Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Sea-Sworn

Tenoch Itzcoatl's page

143 posts. Alias of Dark Netwerk.


Race

HP 12/12 {effects: none} | AC 11 (T11 FF10) | F+5 R+3 W+4 | Init +1 | perception +8, sense motive +4

Gender

Male qlippoth-spawn Divine Verminous Hunter 1 |

About Tenoch Itzcoatl

Male Tiefling (qlippoth-spawn) Hunter (Divine, Verminous) 1
LE outsider (native)

Init +1; Senses darkvision 60'; perception +8, sense motive +4

==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 12 (d8 +3 Con +1 favored)
Fort +5 (+2 base +3 con), Ref +3 (+2 base +1 dex), Will +4 (+0 base +4 wis) {+1 vs. divine}
Resistance cold 5, electricity 5, fire 5

==OFFENSE==
Spd 30' / x4

Melee
unarmed +5 1d3+5 20/x2 {provoke AoO}

Ranged

==STATISTICS==
Str 20 (18 +2 race), Dex 12, Con 17, Int 14 (16 -2 race), Wis 18 (16 +2 race), Cha 8
Base Attack Bonus +0, CMB +5, CMD 16
Feats Monstrous Mask
Traits Bruising Intellect, Desecration
Languages Common, Abyssal, Draconic, Infernal

Spells
0th (unlimited|4): create water, guidance, purify food and drink, stabilize
1st (2/d|2+1): lead blades, savage maw, +summon nature's ally I

Skills:
Skill points: 10 (6 +2 INT +2 campaign)/lvl

Acrobatics +1 (0 +1 DEX - ACP)
Appraise +2 (0 +2 INT)
Bluff + (0 -1 CHA)
Climb +9 (1 +5 STR +3 class - ACP)
Craft (-) +2 (0 +2 INT +0 class)
Diplomacy -1 (0 -1 CHA)
Disguise -1 (0 -1 CHA)
Escape Artist +3 (0 +1 DEX +2 race - ACP)
Fly +1 (0 +1 DEX - ACP)
Heal +8 (1 +4 WIS +3 class)
Intimidate +6/+11 (1 +2 INT +3 class) {+5 race vs. humanoids}
Knowledge (geography) +6 (1 +2 INT +3 class)
Knowledge (nature) +6 (1 +2 INT +3 class)
Knowledge (religion) +6 (1 +2 INT +3 class)
Perception +8 (1 +4 WIS +3 class)
Perform -1 (0 -1 CHA)
Ride +1 (0 +1 DEX +0 class - ACP)
Sense Motive +4 (0 +4 WIS)
Stealth +5 (1 +1 DEX +3 class - ACP)
Survival +10 (1 +4 WIS +3 class +2 race)
Swim +9 (1 +5 STR +3 class - ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +1 DEX - ACP)
Handle Animal []+[/] (0 -1 CHA +0 class)
Knowledge (arcana) []+[/] (0 +2 INT)
Knowledge (dungeoneering) []+[/] (0 +2 INT)
Knowledge (engineering) []+[/] (0 +2 INT)
Knowledge (history) []+[/] (0 +2 INT)
Knowledge (local) []+[/] (0 +2 INT)
Knowledge (nobility) []+[/] (0 +2 INT)
Knowledge (planes) []+[/] (0 +2 INT)
Linguistics []+[/] (0 +2 INT)
Profession () []+[/] (0 +4 WIS +0 class)
Sleight of Hand []+[/] (0 +1 DEX - ACP)
Spellcraft []+[/] (0 +2 INT +0 class)
Use Magic Device []+[/] (0 -1 CHA)


Equipment:

Encumbrance # lbs (33 lbs=light; 66 lbs=medium; 100 lbs=heavy)

_wt_ item

0.0 lbs (0 gp) Weapons

0.0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash # gp

Feat descriptions:

MONSTROUS MASK
Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others’ hearts.
Prerequisites: Tiefling, must be taken at 1st level.
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.


Trait descriptions:

BRUISING INTELLECT
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

DESECRATION
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.


Class Abilities:

ALIGNMENT
A divine hunter’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. A divine hunter can otherwise be of any alignment.

CHAOTIC, EVIL, GOOD AND LAWFUL SPELLS
A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

CLASS SKILLS
A divine hunter gains Knowledge (religion) as a class skill, but she does not gain Knowledge (dungeoneering) as a class skill.

NATURE TRAINING (Ex)
A hunter counts his total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

VERMIN COMPANION (Ex)
At 1st level, a verminous hunter must choose a vermin companion instead of an animal companion (Ultimate Magic 36). This ability alters animal companion. The hunter tactics class ability allows a verminous hunter to grant her teamwork feats to a mindless vermin companion.

VERMIN EMPATHY (Ex)
A verminous hunter gains the wild empathy ability, but can use it only to influence vermin (not animals or magical beasts). This ability alters wild empathy.

A verminous hunter can improve the initial attitude of a vermin. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The verminous hunter rolls 1d20 and adds his hunter level and his Charisma modifier to determine the vermin empathy check result.
To use vermin empathy, the verminous hunter and the vermin must be within 30 feet of one another under normal conditions. Generally, inf luencing a vermin in this way takes 1 minute but, as with influencing people, it might take more or less time.
The verminous hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

VERMIN FOCUS (Su)
At 1st level, a verminous hunter can take on the aspect of a vermin as a swift action. She must select one type of vermin to emulate, gaining a bonus or special ability based on the type of vermin emulated and his hunter level. The hunter can use this ability for a number of minutes per day equal to his level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one vermin at a time.
The hunter can also apply one of these aspects to his vermin companion. Unlike with the hunter himself, there is no duration on the animal aspect applied to his vermin companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the vermin foci on both himself and his vermin companion as part of the same swift action.
If the hunter’s vermin companion is dead, the hunter can apply his companion’s vermin focus to himself instead of his vermin companion. This is in addition to the normal one he can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against his minutes per day.
Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Beetle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)
Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.
Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.
Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.
Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent (this bleed stacks with itself ). These benef its increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.
Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.
Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.
Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.
Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.
Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Worm: The creature gains fast healing 1 (Pathfinder RPG Bestiary 300) and a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to fast healing 2 and 50% at 8th level, and fast healing 3 and 75% at 15th level.
This ability replaces animal focus.


Race Abilities:

DARKVISION
Tieflings can see perfectly in the dark for up to 60 feet.

FIENDISH RESISTANCE
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

PREHENSILE TAIL
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

SKILLED
Qlippoth-spawn gain a +2 racial bonus on Escape Artist and Survival checks.

SPELL-LIKE ABILITY
Qlippoth-spawn can use blur once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.


Appearance:


Personality:


Background:


©2002–2014 Paizo Inc.®. 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 Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., 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 Inc. 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 Inc. 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.