Grundmoch

Tarken Jeryl - Dragonborn's page

8 posts. Alias of Dennis Harry.


Race

HP = 48/48 - AC=16 - Channel 8/8 - Fort +6, Ref +3, Will +6 - Ini +2 - Per +1 (-1 No ally in 10')

Classes/Levels

Shadow's Status

About Tarken Jeryl - Dragonborn

Tarken Jeryl
Dragonborn oracle (dual-cursed oracle) 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (Reptilian)
Init +2; Senses low-light vision; Perception +1 (-1 when further than 10 feet from a fallen ally)
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Defense
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AC 16, touch 10, flat-footed 11 (+1 natural = +5 Armor +1)
hp 48 (5d8+20)
Fort +6, *b]Ref [/b]+3, *b]Will */b]+6
Defensive Abilities cornered fury; *b]Immune */b]fatigue; Resist fire 5
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Offense
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Speed 20 ft.
Melee +1 necrotic morningstar +6 (1d8+3)
]Special Attacks channel positive energy 8/day (DC 19, 3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +10)
. . 2nd (5/day)—cure moderate wounds, holy ice weapon*ACG], oracle's burden*APG] (DC 17), lesser restoration
. . 1st (8/day)—bless, cure light wounds, ill omen*APG], magic weapon, sanctuary (DC 16), shield of faith
. . 0 (at will)—detect magic, guidance, light, mending, resistance, stabilize
. . Mystery Life
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Statistics
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Str 14, Dex 10, Con 16, Int 10, Wis 11, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Extra Channel, Extra Revelation*APG], Improved Channel
Traits natural-born leader, prophesied, reactionary

Skills
Acrobatics +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally, -4 to jump)
Bluff +5 (0 Rank(s)) (+3 when further than 10 feet from a fallen ally)
Climb +2 (0 Rank(s)) (+0 when further than 10 feet from a fallen ally)
Diplomacy +11 (3 Rank(s)) (+9 when further than 10 feet from a fallen ally, +12 vs. anyone who know your reputation)
Disguise +5 (0 Rank(s)) (+3 when further than 10 feet from a fallen ally)
Escape Artist +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally)
Fly +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally)
Heal +8 (5 Rank(s)) (+6 when further than 10 feet from a fallen ally)
Intimidate +5 (0 Rank(s)) (+3 when further than 10 feet from a fallen ally, +6 vs. anyone who know your reputation)
Knowledge (planes) +4 (1 Rank(s)) (+2 when further than 10 feet from a fallen ally)
Knowledge (religion) +6 (3 Rank(s)) (+4 when further than 10 feet from a fallen ally)
Perception +1 (1 Rank(s)) (-1 when further than 10 feet from a fallen ally)
Ride +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally)
Sense Motive +5 (2 Rank(s)) (+3 when further than 10 feet from a fallen ally)
Spellcraft +6 (3 Rank(s)) (+4 when further than 10 feet from a fallen ally)
Stealth +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally)
Survival +1 (1 Rank(s)) (-1 when further than 10 feet from a fallen ally)
Swim +2 (0 Rank(s)) (+0 when further than 10 feet from a fallen ally)
Use Magic Device +6 (1 Rank(s)) (+4 when further than 10 feet from a fallen ally)

Background Skills
Appraise +0 (0 Rank(s)) (-2 when further than 10 feet from a fallen ally)
Handle Animal +7 (2 Rank(s)) (+5 when further than 10 feet from a fallen ally)
Knowledge (geography) +3 (3 Rank(s)) (+1 when further than 10 feet from a fallen ally)
Knowledge (history) +7 (4 Rank(s)) (+5 when further than 10 feet from a fallen ally)
Linguistics +1 (1 Rank(s)) (-1 when further than 10 feet from a fallen ally)

Languages Celestial, Common, Draconic, Goblin, Ignan
SQ breath weapon, oracle's curses (lame, tongues *celestial, ignan]), overprotective, revelations (enhanced cures, life link, channel, safe curing)
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Gear
Silver Holy Symbol

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Other Gear +1 necrotic morningstar, 1,725 gp
Chain Shirt Armor +1 Shadowed
Cloak of Resistance +2
Gear notes
Necrotic. + 1 bonus. Upon command, a necrotic weapon is sheathed in deathly energies that deals an extra 1d6 points of negative energy damage on a successful hit. The negative energy does not harm the wielder, nor does it heal or harm undead. The effect remains until another command is given.
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Spells
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Spells
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Special Abilities
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Breath Weapon (1d6 Fire, 15 ft Cone, Ref neg, 1/day, DC 13) (Su) As a standard action deal elemental damage to an area.
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhanced Cures (+5 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Life Link (5 max bonds, 150 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Tongues (Celestial, Ignan) You can only understand and speak two languages in combat.

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Backgrounds
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• Personality: subservient, inquisitive, hesitant, reserved

• Motivation: make a life for himself, serve those around him

• Combat style: Healing, combat support, frontline

• Adventuring role: Healing, resources, divine

• Quick background: Tarken’s clan was raided before he reached adult hood. The dragonborn were still an unknown entity at the time, and the raiders feared the strength and brutality that they fought with, not knowing that it came only in defense of themselves. They eliminated the entire adult population of the clan, even after the dragonborn had surrendered. They enslaved everyone underage, and Tarken was sold from one master to another. Eventually, he was bought and freed by a priest of Erastil, where he took up the service to the deity. The work in the domains of Good, Law and Community helped heal the scars of his past, and set him on a path of service.

Tarkens character is all about the resolution of the tension between his very real faith, and also his background. Everyday isn't a struggle, but moments certainly are. He is doing everything he can to follow Erastil and the domains of Erastil. But that’s going to be a racers edge walk in this quest. Actually, a longsword edge quest, as early on Tarken will find and claim a necrotic longsword. And that’s when the real tension comes. In various versions of this quest Tarken has stayed LG or fallen off. In most versions of this character I have had him develop and entire devil that he personifies as the sword. It’s not a true sentient sword like a blade bound, it mostly a stress induced hallucination.