the other whores's children from those that would prey on them. But a child's innocence can only last for so long and soon his mother was gone (victim of disease untreated for too long) leaving Tanith to fend for himself.

Faced with the need to survive he found where most desperate folk in Diamond Lake do, the mines. Despite only being fourteen years of age, he stood as tall as most grown men and had a brawny muscular physique. His youth and his great strength allowed him to endure the mines better than most but it also brought him to the attention of his manager, the toad Balabar Smenk. Soon Tanith wasn’t just a miner but also an enforcer for the corrupt mine boss, flexing a little muscle and busting noses when he was told. The work dimmed his spirit but it put needed food on his plate and a roof over his head.

One day, years later, Tanith was enjoying a drink at the Feral Dog at the end of the day when he heard another patron, a priest, proselytizing loudly inside the tavern. The young suel found the interruption irritating but when he stood to threaten the target of his wrath he was surprised to see that the priest was no simple holyman, but a huge mountain of a man. Too proud to back off now, Tanith threw a punch anyway. The priest, a mighty cleric of Kord, took the wild hook with a laugh before savagely beating the young thug.

The dust settled a moment later but the priest decided not to turn Tanith over to the watch (citing the beating he'd gotten was punishment enough). Instead he warned him that the path he was on would only lead him to misery and an ignoble death. The priest told him that anyone could be strong, but that true strength came from testing oneself and competing for a worthy cause. At the time, Tanith didn't understand that the man was sharing the Brawler's teachings and too bloodied and bruised to care much about anything, the young thug scrambled out of the inn and retreated to lick his wounds.

But the words (and beating) did have a profound effect on the young man and had rekindled something in him that a life focused solely on survival had pushed aside. He prayed and not some muttered whisper in passing. He was no stranger to religion, the rants and chanting of the Cuthbertites were a well-known annoyance, but Tanith knew that the gods were many and one of them would have the answers he wanted. To his surprise it was the thunderous Brawler that answered.

Human Wrestler 1/Warpriest 4
CN Medium humanoid (human)
Init +0; Senses Perception +2
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 54 (1d10+4d8+24)
Fort +9, Ref +1, Will +8
Speed 20 ft.
Melee dagger +8 (1d4+4/19-20) and
. . gauntlet (from armor) +10 (1d6+4) and
. . masterwork bardiche +9 (1d10+6/19-20) and
. . unarmed strike +10 (1d6+4)
Special Attacks channel positive energy 1/day (DC 13, 1d6)
Warpriest Spells Prepared (CL 4th; concentration +6):
. . 2nd—bull's strength, lesser restoration
. . 1st—divine favor, remove fear, shield of faith, shield of faith
. . 0 (at will)—detect poison, guidance, light, mending
Str 19, Dex 10, Con 16, Int 7, Wis 14, Cha 12
Base Atk +4; CMB +9 (+11 grapple); CMD 18 (20 vs. grapple)
Feats Endurance, Enforcer, Improved Grapple, Improved Unarmed Strike, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (unarmed strike)
Traits built for war, miner
Skills Acrobatics +1 (-3 jump), Climb +5, Diplomacy +7, Intimidate +12, Sense Motive +6, Swim +5
Languages Common
SQ aura, blessings, Fervor 1d6, Sacred Weapon +2, blessings (luck blessing, strength blessing), strength surge, unarmed strike, unlucky presence
Combat Gear meditation crystal; Other Gear +2 breastplate, armored kilt scale mail, dagger, masterwork bardiche, cloak of resistance +1, headband of inspired wisdom +2, backpack, masterwork, cleric's kit, 17 gp
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessings (5/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Fervor 1d6 (3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +2 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Strength Surge +2 (Su) As a swift action, gain a +2 bonus to melee att, CMB, Str skills, and Str checks.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Unlucky Presence (Su) As a swift action, touched foe takes -2 to AC and saves vs. your attacks & spells.
Warpriest Channel Positive Energy 1d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Grappling Techniques (Ex): Bulldog
The wrestler may declare he is using this technique after successfully maintaining a grapple as normal. The wrestler grabs ahold of the target’s head and jumps forward (though not far enough to actually change spaces), dragging his target to the ground. The wrestler deals his unarmed damage, and the target becomes pinned.

Cash Log:
+17g Starting Gold
+1926g Update from Mines
-500g armbands of the brawler
-33g materials for meditation crystal
-313g masterwork bardiche

Wand of CLW - 47/50

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