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Thousand Bones

Tun'ada's page

583 posts. Alias of Talomyr.


Full Name

Tun'ada

Race

Mwangi (Caldaru) Human

Classes/Levels

Ranger 3 (Shapeshifter) / Barbarian 2

Gender

Male

Size

Medium

Age

19

Special Abilities

Favored Enemy (Magical Beasts), Track , Wild Empathy, Combat Style (Natural Weapon), Rage, Fast Movement, Rage Power

Alignment

Neutral

Deity

Totemism

Location

Mwangi Expanse

Languages

Polyglot (Caldaru dialect), Taldane, Polyglot (Traditional), Celestial

Occupation

Guide, Polyglot Translator, Hunter

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Tun'ada

Description:

Hair: Dark Brown
Eyes: Deep Green
Height: 6'3”
Weight: 197 lbs.
*The Caldaru bloodline of the Mwangi are described in limited detail in Heart of the Jungle.

Tun'ada is a lean sinewy muscled man of slightly more than average height, who's movements seem almost cat-like. He dresses as lightly as he can, but understands the need for armor at times. He carries weaponry that would be typical of a Mwangi tribesman.

Personality:
Tun'ada is not very trusting of people of Avistanian stock (Taldane, Ulfen, Cheliaxians) due to his time as a slave and will certainly keep a close eye on anyone of Kelish stock, given the culture's reliance on slavery. His trust can be won though, as it was with an Andoran Eagle Knight named Garrett, who helped patch him back together and get back on his feet after gaining his freedom.

Background:
Tun'ada came aboard ship at the port in the Mwangi Expanse after being hired as a guide and translator for a small expedition. (The group that hired him may or may not have gotten cold feet and left, I leave that up to the DM or possibly working into the rest of the group.)

Tun'ada has been around the various parts of Garund before. He was a slave to a Chelish trader (and member of the Aspis Consortium), who's home port was Bloodcove. His master tried to swindle one too many of the Zenj tribes of their wares, and found himself in a bit of trouble (ok, by trouble I mean maimed or dead - your choice). Tun'ada was fairly young when taken into slavery, old enough to know the customs of his people, but not old enough to have passed the rite of manhood in his village. Someday Tun'ada plans to return to his village, but not until he has proven himself beyond a shadow of a doubt.

XP: 15,391/15,000

Equipment:

Studded Leather Armor +1, Light Wooden Shield, Steel Terbutje, Hanbo, Masterwork Composite Longbow (+3 STR), 18 arrows, Hunting Knife (Dagger), Blowgun, 10 Blowgun Darts, Backpack, Flint & Steel, Torches x 3, 7 Days Trail Rations, Waterskin, 50 ft. Silk Rope, Explorer's Outfit, Ring of Protection +1, Cloak of Resistance +1, Belt of Strength +2, Longspear

Weight Carried: 69 lbs. (light load)

Money:
2 gp 12 sp 8 cp

Combat Statistics:

AC:20 (19 without shield); Touch 15, Flat-Footed 15
Raging AC: 18 (17 without shield); Touch 13; Flat-Footed 13
Movement: 40 (50 w/ Shifter's Blessing)

Initiative: +4 (includes +1 from special training)
HP: 45 (55 Raging)

BAB: +5
CMB: +9 (+10 w/sword in hand) (+11/+12 Raging)
CMD: 23 (24 w/sword in hand)

Attack Options:
Claws x 2 +9 (1d6 + 4 each; x2)
- Raging +11 (1d6 + 6 each; x2)

Raging Bite (as part of a full attack) +6 (1d4 + 3; x2)
- Raging Bite (as a single attack) +11 (1d4 + 3; x2)

Steel Terbutje +9 (1d8 + 4; 19-20/x2)
- Raging +11 (1d8 + 6; 19-20/x2)

Hanbo +9 (1d6 + 4; x2, Trip)
- Raging +11 (1d6 + 6; x2, Trip)

Longspear +9 (1d8 + 6; x3 - Reach, Brace)
- Raging +11 (1d8 + 9; x3 - Reach, Brace)

Masterwork Composite Longbow +8 (1d8 + 3; x3 - 110 ft Range increment)
Hunting Knife +9; +8 thrown (1d4 + 4; 19-20/x2)
Blowgun +8 (1d2; x2 - 20 ft Range increment)

Saving Throws
Fortitude: +9 (+11 Raging) Reflex: +7 Will: +4 (+6 Raging)

Skills:

Acrobatics +7 (+6 when shield readied), +11/+10 for jumping, +11/+10 with shifter's blessing, +19/+18 for jumping
Appraise +0
Bluff +0
Climb +8 (+7 when shield readied) (+10/+9 Raging), +12/+11 (+14/+13) with shifter's blessing
Craft(Untrained) +0
Diplomacy +0
Disguise +0
Escape Artist +3 (+2 when shield readied)
Fly +3 (+2 when shield readied)
Heal +6
Intimidate +5
Perception +13
Perform (Untrained) +0
Ride +3
Sense Motive +2
Stealth +9 (+8 when shield readied)
Survival +10 (+11 when Tracking)
Swim +8 (+7 when shield readied) (+10/+9 Raging)
Handle Animal +6
Knowledge (Nature) +6
Knowledge (Geography) +4
Linguistics +1

Class Abilities:

Ranger:

Favored Enemy (Magical Beasts): +2 Bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. +2 to weapon attack and damage rolls against Magical Beasts. May make knowledge checks untrained when trying to identify these creatures.

Track: A ranger adds half his level to survival checks to follow or identify tracks (minimum 1).

Wild Empathy: A ranger can improve the initial attitude of an animal. This functions like a diplomacy check for people. The ranger rolls 1d20 and adds his ranger level and CHA bonus to determine the result of the wild empathy check. The typical domestic animal starts at indifferent, while wild animals are usually unfriendly.

Combat Style (Natural Weapons):

Shifter's Blessing: At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his ranger level + his Wisdom modifier. While in one of his shifter's blessing forms, the ranger gains the shapeshifter subtype. 5 rounds/day

- Form of the Cat: The ranger's muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the ranger increases his base speed by 10 feet, and he gains a +4 bonus on Acrobatics and Climb checks.

Barbarian:

Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Usable 13 rounds per day

Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Rage Powers:

- Animal Fury: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.

Traits:

Boarded in the Mwangi Expanse:(Campaign) You boarded the Jenivere in the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Jungle Fighter:(Basic, Combat) You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 ft by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke attacks of opportunity). (Sargarva: The Lost Colony pg 23)

Feats:

Dodge: +1 Dodge bonus to AC and CMD

Skill Focus (Perception): +3 skill bonus to the Perception Skill.

Aspect of the Beast: Claws of the Beast - You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage.

Extra Rage: You can rage for 6 additional rounds per day.

Improved Natural Weapon: Increase damage of claws by one die category.

Pathfinder Faction:

TPA: 2
CPA: 2

Current Status:

HP: 41/45 (51/55)
Rage Rounds: 12/13
Shifter's Blessing: 4/5
Status/Effects: Bull's Strength (Effective Str = 20)


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