Mask of the Mantis

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Organized Play Member. 64 posts (928 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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Focus: Str
Foible: Int

Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (7) + 7 = 14
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

I'm thinking of a Drow Ranger (Trapper). And I will definitely take the second set.


I'm working on a Emberkin Arcanist (Blade Adept). I hope to have it done by Sunday, but we'll see. Been a pretty busy week at work.

I'll go ahead and roll for the SLA replacement now.

1d100 ⇒ 50


When is recruitment closing?


Dot


HP: 3d8 ⇒ (8, 8, 8) = 24

Holy hp batman! That's some good health.

Also, I've got a second question: If I take exotic weapon proficiency with a falcata would you allow me to use one for the blackblade? RAW seem to suggest it would be fine, but I figured I'd ask. That is assuming the blackblade itself is okay.


4d6 - 1 ⇒ (5, 6, 1, 2) - 1 = 13
4d6 - 1 ⇒ (2, 5, 2, 1) - 1 = 9
4d6 - 2 ⇒ (3, 2, 3, 5) - 2 = 11
4d6 - 5 ⇒ (5, 6, 6, 5) - 5 = 17
4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17

I'm thinking a Bladebound Magus. However, I know that's a lot of work for the gm. Would you be alright with something like that?

Also the four books I'm looking at; Ultimate Magic, Ultimate Campaign, Core and ARG


I don't know how long I have. Problem with phone and Internet. Trying to fix it. Hopefully back soon.


It will happen automatically when they post in the gameplay thread.


Rednal wrote:
If I were to venture a guess, it's probably this one: http://paizo.com/campaigns/AChangedWorld

I'm one of the players, and yes. This is the one. He hasn't actually been able to link it for some reason. We've tried several times before moving on to this option.

So, for your convenience, click here, to visit the campaign page.


Spencer, Are we doing 2 traits? If so, would you mind if I took a drawback and an extra trait (specifically the Meticulous drawback)?


That's what I figured for mine. What race are you taking?


@Matt: I'm going to be more combat/battle field control. I'm picking up the inflict spells, but a wand of CLW.


The discussion tab is open. Let's continue this over there.


I don't really care either way. I just wanted to know so I could start writing it in.

On a side note, that makes 2 oracles. What are the others looking at playing?


Sorry about that, I thought that was what your message had said. Do my hit dice should be: 8, 8, 7, 1.

Also, do we all know each other before hand, or only as we choose? Is there anything specific we need to add into our background (ex. we were all chosen to explore the new world; we are party of a mercenary band; we all know a certain person in varying ways; etc.)?


Reroll of the 1: 1d8 ⇒ 8

Edit: Nice!


I'm looking at doing a fetchling oracle of dark tapestry (mystery subject to change). I'll switch my wisdom (13) for my con (12).

For the spell points, I calculated that as a 4th level oracle with a charisma score of 18, I would have 19 spell points. Am I correct in how those are calculated?

Also, here's my HP.
3d8 ⇒ (7, 1, 6) = 14
Edit: do we get to re roll ones?


Okay, then I'll roll now.

4d6 - 2 ⇒ (5, 2, 3, 6) - 2 = 14
4d6 - 2 ⇒ (3, 5, 2, 4) - 2 = 12
4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12 modified to 12
4d6 - 1 ⇒ (2, 5, 4, 1) - 1 = 11 modified to 12
4d6 - 3 ⇒ (6, 4, 3, 3) - 3 = 13
4d6 - 1 ⇒ (6, 4, 1, 3) - 1 = 13 modified to 16

Edit: Well that sucks . . .

3d6 ⇒ (3, 4, 6) = 13

Edit: That'll work. Let me figure out what class I'm gonna do, then I'll let you know about stat switch.


Do we need to decide on a stat to switch when we roll, or can we change it later?


This is Ben. I'm just dotting (posting to make it easier to find later).


I'm interested. I'm thinking a student of biology, becoming a druid.


