Poltur

Atrazar's page

16 posts. Alias of chuffster.


Classes/Levels

HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)

About Atrazar

Atrazar was abandoned by an infant. He was taken in and raised by a half-orc couple who live in an otherwise abandoned cove on the northern shore of Motaku Isle. He was raised along with many other foundlings. His parents instilled in him a deep appreciation for nature and the importance of being a careful steward of natural resources. It was this portion of his upbringing that initially drew him to the worship of Erastil.

As a young man Atrazar set out to seek his fortune as a member of a group traveling up the Vanji River from Bloodcove seeking the riches of the Mwangi expanse. The group traveled deep into the heart of the jungle before they were set upon by a local tribe of headhunters. Atrazar lost his left eye in the battle and was separated from his companions. He wandered through the jungle for days, lost and alone. After the first day he despaired of finding the way out on his own and threw himself wholeheartedly into prayers for salvation.

He felt the divine power move through him as his prayers were answered. The branches of the trees above him spread apart to reveal... a curious monkey.

While Bubbles was not the most impressive manifestation of divine will, he proved an eager and able companion. He helped Atrazar locate edible nuts and berries and made sure that he walked in a consistent direction. In turn, Atrazar was forced to put his skills to the test in order to protect the two of them from the hazards of the jungle. He set out up the Vanji River a youth eager to prove himself. He returned to Bloodcove a man.

Atrazar swore not to forget the lessons he learned from the harrowing experience. In particular, he swore not to let greed prod him into setting off on a reckless adventure. Instead he would seek to live in harmony with nature and encourage others to live responsibly. But his adopted parents are getting on in years and can't take care of themselves like they used to. If Atrazar could earn a bit more money he would be able to make a large improvement in their lives and repay all the effort that they put in to raising him.

Atrazar is of average height. His most obvious feature is the scar that dominates the left side of his face, running vertically from his cheekbone to his forehead. His hair is pitch black except for a white patch where the scar meets his hairline. The smile lines by his eyes attest to his friendly demeanor and he's happy to share Erastil's wisdom with anybody who will listen.

Character Sheet
Male human (Chelaxian) inquisitor (monster tactician) of Erastil 4 NG Medium humanoid (human)
Init +8; Senses Perception +11
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 28 (4d8+8)
Fort +6, Ref +5, Will +7; +4 dodge bonus vs. allies spells that have this feat
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee morningstar +5 (1d8+2)
Ranged +1 composite longbow +7 (1d8+3/×3)
Inquisitor Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—blistering invective[UC] (DC 14), lesser restoration
. . 1st (4/day)—bless, cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, daze (DC 12), detect magic, detect poison, read magic, resistance
. . Domain Monkey
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Statistics
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Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Alertness, Friendly Fire Maneuvers, Point-Blank Shot, Precise Shot, Spell Focus (conjuration)
Traits adopted, deadeye, patient optimist, reactionary
Skills Acrobatics +4 (+0 to jump), Appraise +1, Bluff +7, Climb +6, Diplomacy +9 (+11 to influence hostile or unfriendly creatures), Handle Animal +3, Heal +6, Intimidate +9, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Linguistics +1, Perception +11 (+13 on sight based checks), Perform (sing) +2, Profession (sailor) +6, Sense Motive +11, Spellcraft +4, Swim +3
Languages Common, Terran
SQ attached, monkey athletics, monster lore +2, silver tongued, solo tactics, stern gaze +2, summon monster II, track +2
Combat Gear cold iron arrows (50), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +1 agile breastplate[APG], +1 composite longbow (+2 Str), blunt arrows[APG] (20), morningstar, cloak of resistance +1, cracked dusty rose prism ioun stone, 30 gp
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Special Abilities
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Attached (Adopted parents) If your attachment is threatened, -1 Will & -2 save vs. fear
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Inquisitor (Monster Tactician) Domain (Monkey) Granted Powers: The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.
Monkey Athletics (+2, 5/day) (Su) Add +2 to an Acrobatics, Climb, Disable Device, or Sleight of Hand check.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Summon Monster II (5/day) (Sp) Cast summon monster spells as a spell-like ability.
Track +2 Add the listed bonus to survival checks made to track.

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Norvin
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 14 (1d8)
Fort +4, Ref +4, Will +5
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats Weapon Finesse
[b]Tricks
Attack, Burglar, Come, Fetch, Maneuver (Steal), Seek, Sneak
Skills Acrobatics +14, Appraise -1, Bluff -1, Climb +14, Diplomacy +1, Handle Animal +1, Heal +2, Intimidate +1, Perception +8, Sense Motive +3, Spellcraft -1, Swim +6; Racial Modifiers +8 Acrobatics
SQ attack, burglar, improved evasion, sneak
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Special Abilities
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Attack [Trick] The animal will attack on command.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.