Keeper Myre

Dok Tarley's page

107 posts. Alias of JoshB.


Classes/Levels

Half-Orc Slums Shaman 1 | HP:10/11 | AC:16 FF:14 T:12 | CMD:12 | +6 +4 +7 | Init:+2 Per:+6

About Dok Tarley

Dok Tarley - 1sh
Male half-orc (mystic) shaman 1 (Pathfinder RPG Advanced Class Guide 35)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +6, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds; charm person[S] (DC 14)
. . 0 (at will)—detect poison, purify food and drink (DC 13), stabilize
. . S spirit magic spell; Spirit Slums
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Endurance
Traits civilized, fate's favored, reactionary, vagabond child (urban)
Skills Acrobatics +0 (-4 to jump), Diplomacy +6, Disable Device +5, Heal +9 (+10 circumstance to treat wounds or deadly wounds), Knowledge (local) +9, Linguistics +3, Perception +6, Profession (fortune-teller) +7, Sense Motive +5, Survival +7; Racial Modifiers +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ doors to everywhere, orc blood, spirit animal (rat named Lemba)
Combat Gear healer's kit; Other Gear armored coat[APG], dagger, longsword, backpack, spell component pouch, surgeon's tools[UE], thieves' tools, 6 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rat named Lemba)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

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Lemba CR –
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Climb +10, Diplomacy -3, Disable Device +1, Heal +2, Linguistics -1, Perception +5, Stealth +18, Survival +2, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
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.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.

Dok Tarley - 1sh
Male half-orc (mystic) shaman 1 (Pathfinder RPG Advanced Class Guide 35)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +6, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds; charm person[S] (DC 14)
. . 0 (at will)—detect poison, purify food and drink (DC 13), stabilize
. . S spirit magic spell; Spirit Slums
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Endurance
Traits civilized, fate's favored, reactionary, vagabond child (urban)
Skills Acrobatics +0 (-4 to jump), Diplomacy +6, Disable Device +5, Heal +9 (+10 circumstance to treat wounds or deadly wounds), Knowledge (local) +9, Linguistics +3, Perception +6, Profession (fortune-teller) +7, Sense Motive +5, Survival +7; Racial Modifiers +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ doors to everywhere, orc blood, spirit animal (rat named Lemba)
Combat Gear healer's kit; Other Gear armored coat[APG], dagger, longsword, backpack, spell component pouch, surgeon's tools[UE], thieves' tools, 6 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rat named Lemba)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

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Lemba CR –
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Climb +10, Diplomacy -3, Disable Device +1, Heal +2, Linguistics -1, Perception +5, Stealth +18, Survival +2, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link
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Special Abilities
--------------------
Climb (15 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
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.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.

Background:

Thoughts on my shaman character's background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.

 Half-orc with long dreadlocks. Twenty-odd years old.
 Works as a street doctor, healing people (and animals!) for whatever people can pay
 Wears a long coat and tophat over his raggedy clothes. He hangs a string of fetishes around his neck.
 Was apprenticed to his grandmother, who has since passed away under suspicious circumstances.
The power skipped his parent's generation, as it often does.
 Has 8 brothers and sisters that he helps take care of. Poor family, everyone lives in 3 rooms in a 5 story walkup.
 Tarley is bound to a spirit named Lemba, who is the patron of doorways.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

 Tarley needs to find out what happened to his grandmother.
 Tarley will want to craft a magical staff.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

 Tarley has worked for criminal gang as a drug smuggler to make money and get medicine to help people. He keeps this a secret from his friends and family.

 Tarley's grandmother was killed by an agent paid by House Jorasco who don't approve of street doctors.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

 Bontock Blue-Eyes is a human bartender at a tavern called the “Three-toed Dragon”, Tarley saved his son from an infection last year.

 Micah Mekkitorn is a human priest of Dol Arrah who believes Tarley is a follower of some dark spirit, he harrasses Tarley whenever he encounters him on the street.

 Marrick is a half-ef boss at a local Vadalis stable. He has been using Tarley as a vet for his horses for the last year on the condition that neither talks about it much. Marrick wants to keep it a secret because he doesn't want trouble with Jorasco who should get the contract, and Tarley doesn't normally tell his patients that the last patient he worked on was a horse or donkey.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

 Tarley has taken to smoking cigars that he rolls himself. He mixes in a number of herbs to aid in his meditation.

 Tarley collects odd junk to turn into fetishes he attaches to his coat or dredlocks. The latest he added was the skull of a sparrow he found and boiled cleaned.

 Tarley talks to his rat familiar as if he is speaking directly to his patron spirit Gemba.