@minigm: In Thribden's background, I put her as being reincarnated the way James Jacobsen described it (I will try to find that thread again and link it for you), but I know some people don't like that mechanic. If it's a problem fire you let me know and I'll change it.

Edit: Found it


I'm still here with Thribden. Appearance and Personality are up. I've got the basic background done, but I'm going to try to update it before recruitment officially closes.


Shiori Kaijitsu wrote:
I'd also like to note the lack of a dedicated divine, not even a mystic theurge yet.

I'm finished with the crunch on mine. A Samsaran Cleric of Pharasma. Fluff to come.

Thribden Malkut Diniya


How do you feel about Samsaran, from the ARG? I was thinking of doing a Samsaran cleric of Irori.


I'd be interested.


Well, I was just about done with crunch, and then my two year old got a hold of my computer. I don't know if I can finish this in time. It sounds really fun, but I think I've got to drop out.


Thank you!

Well, it doesn't look like it'll happen today, but we're expecting sometime this week. So he may be back in the game by then.


Just a heads up. My wife is due to have a baby any day now. So if I disappear for a few days, that's what's happened. Feel free to bot me when that happens.


Just a heads up. My wife is due to have a baby any day now. So if I disappear for a few days, that's what's happened. Feel free to bot me when that happens.


What would you like us to do about health after first?


Dot


I'd be interested. I think that would be a lot of fun creating that character. Then playing through all that. Yeah, definitely interested. How much time would you give for recruitment? It seems that where this character is carrying the story, and with all the requirements, it might take a bit longer than normal.

Edit: And by Shaitan, did you mean Oread?
Edit2: Just reread your post and saw it at the bottom. I was so excited about the concept, I just daydreamed right through reading it the first time.


Dot.


Just a quick post to say my sister's getting married today. May not be able to post till tomorrow.


Just a quick post to say it's my sister's wedding today. Might not get to post till tomorrow.


I'm interested. But would definitely want a bit more info before submitting anything.


Good lucK everyone!


Okay, finally done. Sorry it's so long. I can shorten it if you'd prefer the condensed version.

Statblock:
Marissel Corliss
Male NG Elf Gunslinger (Pistolero) 1, Level 1, Init +4, HP 10/10, Speed 30
AC 17, Touch 14, Flat-footed 13, CMD 15, Fort +3, Ref +6, Will +2, CMB +1, Base Attack Bonus 1
Misfire: 1(5'); Range: 20' Pistol (Battered) +5 (1d8, x4)
Range: 10' Throwing Axe (3) +1 (melee)/+5 (ranged) (1d6, x2)
Studded Leather Armor (+3 Armor, +4 Dex)
Abilities Str 11, Dex 18, Con 10, Int 12, Wis 14, Cha 12
Condition None

Description:
A tall, thin elf walks in. His sea green hair sits untidily atop his head, barely extending down to the base of his long pointed ears, which stick out to the side a little more than is usual on an elf. The blue tones in his skin make his emerald green eyes all the more brilliant and piercing. His brightly colored clothes jar with his skin tones. His brown coat hangs nearly to his ankles. Underneath it, in his belt, the handle of a strange contraption can be seen.

Personality:
Merissel is atheist—not that he doesn’t believe the gods exist. He just doesn’t believe in the gods. When you ask Merissel why, his answer is always the same, "The gods don't care. You want something done? Do it yourself." He has taken that to heart. He chooses his actions based on this idea—that his actions should change the world. He is generally optimistic about outcomes and individuals, yet very cynical about the gods, luck, and the general populace. When it comes to his general mood, he has none. He has a lot of ups and downs, but does not really claim any one emotion in the intervening time. He tries not to lie often, but will do so when necessary. Family is the most important thing in his life, and he sometimes extends the definition of such. He often gets overprotective of those he calls family—extending from his belief that he must do what he wishes to be done.

Background:
I failed again. The words floated through Merissel’s head. Accusing. Killing.

