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Sea-Sworn

Tenoch Itzcoatl's page

173 posts. Alias of Dark Netwerk.


Race

HP 12/12 {effects: none} | AC 17 (T11 FF16) | 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 17, touch 11, flat-footed 16 (10 +4 armor +2 shield +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
longsword +5 1d8+5/+7 19-20/x2

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*

+ Bonus spell
* lasts 1 min/lvl while vermin companion is dead

Spell-Like Ability
1/d - blur

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

Acrobatics -3 (0 +1 DEX -4 ACP)
Appraise +2 (0 +2 INT)
Bluff + (0 -1 CHA)
Climb +5 (1 +5 STR +3 class -4 ACP)
Craft (-) +2 (0 +2 INT +0 class)
Diplomacy -1 (0 -1 CHA)
Disguise -1 (0 -1 CHA)
Escape Artist -1 (0 +1 DEX +2 race -4 ACP)
Fly -1 (0 +1 DEX -2 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 -3 (0 +1 DEX +0 class -4 ACP)
Sense Motive +4 (0 +4 WIS)
Stealth +1 (1 +1 DEX +3 class -4 ACP)
Survival +10 (1 +4 WIS +3 class +2 race)
Swim +5 (1 +5 STR +3 class -4 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 44 lbs (133 lbs=light; 266 lbs=medium; 400 lbs=heavy)

_wt_ item

4.0 lbs (0 gp) Weapons
_4.0 Longsword

40.0 lbs (0 gp) Clothing and Armor
25.0 Chain Shirt
15.0 Heavy Steel Shield
__._ 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.

SPELLS
A hunter casts divine spells drawn from the druid and ranger spell lists. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new hunter level, he gains one or more new spells. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to his list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. He cannot swap any summon nature’s ally spells.

VERMIN COMPANION (Ex)
At 1st level, a verminous hunter forms a bond with a vermin companion. A hunter may begin play with any of the vermin available to a druid. This vermin is a loyal companion that accompanies the hunter on his adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to his hunter level. If a character receives a vermin companion from more than one source, his effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach his companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks.
If a hunter releases his companion from service or his animal companion perishes, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal he summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
This ability alters animal 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, influencing 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.

WEAPON AND ARMOR PROFICIENCY
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).


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:

Tenoch is a hideous creature with a monstrous visage and greenish-grey skin. Lacking a nose, his face instead has two slits that are not visible unless he is breathing through them. His eyes are inky black orbs that, in the shadows, can often be mistaken for having no eyes at all, aside from a small glowing red ember that lies in the middle. His mouth seems normal, until he opens his maw, rows upon rows of small tentacles writhe around within instead of teeth. Needless to say, the 'man' has clearly been touched by some foulness that infuses his very being.

Personality:

Having been forced to live on his own in the slums, garbage pits, or outside town limits, merely for the way he looked, Tenoch has become stoic in the face of such ridicule, athough an undercurrent of rage seethes beneath the surface. His own views on appearance are skewed. Although he does not go to the extremes the Talingardian's had, he mistrusts those with what others could be considered 'flawless' beauty. Still he is willing to give them the benefit of the doubt.

Background:

Tenoch's hard life began when he was born. A pious Mitran family, his parents assumed that this hideous thing that had been birthed was punishment for some sin they had committed. Being the good and just people they were, rather than slaying the infant outright, they sent him to a Mitran orphanage, the place for unwanted or lost children to be raised in the holy light of Mitra. Divested of the creature, his parents made penance for their sins and continued their idyllic life, Tenoch all but forgotten.

Even in the orphanage, run by goodly Mitran nuns, Tenoch was mistreated. His very appearance was met by disgust presented in the face of these nuns, even as they tried to teach him the tenets of God of Sun and Healing. Any mishap or injury that occurred near his presence was constantly attributed to him. It became worse as he grew older, such that the other children could taunt and ridicule him to their heart's content, even blaming him for injuring them even though he was not involved in their wound in any way.

This treatment all came to a head when he entered his teen years, where his tainted bloodline infecting his puberty caused him to grow large and even more hideous. The other children taunded him mercilessly and even began to gang up on him. He was injured several times this way, as he never fought back, and the nuns merely blamed his injurues to happenstance or his own clumsiness. Eventually this became too much for him and, during a particularly harsh beating, he lashed out at one of the offending children, his strength sending the boy flying to land in a heap, alive but broken. The nuns were furious and beat Tenoch soundly before locking him in his room. This was too much for the tainted boy. How can the followers of a a great and good God make such wrong conclusions and perform such horrible actions just because of someone's appearance. Tenoch escaped the orphanage through the window, never to return.

The hideous teen could never go out into the public. Every time someone caught a glimpse of him, the cries of horror and disgust sent him fleeing for the darkness. It was difficult for a time, until, as he waded through the garbage pits for anything he could eat or use to survive, he encountered a giant fly. Somehow, he bonded with the creature and it never left his side. It was an insect, but it seemed to almost guid him towards older, more rotten locations in the refuse piles, where he found some old forgotten tomes. One such tome was of Baalzebul, Lord of Flies. A being such as this seemed much more welcoming to him than Mitra had.

Over time, Tenoch had learned to survive, with the help of his verminous allies and also drank in all he could of the Black Son. He was even able to bring forth some small magics in his Lord's name. His strength was unparalleled and with his magic... perhaps it was time to make a statement.

Tenoch gathered up rotten meats and other foodstuffs akin to those he had been forced to subsist on over the years thanks to the followers of the 'good' god Mitra. He then snuck into a cathedral dedicated to the diety and tossed the refuse about, laying the largest and filtiest pieces on the altar. The stench would surely despoil the place for weeks. He was caught, however, urinating on the statue of Mitra, his one last act of defiance before he had hoped to steal away into the night. He was able to beat the priest down, nearly to death, but a patrol of the night's watch passing by, were able to subdue him.

Tried and convicted of desecration, Tenoch was sent to Branderscar Prison. The tiefling's resilient skin, prevented the traditional process to brand him as Forsaken of Mitra, but an ingenious guard brought forth a vial of acid, allowing them to etch the symbol into his skin. The pain was intense and the process was longer than what the brand would do to normal skin, but Tenoch endured. Even when they crushed his companion, the hideous creature merely smiled softly, as if he had knowledge that they did not.

Now Tenoch sits chained in a cell, awaiting opportunity of escape, or the long slow death that would occur by being burned at the stake. Either way, his former life of hardship would be over.


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