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About Garridan TeskarovaGarridan Teskarova
Skills:
Acrobatics +8 (1 Rank, +4 Dex, +3 CS) Climb +6 (1 Rank, +2 Str, +3 CS) Escape Artist +8 (1 Rank, +4 Dex, +3 CS) Knowledge: Geography +3 (1 Rank, +0 Int, +2 Racial Trait) Knowledge: Local +2 (0 Rank, +0 Int, +2 Racial Trait) Perception +7 (2 Rank, +2 Wis, +3 CS) Profession: Harrower +6 (1 Rank, +2 Wis, +3 CS) Sense Motive +6 (1 Rank, +2 Wis, +3 CS) Stealth +8 (1 Rank, +4 Dex, +3 CS) Survival +7 (1 Rank, +2 Wis, +3 CS, +1 Trait) Survival (Lost) +11 (1 Rank, +2 Wis, +3 CS, +1 Trait, +2 Racial Trait, +2 Compass) Languages Taldane, Varisian SQ Flurry of Blows, Fast Thrower, Unarmed Strike, Evasion Gear Masterwork Darkwood Boomerang, Belt Pouch (Cold Iron Chakram x5), Belt Pouch (Cold Iron Chakram x5), Starknife, Bandolier Belt (Daggers x8), Bandolier (Alkali Flask x2, Alchemist Fire x2, Liquid Ice x2, Holy Water x2), Belt Pouch (Tanglefoot Bag), Belt Pouch (Potion of CLW, Potion of Mage Armor), Belt Pouch (Compass, Harrow Deck w/ Darkwood Carrying Case), Masterwork Backpack (Bedroll, Flint & Steel, Silk Rope (50 ft.), Waterskin, Mess Kit), Flame Cloak, Breathing Mask Equipment Slot List:
Armor: Shield: Head: Breathing Mask (+5 bonus vs. Inhaled dangers) - 200gp Eyes: Neck: Shoulders: Flame Cloak (Fire Resist 2, +2 Stealth in Forest) - 250gp Waist: Body: Vest: Wrist: Hands: Ring: Ring: Feet: 0pp 26gp 7sp 0cp
Petitioner: You were born on another world. You came to Arch as an adult seeking to prove your worth in hopes of immigrating. You are the best your world has to offer. Benefit: Whenever you gain a level in your Favored class, you gain two benefits rather than just one. Racial-specific bonuses may only be selected once, but hit points and skill points could be selected twice.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. Bonus Feats: A far strike monk adds the following feats to his list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat. At 6th level, he adds the following feats: Improved Precise Shot, Parting Shot, and Trick Shooter. At 10th level, he adds the following feats: Improvised Weapon Mastery and Pinpoint Targeting. Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. Flurry of Blows (Ex): A far strike monk can make a flurry of blows as a full-attack action as long as he’s attacking with thrown weapons. He can’t make a flurry of blows with his unarmed attacks or any other weapons. A far strike monk’s flurry of blows otherwise functions as the standard monk class feature. A far strike monk can’t use Rapid Shot when making a flurry of blows with a thrown weapon. This ability alters flurry of blows. Fast Thrower: At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites. At 4th level, he gains Shot on the Run as a bonus feat, even if he doesn’t meet the prerequisites. At 8th level, when using the Shot on the Run feat, he can make a second ranged attack with a –5 penalty at any point during his movement. At 15th level, he can make a third ranged attack with a –10 penalty at any point during his movement. This ability replaces Stunning Fist. Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. • Base Speed: Humans have a base speed of 30 feet. • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits:
-------------------- Background:
The Teskarova family traces their heritage back to Magnimar, where they are well known for their magical talents and harrowing skills. Teskarovians are also known as consummate stargazers and devoted followers of Desna. Shalaye Teskarova was born and raised in Magnimar, where she learned the art of harrowing from her mother. She found she always had the ever familiar itch of wanderlust typical to Varisians and eventually left the city as well as its oppressive walls behind with little more than a backpack and her family’s harrow deck.
Years later out there on the open road, while she was making her living as a fortuneteller with a Varisian caravan, Shalaye fell for a charming bravo. It was a passionate, yet briefly lived love when the bravo met an unfortunate end of which Shalaye does not speak; however, it resulted in Shalaye becoming pregnant with Garridan. Shalaye left the caravan as it passed through the small coastal town of Sandpoint. It seemed a safe, quiet place for her to put down roots and raise her unborn child. She made her life there on the outskirts of Sandpoint, a few miles into the frontier telling fortunes with her harrow deck and by reading the stars. Garridan was born in the middle of the night to a starry sky full of shooting stars. As a follower of Desna, Shalaye saw this as a blessed event and felt her son would be destined for wonderful things in his life. Whether it was destiny or not Garridan grew up loving the night sky, learning the names of the constellations and the stories they inspired. On most cloudless nights he could be found atop a roof, staring up at the heavens. He learned the art of reading the stars from his mother, who also taught him the art of harrowing; which to the uninitiated may seem unconnected, but the two skills often worked hand-in-hand. Life was difficult for Shalaye and young Garridan, she never made much money with her skills and they would often have to forage for food and small game to supplement their food stores. Garridan learned early on how to survive off the land by knowing which flora flowered with edible berries, which roots could be dug for sustenance, and how to hunt game animals. He started off using the unlimited supply as rocks for his weapons; however, during the frequent trips he and his mother took to Sandpoint to trade, he found a curious hunting weapon that he quickly fell in love with; the boomerang. A wandering merchant offered it to the young man in trade for some skins; claimed it had come all the way from the wild and mythic lands of Mwangi. That boomerang seemed to awaken an innate talent in Garridan, an uncanny skill with throwing weapons. Initially it was just a way to supplement their survival and as recreation; however, as the goblin tribes became more and more prevalent around Sandpoint, his skill evolved into a defensive style as well. He picked up different weapons and found those he preferred over others; the boomerang, the exotic chakram from the far land of Vudrai, and the Varisian starknife. As the goblin menace became more prevalent, Garridan began to understand the concept of community and the strength that the frontier could gain from banding together against the violent, murderous humanoids. It was in this way that he was drawn to the worship of Erastil over the traditional Varisian goddess, Desna; however, it was not until his home was burnt to the ground by marauding goblins and his mother nearly died of smoke inhalation that Garridan truly understood the concept of community… The people of Sandpoint took in the impoverished mother and son, helped them procure of small home to live in. In repayment for their generosity, Garridan did whatever he could do around the town. He offered to guide folks on journeys between the towns of the frontier… It was then he quickly learned he could earn a decent wage. His quick wit and ability with his favorite thrown weapons made him a favorite guide for those looking for safe passage in Varisia…
Personality:
Description:
Reference Image.
Height 5'11" Weight 180 Skin Tan Eyes Honey Hair Brown and shaggy Garridan is tall and lean with a wiry build. He has a sort of permanent stubble growth around his face, as if he is not quite able to grow a full beard or mustache that many Varisians are famous for wearing. His hair is fairly long and shaggy, yet it somehow still keeps out of his strange, honey-colored eyes. He has been told his handsome, but the young man does not seem to really pay that much attention to such things… Garridan sports a green and violet kapenia (his personal family scarf) tied around his waist. He is often seen wearing an orange, black, and gray scarf around his neck, which he also uses to cover his face at times when performing a particularly cryptic Harrow reading… |