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Elephant

Tanner Nielsen's page

Pathfinder Society Member. 693 posts (5,625 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 19 aliases.


Full Name

Tanner Nielsen

Race

Human

Classes/Levels

Expert 4 / Doctoral Student 6

Age

32

Special Abilities

Academic Puffery (Ex), Psychological Evaluation (Ex), Movie Trivia (Su)

Alignment

CG

Location

Louisville, Kentucky

Languages

English, Japanese

About Tanner Nielsen

HP 35 : AC 27 CMD 20 TAC 23 FAC 20 : branched spear+10; 1d8+3 : PA branched spear+9; 1d8+6 : F+12 R+13 W+12 : INIT+12 CMB+8 Trip+12

Monk (Maneuver Master, Monk of the Four Winds) 2
Rogue (Unchained) 2
Paladin (Enlightened) 2
Hero Points: 1

Theme: Unity, Motion

Goals: (1) Save Goodwin; (2) Defeat evil and chaos at every hand; (3) Teach the doctrine of Unity.

Creation Notes:

5d6 ⇒ (6, 4, 1, 2, 6) = 19 - 16
5d6 ⇒ (1, 2, 5, 1, 5) = 14 - 12
5d6 ⇒ (5, 6, 6, 1, 6) = 24 - 18
5d6 ⇒ (2, 4, 6, 1, 6) = 19 - 16
5d6 ⇒ (4, 2, 5, 3, 2) = 16 - 12
5d6 ⇒ (6, 3, 1, 3, 5) = 18 - 14
5d6 ⇒ (4, 6, 2, 3, 1) = 16 - 13

18 + 0 = 18
16 + 2 = 18
16 + 2 = 18
14 + 4 = 18
13 + 1 = 14
12 + 1 = 13


Description:

Hair: Red
Eyes: Orange
Length: 6'3"
Weight: 160lb

You see a well-groomed hobgoblin male with blood-red hair loosely gathered into a ponytail. His head is shaved on either side. His eyes are a deep orange, with small flecks of silver near the iris. His skin is gray and ashen. He has high cheek bones, and a strong jaw with slightly protruding lower canines. His skin is taut against a lithe build. He is dressed in simple black robes with silver geometric symbols. He holds a wickedly curved spear. He is tall, with a solid frame and straight posture.


Background:

Among the more martial-minded of Goodwin's children, Qahnaarin showed an aptitude for weapons and martial arts at an early age. His quickness, hardiness, intelligence, and leadership lent themselves well to his study of warfare and weaponry. He found himself drawn to the branched spear, an esoteric weapon of lethal grace. As he grew, his discipline blossomed into philosophical fervor, and soon chants, mantras, and meditation joined his sparring regimen.

In truth, he had some difficulty getting along with his peers. In his eyes, many of them lacked discipline and focus. They were unremittingly lackadaisical, and he openly challenged their lack of commitment. If only they would apply themselves. He said to himself at night, alone with his thoughts. If only they would see what can be done together. Strength through discipline. Strength through community. Strength through action.


Racial Abilities:

Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Sneaky - +4 racial bonus on Stealth checks.

Darkvision 60 feet.

[Base 9RP]

Scarred - +1 natural armor

[2RP]

Advanced Dexterity +2

[4RP]

Darkvision 120'

[1RP]

Natural Armor +3

[6RP]

Flexible Bonus Feat (2)

[8RP]


Equipment and Money:

Harmony - masterwork branched spear (--gp, 10lb), monk's outfit (--gp, 2lb), wooden holy symbol (--gp, --lb).

Weight: 12.0lb
Load: Light
Light:0-58, Medium: 59–116, Heavy: 117–175


Special Item:

masterwork branched spear

FEATS
(2) Weapon Focus (branched spear)


Combat Statistics:

HP 35 (2d10, +10 Con, +3 feat, +2 favored)
Spd 30ft
Size M
Initiative +12 (+6 Dex, +4 feat, +2 trait)
CMB +8 (+2 BAB, +6 Dex)
Base Attack +2

Melee (+6 dex, +2 BAB, +1 MW, +1 feat)
masterwork branched spear +10, 1d8+3/20x3 (10' reach)
unarmed strike +4, 1d6+2/20x2 (5' reach)

Power Attack (+6 dex, +2 BAB, +1 MW, +1 feat, -1 PA) (10' reach)
masterwork branched spear +9, 1d8+6/20x3

When you make attacks of opportunity provoked by movement, you gain a +2 bonus on attack rolls.