Faltar lay there, skin too white, a tiny hint of blue. Faltar had always wanted blue skin like Merissel’s. It was unfair that it only happened in death, when it was marred by the knife wound in his back.

Faltar is . . . was a wonderful man. He was often smiling and joking. He had employed Merissel as a guard for his store many years ago. Faltar’s job is what helped get Merissel and his brother, Deredel, off the street, where they had lived since their mother died. Since then, Faltar became more than just an employer. He became family.

Merissel looked up. Then he remembered why he had been looking at the nearly unbearable sight of his dead friend. Mercia and Donna stood, tears streaming down their face. The grief of the living. Beyond unbearable. But he could not look at Faltar again. He turned, and walked away. He found a corner of the house with no one there—Faltar’s room. He grieved.

***

Merissel followed quietly. Deredel—who had been acting erratically for a few years now—had been acting even more strangely ever since Faltar was killed. Disappearing for days on end, then coming back filthy, refusing to answer any questions, simply acting like nothing had happened. He turned the corner. Deredel wasn’t there. Had Merissel missed something? He ran ahead, checking down the side streets. There were several doors along the way, Deredel could have entered one of those. But this was Old Korvosa. This was not a place for Merissel to go knocking on doors. He wandered for a while. But found nothing. Deredel had to have entered one of those buildings. He went back and knocked on the first door. A man cracked the door. Funny seeing you here. Aren’t you shivering out there?

Merissel was dumbfounded. He had never seen this man before, yet the man acted as if he knew Merissel. What? No. It’s rather warm out here.

Oy, then. Get lost. Then he shut the door. Locking it. Merissel had no idea what had just happened. He was not about to try that again on any other doors. So he found an out of the way alley, near where he had last seen Deredel and waited.

Two hours passed with no sign of anyone or anything, when he heard someone knock on a door down the street. He peeked around the corner. It was the door he had knocked on before. He heard the man saying the same words again, Funny seeing you here. Aren’t you shivering out there?

Not yet, but I will be soon. The door opened all the way and the man went inside.

Merissel sat back down and thought about the exchange. It didn’t make sense. His thoughts were interrupted by another knock. Peeking, he saw it was the same door.

Another two hours passed and nothing happened. Finally Merissel had to go home. He returned to the studio in Midland that he shared with Deredel and Semond, Deredel’s lover. When she looked up at his return, he shook his head. I lost him in Old Korvosa. He told her about the strange conversation at the door. He felt there was something there, but neither of them could figure it out.

Semond looked down at her stitching, but Merissel could tell, she wasn’t really looking. He left her, and went to bed.

***

Merissel went back every day. He found nothing the first two days. The third day he saw a flash of blue convulsing under a blanket as he walked the streets. He bent down, quickly removing the blanket and blinked. Deredel lay convulsing. Merissel had no hand for healing, He began dragging him through the streets. Help! Help! I need a healer.

***

The convulsions lasted for three days. Merissel passed the time at his brother’s bedside, thinking about the past. About his failures.

His father had died so long ago Merissel barely remembered. All that was left was the feeling of guilt. He still knew the story, his mother had told him about it afterwards, while continually on the move.

Cornal and Triadel, Merissel’s parents, had grown up in the Mwangi Expanse. They were part of the Alijae, an elven tribe in the northern part of the expanse. The tribe was dedicated to protecting Nagisa, an ancient elven city. Cornal and Triadel were tricked by some Chellish treasure hunters, lead by a man named Struden Mantrim, into leading them to the city and through the traps that surrounded it. Triadel realized it first, but it was too late. He and Cornal abandoned the Chellish group in the middle of the city.

The Alijae were furious when they discovered the treachery, despite the fact that most of the group died on their way out. Cornal and Triadel were chased many miles before the tribal warriors caught up with them. Chance would have it though, that they caught up in the Mana Wastes, and these warriors depended too much on their magic. Cornal and Triadel were able to get away and make their way to Alkenstar. Cornal joined the military there, learning how to use firearms. They had children, first Merissel then Deredel. Everything seemed to be going well. Until Struden Mantrim found them.

