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About Harrow TatterhoodHarrow Tatterhood
MOUNT:
Cryp Heavy Warhorse (Effective Druid level 2) N Large animal Init +2; Senses low-light vision, scent; Perception +7 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES:
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Bonus Feats: A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats. Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets. Brute: You have worked for a crime lord, either as a low-level enforcer or as a guard, and are adept at frightening away people. Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity. Challenge: (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 1. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. He receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding. Intimidating (Ex): Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Inquisition: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Orc Blood (Ex): Half-orc count as both humans and orcs for any effect related to race. Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference. Order of the Cockatrice: Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power. Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal). Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Sneak Attack (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer's attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability. Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day. Teamwork Feats: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. BACKGROUND:
A tall, strong, and absolutely hideous half-orc listens to their orders. He wears full plate armor and a red cloak, so battered it is hardly wearable. Fastening his cloak at the neck is a shiny silver brooch of Ragathiel. He carries a finely crafted nodachi with a blade of solid adamantine. He is flexing and admiring his massive muscles before he realizes the other Pathfinders are watching him. He addresses them in a cocky, superior tone. "Harrow Tatterhood is name. Harrow now strongest enforcer of Ragathiel, and even learned how to say it. After defeat cult of Razin-mir guy, Harrow ask self what he believe, and he not know. Harrow search for what he really want, and Harrow want righteous vengeance. Some might think smarter than Harrow, but Harrow fight for right, and also fight to show Harrow better! Harrow will be in front-line taking names, and also knows how to make people share things when not in fight..." For those who have been traveling with him, the arrogant half-orc indeed seems to be more solemn..perhaps even a bit more intimidating than before. It is not clear how civilized this half-orc is; but the look in his eyes seems serious but short-tempered. Outside is the shaggy, wild horse of savage temperament he has been riding. It kicks at and attempts to bite any passers-by, and seems to be creating quite a commotion. It does not even appear tame. "Hush, Cryp!" Harrow yells at the horse through an open window. Harrow belongs to the Order of the Cockatrice, and serves primarily himself, working to further his own aims and increase his own prestige. He is selfish and concerned only with personal goals and objectives. Harrow keeps his own interests and aims above those of all others. He always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. He takes every opportunity to increase his own stature, prestige, and power. He craves competition and recognition. Harrow's only soft spot is for "halflings," which to him means races like half-orcs, half-elves, and the little folk with hairy feet, which he believes must be a mix between humans and something much smaller. He also likes witches, as long as they are not the scary kind. Once, when weakened by a strength-draining shadow, Harrow was under the mistaken impression he had been turned into an Oracle. Harrow suffers from'congenital insensitivity to pain', but Harrow does not know what that means. It means he doesn't feel pain. After infiltrating and ultimately defeating a cult of Razmir in Tamran, Harrow became very interested in religion. After investigating a number of deities and their beliefs, Harrow has joined the followers of Ragathiel. He sees himself as an instrument of divine vengeance, though he is an imperfect one at that. Appearance Personality 1. Background
PFS:
Boons and Vanities: Confirmed Field Agent: May acquire wayfinder by spending 1 Prestige Point. Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. Friend of Janira Gavix: +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Kassen’s Blessing: You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. Inside Connection: You receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir. Stolen Deeds: Purchasing any property in Absalom costs 1 less PP than normal (minimum 1). Savior of the Shadowblooded: You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings. Valais’s Wisdom: When you fail a saving throw against a demon’s compulsion or possession effect, you can reroll the saving throw. Ectoplasmic Enhancement: As a swift action treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. Savior of Old Flotsam: This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. Azlanti Historian: You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Jiraku's Respect: You may use one of the following spell-like abilities (Cha 17): dispel magic, invisibility, longstrider, mirage arcana, stone shape, or wind wall. Kami Reunited: Once per adventure as a swift action, you may activate one of the following abilities: 1) Until the beginning of your next turn, move through 10 feet of difficult terrain as if it were normal terrain, gaining a +3 on saving throws that impede movement. When this effect ends, you regain 1d8+5 hit points or 2) For the next 10 minutes, gain a +2 insight bonus on perception checks, at the end, receive the answer to a single question as if you had cast commune. Experience with Dark Dreams: Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype—you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. PFS# 132,076-7
Level Progression:
Level 1: Class Taken: Cavalier Class Feature Gained: challenge 1/day, mount, order, tactician Hit points Gained: 1d10 + 2 (Con) Skill Points (2): intimidate (1), sense motive (1) Feats: power attack, weapon focus (nodachi) Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Dice:
[dice=knowledge (arcana, dungeoneering, local, nature, planes, religion)]1d20+9[/dice] [dice=knowledge (religion)]1d20+10[/dice] [dice=+1 cruel keen nodachi (adamantine)(power attack, furious focus, cornugon smash)]1d20+15;1d10+15[/dice]
[dice=+1 cruel keen nodachi (adamantine)(studied target)]1d20+15+2;1d10+10+1[/dice]
[dice=+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target)]1d20+15+2;1d10+15+2[/dice]
[dice=+1 cruel keen nodachi (adamantine)(studied target, flanking, precise strike, sneak attack)]1d20+15+2+2;1d10+10+2+4d6[/dice]
[dice=+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target, flanking, precise strike, sneak attack, cornugon smash)]1d20+15+2+2;1d10+15+2+4d6[/dice]
[ooc]Frightening (shaken condition increased by 1 round, if 4 or more rounds frightened instead)[/ooc Intimidate Bonus:
Monster ID:
https://docs.google.com/document/d/1X41gSfEyaOCvGiZ9CYYQ1lJid3zGN1OIBLniY2Q GRXs/edit#heading=h.5812v4e7skzt
*weapon:
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