About Tarowr
Tarowr Kathog
Kitsune monk (menhir guardian) 6/shifter (adaptive shifter) 1 (Pathfinder Campaign Setting: Distant Realms 12, Pathfinder RPG Bestiary 4 175, Ultimate Wilderness 26, 64)
N Medium humanoid (kitsune, shapechanger)
Init +5; Senses low-light vision; Perception +7 (+9 to find secret doors)
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Defense
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AC 20, touch 20, flat-footed 13 (+5 Dex, +2 dodge, +1 monk, +2 Wis)
hp 52 (7 HD; 6d8+1d10+12)
Fort +10, Ref +15, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 3, cold 1, electricity 4, fire 2
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Offense
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Speed 60 ft.
Melee or
2 claws flurry of blows +11/+11/+11/+11/+6 (1d6+5) or
bite +11 (1d4+5), 2 claws +11 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with bite, 10 ft. with claws)
Special Attacks flurry of blows, rebuking strike (10 ft. and slowed (6 rds., DC 15, 6/day), shifter claws
Spell-Like Abilities (CL 7th; concentration +8)
3/day—dancing lights
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Statistics
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Str 8, Dex 20, Con 12, Int 14, Wis 15, Cha 12
Base Atk +5; CMB +13 (+15 dirty trick, +15 disarm); CMD 24 (26 vs. dirty trick, 26 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Improved Dirty Trick[APG], Improved Disarm, Weapon Finesse
Traits balanced offensive, kami respect
Skills Acrobatics +12 (+24 to jump), Bluff +3 (+5 against nobility while on the Isle of Kortos), Climb +5, Diplomacy +1 (+3 against nobility while on the Isle of Kortos), Disable Device +4, Disguise +3, Escape Artist +9, Handle Animal +5 (+7 against nobility while on the Isle of Kortos), Intimidate +5 (+7 against nobility while on the Isle of Kortos), Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +6, Knowledge (local) +3 (+5 and can roll untrained checks about Aspis Consortium), Knowledge (nature) +12, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +7, Linguistics +9, Perception +7 (+9 to find secret doors), Profession (fisherman) +8, Profession (sailor) +8, Ride +9, Sense Motive +6, Sleight of Hand +6, Spellcraft +3, Stealth +9, Survival +6 (+8 to avoid becoming lost), Swim +4, Use Magic Device +2; Racial Modifiers +2 Acrobatics, +2 Bluff, +2 Disguise
Languages Aquan, Auran, Celestial, Common, Druidic, Ignan, Minkaian, Senzar, Sylvan, Terran, Tien, Undercommon
SQ change shape, dragon empire native, duplicitous, fast movement, ki pool (5 points), maneuver training, reactive aspect (1 form), slow fall 30 ft.
Combat Gear wand of cure light wounds; Other Gear agile amulet of mighty fists, belt of incredible dexterity +2, lupine robe, wayfinder[ISWG], belt pouch, blanket[APG], climber's kit, hemp rope (50 ft.), keylight lantern (1/day acid flask, 1d6 rand. elem. dam.) (worth 2,000 gp, 1 lb), masterwork backpack[APG], soap, trail rations (5), waterskin, 4,957 gp, 5 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Change Shape (Su) Assume a single human form.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
Duplicitous +2 racial bonus on Bluff and Disguise checks.
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immunity to Disease You are immune to diseases.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Reactive Aspect (1 form, 6/day) (Su) As imm or swift action gain the benefit of a reactive form.
Rebuking Strike (10 ft. and slowed (6 rds., 6/day, DC 15) (Ex) Repel enemies with ki enhanced claw attack.
Restoring Form (1d8, swift action, 1 round) (Su) When active regain 1d8 hp
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stretching Form (1 round) (Su) If active all natural weapons reach increases by 5 feet
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Bonus on Charisma Skill Checks to Influence Elemental Subtype Creatures:
Earth: +3
Water: +1
Air: +4
Fire: +2
Riverside Property (4 PP): You have a small but sturdy property along the Lower Korir River. You gain a +2 circumstance bonus on Profession (sailor) and Profession (fisherman) checks. These skills are class skills for you, and you can use them for Day Job checks untrained. You also gain a +1 circumstance bonus on Swim checks.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge
Memory of Eshiro, Greater
The memory of Eshiro occupies the wrist slot. The pair of bracers grant you a +2 resistance bonus on all saving throws and a +2 sacred bonus to AC against creatures with the plant type. They also have 3 charges that the wearer can spend to channel the dead kami’s power; these recharge at the beginning of each day. If you defeat a non-kami outsider with the native subtype, the mantle regains 2 charges (maximum once per day). As an immediate action, you can spend 1 charge to gain DR 5/cold iron until the start of your next turn. You can spend an additional 2 charges to extend this damage reduction to all allies within 30 feet, and you and your allies gain fast healing 10 for 1 round. Although Pei is able to emerge from his ward to converse, he is a noncombatant and cannot perform any actions on your behalf. Both bracers must be worn by the same creature to provide any benefit.
Keylight Lantern: A keylight lantern is wreathed with elemental runes. When lit, it gives off light as per a typical lantern, but the shifting flame gives its user a +2 competence bonus on Perception checks to find secret doors. In addition, once per day, the lantern’s bearer can fling the oil as a splash weapon that functions as a flask of acid, except that its damage type is random among acid, cold, electricity, and fire. Each keylight lantern has an indentation where an elemental gem could fit. If an elemental gem is slotted in the lantern, the damage type is fixed based on the gem’s element—acid for an earth gem, cold for a water gem, electricity for an air gem, and fire for a fire gem. The lantern’s bearer may choose to expend the elemental gem to infuse the oil with its energy. If she does so, the next time she throws the oil, it functions as per fireball, centered on the square (10d6 damage, Reflex DC 14 half) instead of as an acid flask. The damage type of the fireball matches the damage type associated with the elemental gem.