When Merissel was 10 years old, Struden Mantrim, one of the few who survived from the group of treasure hunters, lead a small group to find and punish the elves that left them stranded in the middle of the city. Struden found the family but was preparing to trap them all. However the family was alerted to his presence. They began preparations to flee, but Merissel refused. He did everything he could to keep from leaving their home. Till he finally ran away. Triadel went out to find Merissel. But they were accosted by Struden. Triadel was killed, but Struden underestimated Merissel, and he managed to escape. Barely. Merissel arrived back hom and Cornal was able to escape with her two children and one of Triadel’s pistols, but not much else. That was Merissel’s first failure to his family.

The Corliss family moved often, only stopping in any given place for a few years. But things settled down and eventually they were staying in a given town for longer and longer. Finally they arrived in Korvosa. They settled there permanently, believing the threat from Struden to be over.

Merissel was 50 by this time. Still technically a child under his mother’s hand by the way she made them live. Six years later though, he failed again. He came home one day to find her gone. He assumed she was at market, till the guard came to announce her death. She was killed and robbed. Merissel began by blaming the gods. But before too long, he determined that they don’t care and he blamed himself for not being there.

He and Deredel were thrown out to live on the street. Merissel began learning how to use the pistol his mother had brought with them. After many years of hunger, he finally learned and began taking a few jobs here and there as a caravan guard. It did not get them a place to live, but it fed Merissel and Deredel. This was the way until Faltar.

***
Deredel eventually woke. But he was an invalid. Merissel took him back to their home. Will you take care of him Semond? Merissel had to find who had done this

Of course I will. But where will you be? She sounded scared.

I failed him. I won’t fail again. He left a small amount of gold—the remainder left to him from Faltar. Then he walked out.


Dragoncat wrote:


Alright, liking what I see so far.

With regards to bullets, you'll have to buy the black powder & bullets yourself.

Alright. No problem.

Dragoncat wrote:
Incidentally, I looked over your sheet and noticed that you had something called 'Left Behind' under your feats & traits. What does that entail?

It's from Elves of Golarian. Pg. 15

Left Behind:
Left Behind (Mwangi Expanse or Varisia): Having been
born to those who chose to remain on Golarion during the
Age of Darkness in the Mwangi Expanse, you understand
the people of this world better than most elves. You gain a +1
trait bonus on Diplomacy and Gather Information checks
when interacting with Forlorn elves and non-elf races.

Is that alright?

How it Fits:
For Marissel (I haven't written it up yet. It's just floating around in my head as I build, but here's the shortened version), it is that his ancestry comes from the Mwangi Expanse. His parents were forced to flee. They went to the Mana Wastes and Alkenstar. That's where Marissel was born. Eventually their trouble caught up with them there. Marissel's father was killed, and the family moved on. Moving every couple years till they ended up in Varisia.

There's more to the background and, like I said, this is the shortened version of that. I'll have the full thing up soon, but there's a lot bouncing around in my head, so it might take a little bit.


Should be good now. Try again.


I've been working on my character. Here's the result so far. I'm working on gear and was wondering if I could have crafted the necessary black powder and bullets beforehand?


Oooh. Interested. Let me start working something up.

Edit: I didn't see gunslingers on the not-allowed list. Are you using "Emerging Guns" then?


Cool. Thanks. I'll get some of that added in. I've been wanting to playing this AP for some time. And all of the submissions here are awesome. This'll be a gear group. I hope I get to be a part of it.


Str:1d10 + 7 ⇒ (7) + 7 = 14
Dex:1d10 + 7 ⇒ (10) + 7 = 17
Con: 8
Int:1d10 + 7 ⇒ (6) + 7 = 13
Wis: 18
Cha:1d10 + 7 ⇒ (9) + 7 = 16


Here's the crunch. A basic background will be coming soon, with more detail after we get some details on the world.

