Valeros

Small Tarl's page

36 posts. Alias of gyrfalcon.


About Small Tarl

Small Tarl
Angel-blooded aasimar (angelkin) cavalier (order of the beast) 1/hunter 3
NG Small outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +2 Dex, +1 size, +1 combat expertise)
hp 32 (4 HD; 3d8+1d10+7)
Fort +7, Ref +7, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine greatsword +9 (1d10+7/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), tactician 1/day (Shake It Off, 3 rds)
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—alter self
Hunter Spells Known (CL 4th; concentration +5)
. . 1st (4/day)—cure light wounds, lead blades[APG], longstrider, resist energy, summon nature's ally I
. . 0 (at will)—create water, detect magic, detect poison, know direction, read magic, stabilize
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Statistics
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Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Combat Expertise, Mounted Combat, Outflank[APG], Pack Flanking[ACG], Shake It Off[UC]
Traits indomitable faith, threatening defender, robot hunter
Drawback anxious
Skills Acrobatics -1 (-5 to jump), Climb +8, Diplomacy -3, Handle Animal +3, Heal +7, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +8, Ride +6 (+8 to stay in the saddle), Sense Motive +5, Spellcraft +5, Stealth +10, Survival +8 (+10 to follow tracks), Swim +5; Racial Modifiers +2 Heal
Languages Celestial, Common, Hallit
SQ animal companion (spinosaurus named Raksasa), animal focus (3 minutes/day), beast's skills, hunter tactics, mount (spinosaurus named Raksasa), nature training, order of the beast[ACG], track +1, wild empathy +3
Combat Gear wand of cure light wounds; Other Gear +1 agile breastplate[APG], +1 adamantine greatsword, cloak of resistance +1, backpack, bedroll, belt pouch, exotic military saddle, flint and steel, hemp rope (50 ft.), pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Spirits, 1,926 gp, 6 sp, 7 cp
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Special Abilities
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Animal Companion (spinosaurus named Raksasa) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Anxious You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Threatening Defender When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tactician (Pack Flanking, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Raksasa
Spinosaurus (Pathfinder RPG Bestiary 3)
N Medium animal
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
hp 28 (4d8+8)
Fort +6, Ref +7, Will +2
Defensive Abilities evasion
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Offense
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Speed 30 ft., swim 20 ft.
Melee bite +8 (1d6+5), 2 claws +8 (1d4+5)
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Statistics
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Str 20, Dex 16, Con 15, Int 2, Wis 13, Cha 3
Base Atk +3; CMB +8; CMD 21
Feats Improved Natural Armor, Outflank[APG], Pack Flanking[ACG], Power Attack, Shake It Off[UC]
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Flank, Guard, Heel, Hunt, Sneak
Skills Acrobatics +6, Perception +5, Stealth +6, Swim +16
SQ animal focus, attack any target, combat riding, flank, hunt, sneak
Other Gear mwk lamellar (leather) armor[UC]
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Hunt [Trick] Hunts or forages for food to bring to handler.
Hunter's Trick (Bolster Companion) (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the
Hunter's Trick (Distracting Attack) (Ex) The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hunter's Trick (Rattling Strike) (Ex) The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Hunter's Trick (Vengeance Strike) (Ex) The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Shake It Off Gain +1 to all saving throws per adjacent ally with this feat
Sneak [Trick] Creature stays hidden.
Swimming (20 feet) You have a Swim speed.

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Tricks (8)
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B:Combat trained (Attack, Come, Defend, Down, