Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)
***** by Talyseon

Pathfinder Campaign Setting: Lost Kingdoms (PFRPG)
****( ) by Cheapy

The Genius Guide to the Talented Rogue (PFRPG) PDF
*( )( )( )( ) by Evan Balster

Pathfinder Society Scenario #3–24: The Golden Serpent (PFRPG) PDF
***( )( ) by pathar

Pathfinder Society Scenario #4–19: The Night March of Kalkamedes (PFRPG) PDF
***** by pathar

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Terek

Tanrov-Speaks-With-Beasts's page

628 posts. Pathfinder Society character for Feral.


Full Name

Tanrov

Race

Human [Shoanti]

Classes/Levels

Male Shoanti Barbarian/Cavalier 8 (hp 77/77 + 0 nonlethal) | F +12 R +6 W +5 | AC 24 T 12 FF 23 CMD 26

Gender

Male

Size

Medium - 6'7" 350lbs

Age

20

Special Abilities

Rage

Alignment

CN

Languages

Common, Shoanti

About Tanrov-Speaks-With-Beasts

Physical Description:

Tanrov is a Shoanti young warrior originally from the Velashu Uplands. Despite being a sparse 20 years of age, Tanrov is already a towering specimen, nearing seven feet tall. Gifted with the burly muscular physique of a people that are bred for war, the young Shoanti is the spitting image of the strapping warrior. Unlike his more seasoned kin, his dusky skin is bereft of any elaborate tattoowork and a mop of tawny hair sits on top of his head.

When prepared for battle, he favors a suit of fine iron plate with a strikingly detailed image of a bucking bull aurochs embossed on its chestpiece. Hanging from his back, attached by a harness worn on around his broad torso, is a massive earthbreaker-hammer. A series of hide pouches of assorted sizes hang from a thick fighting girdle around his waist.

History:
Tanrov and his two older brothers left their tribe when Tanrov himself was just a boy of barely 10 summers. The trio wandered for a bit until they fell in with a troupe of mercenaries, the Stolen Swords. The mercenary captain took the three Shoanti under his wing and signed them on as Swords.

While his two older brothers fought, Tanrov himself was too young to go to war. Instead he spent his days training with the troupe's master-at-arms - an imposing grizzled Kellid warrior. With his natural size, strength, and aggression the youth excelled at the weapon drills (and even took a liking to the master-at-arm's favored weapon, the earthbreaker). Tanrov's biggest contribution to his mercenary family was being a natural when it came to the camp's animals. All of the troupe's dogs would eagerly perform tricks for him and there was no horse he couldn't break with enough time.

The years passed and Tanrov grew into manhood. He eventually grew old enough to serve alongside his brothers. One day, while on leave drinking at a bar in Absalom, his brothers and a few of his comrades from the Swords dared the young warrior to apply for membership with the infamous Pathfinders. Fueled by youthful bravado, and no shortage of spirits, Tarnov waited at the Grand Lodge's doors and applied.

To his drunken surprise, he was admitted.

Character Sheet:
Tanrov
Human (Shoanti) Barbarian (Armored Hulk) 2 Cavalier (Gendarme, Honor Guard, Beast Rider) 6
CN Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+12 armor, +1 Dex, +1 deflection)
hp 77 (2d12+6d10+22)
Fort +12, Ref +6 (+1 against trample attacks), Will +5; +2 Morale bonus vs. fear when beneath banner
DR resolute 2
--------------------
Offense
--------------------
Speed 25 ft.
Melee +1 Furious Earth breaker +15/+10 (2d6+10/x3)
Special Attacks rage (23 rounds/day), rage powers (ferocious beast), shield's challenge +6 (2/day)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +15 (+17 Bull Rushing, +16 Overrunning); CMD 26 (28 vs. Bull Rush, 27 vs. Overrun)
Feats Bodyguard, Boon Companion (Cavalier [Gendarme, Honor Guard, Beast Rider]), Combat Reflexes (3 AoO/round), Extra Rage, Extra Rage, Improved Bull Rush, Power Attack -3/+6, Skill Focus (Handle Animal)
Traits Berserker of the Society, Bred for War (Shoanti)
Skills Acrobatics +1 (-3 jump), Climb +6, Escape Artist -3, Fly -3, Handle Animal +10, Heal +5 (+8 when used on someone other than yourself), Intimidate +12, Perception +5, Ride +6, Sense Motive +14, Stealth -3, Swim +5 Modifiers +5 ride while riding your bonded mount., shield's skills
Languages Common, Shoanti
SQ animal companion link, banner +2/+1, benevolent, hosteling, indomitable stance, intercept, orders (order of the shield), sworn defense
Other Gear +3 Benevolent, Hosteling Full plate, +1 Furious Earth breaker, Belt of giant strength +2, Cloak of resistance +2, Ring of protection +1
--------------------
Special Abilities
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Benevolent Aid another to boost AC increases bonus by 3.
Berserker of the Society +3 rounds of Rage a day.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Boon Companion (Cavalier [Gendarme, Honor Guard, Beast Rider]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Ferocious Beast (Ex) Your animal companion rages too.
Hosteling Store bonded animal as an image, asleep for up to 24 hr.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Intercept Increase AC bonus granted to ally from aid another by +1.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (23 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resolute 2 (Ex) Convert 2 point of damage per attack from lethal to non-lethal.
Shield's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, +2 to hit your target if the target attacked someone other than you.
Shield's Skills +3 (Ex) +3 to Heal checks for others.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.

Ares:
Ares
Male Aurochs
N Large Animal
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, -1 size, +8 natural)
hp 59
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +2 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Aurochs) +12 (1d8+12/x2) and
. . Trample (DC 21) (Aurochs) +12 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 16, Int 3, Wis 11, Cha 4
Base Atk +5; CMB +14 (+16 Bull Rushing); CMD 26 (28 vs. Bull Rush, 30 vs. Trip)
Feats Endurance, Improved Bull Rush, Power Attack -2/+4, Rhino Charge, Toughness +7
Tricks Air Walk [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Heel [Trick], Riding [Trick], Seek [Trick], Stay [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +1 (+5 jump), Climb +7, Escape Artist +1, Fly -1, Perception +9, Ride +1, Stealth -3, Swim +11 (+15 to resist nonlethal damage from exhaustion)
Languages
SQ air walk [trick], attack any target [trick], combat riding [trick], devotion +4, riding [trick], seek [trick], stay [trick], work [trick]
Other Gear Masterwork Lamellar (leather) armor, You have no money!
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rhino Charge You may ready a charge, though you may only move up to your speed.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stampede (Ex) Trample improves with multiple tramplers.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Consumables:
CLW 7/50



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.