Henkuli:
Henkuli
Male Tengu Gunslinger (Pistolero) 2
CG Medium Humanoid (tengu)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 16 (2d10)
Fort +3, Ref +6, Will +3; +2 trait bonus vs. fear, +1 trait bonus vs. divine spells
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Tengu) -3 (1d3/x2)
Ranged Pistol +5 (1d8/x4)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 10, Int 13, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Courageous, History of Heresy
Skills Acrobatics +7, Climb -1, Craft (alchemy) +5, Escape Artist +2, Fly +2, Intimidate +5, Knowledge (engineering) +5, Linguistics +7, Perception +10, Profession (cook) +7, Ride +2, Sleight of Hand +6, Stealth +4, Survival +7, Swim -1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Tengu
SQ deed: gunslinger's dodge (+2 ac), deed: quick clear, grit, up close and deadly +1d6
Other Gear Studded leather armor, Alchemical cartridge (paper) (10), Black powder (10), Firearm bullet (10), Pistol, Backpack, masterwork (5 @ 10.5 lbs), Bedroll, Belt pouch (21 @ 0 lbs), Blanket, Fishhook, Flint and steel, Gunsmith's kit, Powder horn (10 @ 0 lbs), String or twine, Waterskin, 7 GP, 2 SP, 9 CP
--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the damage.


How do you want to do hp after first level?


Here's the crunch (minus gear). I'll have the fluff up tomorrow.

Crunchy Goodness:
Helenti
Male Tengu Monk (Flowing Monk) 1
LG Medium Humanoid (tengu)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex)
hp 8 (1d8)
Fort +2 (+2 trait bonus vs. disease and poison), Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Tengu) +3 (1d3+1/x2) and
. . Unarmed strike +3 (1d6+1/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 11, Int 13, Wis 17, Cha 11
Base Atk +0; CMB +1 (+3 Tripping); CMD 17 (19 vs. Trip)
Feats Improved Trip, Improved Unarmed Strike, Weapon Finesse
Traits Hagfish Hopeful, Varisian Wanderer (Sleight of Hand)
Skills Acrobatics +7, Linguistics +6, Perception +9, Perform (dance) +4, Sense Motive +7, Sleight of Hand +8, Stealth +9; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Aquan, Common, Shoanti, Tengu, Varisian
SQ ac bonus +3, redirection (1/day) (dc 13), unarmed strike (1d6)
Other Gear
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Redirection (1/day) (DC 13) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Varisian Wanderer (Sleight of Hand) +1 to Sleight of Hand checks, Sleight of Hand is always a class skill for you.


Rolls:
4d6 - 1 ⇒ (2, 2, 1, 5) - 1 = 9
4d6 - 1 ⇒ (1, 6, 4, 1) - 1 = 11
4d6 - 1 ⇒ (4, 5, 2, 1) - 1 = 11
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12

11, 11, 11, 14, 16, 12; 20 Point buy exactly.

Race

Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 38/61 RAGE HP 54/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Homepage URL

Old account.