If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature

Ranged
---

AC 27, touch 23, flat-footed 20 (+6 Dex, +4 natural, +4 Wis, +2 Cha, +1 dodge)
CMD 20 (10 base, +2 BAB, +2 Str, +6 Dex)
Fortitude +12 (+3 base, +5 Con, +4 Cha)
Reflex +13 (+3 base, +6 Dex, +4 Cha)
Will +12 (+3 base, +4 Wis, +4 Cha, +1 trait)


Skills:

[8 class, 1 Int, 1 campaign]

Acrobatics +11 (2 ranks, 3 class, 6 Dex)
Climb +7 (2 ranks, 3 class, 2 Str)
Disable Device +11 (2 ranks, 3 class, 6 Dex)
Escape Artist +11 (2 ranks, 3 class, 6 Dex)
Intimidate +9 (2 ranks, 3 class, 4 Cha)
Perception +9 (2 ranks, 3 class, 4 Wis) +1 to find/disarm traps
Sense Motive +9 (2 ranks, 3 class, 4 Wis)
Stealth +15 (2 ranks, 3 class, 6 Dex, 4 race)
Swim +7 (2 ranks, 3 class, 2 Str)
Use Magic Device +9 (2 ranks, 3 class, 4 Cha)

Languages: Common, Goblin, Draconic


Monk Abilities:

[spoiler=Monk Abilities]
AC Bonus (Ex) - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Maneuvers (Ex) - At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.

Unarmed Strike - At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat - A monk need not have any of the prerequisites normally required for these feats to select them.

Elemental Fist (Su) [2/day] - At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces stunning fist.

Evasion (Ex) - At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.


Rogue Abilities:

Sneak Attack [1d6] - The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding - A rogue adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, he can select any one type of weapon that can be used with Weapon Finesse. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the rogue from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex) - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

ROGUE TALENT
Combat Trick - Phalanx Formation


Paladin Abilities:

Confident Defense (Ex) - At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.

Aura of Law (Su) - The power of an enlightened paladin's aura of law is equal to his class level. This ability replaces aura of good.

Sense Perfection (Su) - At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin's detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability. This ability replaces detect evil.

Personal Trial (Su) [1/day, +1 attack, damage, AC, saving throws] - Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target's spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day. This ability replaces smite evil.

Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) [1d6, 5/day]- Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


Feats:

(Campaign) - Toughness
(1 Class) - Light Armor Proficiency
(1 Class) - Simple Weapon Proficiency
(1 Paladin) - Martial Weapon Proficiency
(1 Monk) - Unarmed Strike
(1 Monk) - Elemental Strike
(1 Monk) - Combat Reflexes
(Race) - Improved Initiative
(Race) - Dodge
(1) - Combat Expertise
(1) - Power Attack
(1) - Vicious Stomp
(1) - Agile Maneuvers
(1) - Mobility
(2) - Ki Throw
(2 Monk) - Improved Trip
(2 Rogue) - Phalanx Formation
(2 Item) - Weapon Focus (branched spear)

Traits:

Lover of the Law (Abadar) - +1 bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law.

Paragon of Speed (Regional) - +2 initiative checks.

Indomitable Faith (Faith) - +1 Will saves


Dice:

Melee
[dice=trip combat maneuver]1d20+12[/dice]

[dice=branched spear]1d20+10; 1d8+3[/dice]

[dice=unarmed strike]1d20+4; 1d6+2[/dice]

[dice=flurry of trips]1d20+10; 1d20+10[/dice]

Power Attack
[dice=branched spear PA]1d20+9; 1d8+6[/dice]

Sneak Attack
[dice=sneak attack]1d6[/dice]

[dice=Fortitude]1d20+12[/dice]
[dice=Reflex]1d20+13[/dice]
[dice=Will]1d20+12[/dice]

[dice=Acrobatics]1d20+11[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Disable Device]1d20+11[/dice]
[dice=Escape Artist]1d20+11[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Sense Motive]1d20+9[/dice]
[dice=Stealth]1d20+15[/dice]
[dice=Swim]1d20+7[/dice]
[dice=Use Magic Device]1d20+8[/dice]


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