About Tomorbatar

Crunch:
Init +0; Perception +12

Defense
AC 24; Touch 11; Flat-Footed 24; (+6 Natural; +1 Deflection; +4 Armor; +3 Shield)
HP (6d10+2d8+14=61)
Fort +12; Ref +9; Will +7 (+2 vs Charm, Compulsion, and Emotion)
Defensive Abilities: Bravery +1; Evasion
Offense
Speed 20ft
Space 15 ft; Reach 15 ft
Melee
Std: +15 Unarmed Strike (1d6+14) or +13 Power Attack (1d6+18)
Full: +15/+10 Unarmed Strike (1d6+14)/(1d6+11) or +13/+8 Power Attack (1d6+18)/(1d6+15)
or
+13/+8 Unarmed Strike (1d6+14/+11) and +13 Bite (1d8+6) or +11/+6 Power Attack (1d6+18/+15) and +11 Bite (1d8+7)
Special Attacks
3/day Stunning Fist (DC 14)
Statistics
Str 21, Dex 10, Con 10, Int 13, Wis 12, Cha 8
Base Atk +7; CMB +14; CMD 23 (+2 Tripping; +1 Bullrush, Drag and Reposition)
Feats: Weapon Focus; Power Attack (Fighter Bonus); Toughness (Racial Bonus); Improved Unarmed Strike (Monk Bonus); Stunning Fist (Monk Bonus); Outslug Sprint (Master of Many Styles Bonus); Dragon Style; Outslug Weave (Master of Many Styles Bonus); Combat Expertise (Fighter Bonus); Outslug Style; Improved Trip (Fighter Bonus); Dragon Ferocity; Two Weapon Fighting
Traits: Detect Disobedience; Principled
Skills: Perception +12; Sense Motive +11 (+2 vs subordinate, can use as perception against subordinate's surprise attack); Intimidate +10; Survival +6 (+7 tracking); Knowledge (Dungeoneering) +8; Bluff -3; Acrobatics +5; Knowledge (Local) +5
Languages Common; Celestial
ACP of 3 already applied
Equipment: wooden armor, heavy wooden shield, wooden bed
Class Features:
Unarmed Strike: Higher unarmed damage, Unarmed Strike as a bonus feat, natural and manufactured weapon, no offhand
Stunning Fist: Stunning Fist as a bonus feat
AC Bonus: Wisdom to AC, touch and flat as well, and CMD, as long as wearing no armor
Evasion: Take no damage from a successful reflex save, functions in light armor
Master of Many Styles Bonus Feats: Two bonus style feats with no prerequisites
Bravery +1: +1 bonus to Will saves against fear
Fighter Bonus Feats: Three bonus combat feats
Close Control: +1 to CMB and CMD for Bullrush, Drag and Reposition
Close Combatant: +1 to attack and +3 to damage with close weapons
Studied Target: Can spend a move action to gain +1 to Bluff, Knowledge, Perception, Sense Motive, Survival, Attack, Damage, and Slayer DCs vs one target at a time
Track: 1/2 Slayer level on tracking rolls
Slayer Talent: Ranger Combat Style (two weapon fighting)
Commanding Voice: Intimidate vs DC to demoralize, if successful target commanded as spell, no creature more than once/day, +1 command per 5 I beat the DC

Personality:
Tomorbataar is inflexible, stubborn, and, in a word, lawful. He doesn't care so much for good and evil, and morality isn't important in comparison to following the rules others set out. He's quite intelligent, and he's also perceptive and mindful, he's simply weak willed and differs to authority. He's taken vows of cleanliness and celibacy, and may have some difficulty maintaining them, as he lived in a swamp attached to several other beings his whole life, but he does his best and certainly does attempt to stick to their spirit. Occasionally he will attempt to enforce his vows on those who are particularly out of line, being genuinely worried about them. Add undead for extra fun.

Background:
He's always been strong, always able to fight and bite other heads, and he's always been unable to bring them in accordance with his ideas. Actually, they aren't his ideas. When he was younger, while the other heads were asleep, he awoke suddenly and found a person nearby. The person was dry, soft, and tasty, but he carried a particularly interesting scroll, which Tomorbataar read. It taught him many things, how to fight, how to act right, how to discipline the other heads. Eventually, however, the other heads got to it, and it ended up being destroyed, which offended Tomorbataar greatly. He then vowed to get out of the swamps and keep his distance from his dirty brethren. He still liked them...somewhat...some of them...but they were just so close, and so irritating. At one point he tried to relocate his brain, but it turns out that surgeons have hands for a reason, and also that they should never perform surgery on themselves. Plus Tomorbataar isn't even a surgeon. Then, sweet relief, they came to dry land, and he heard once more the voices like those of the soft, tasty, scrollbearer. Perfect.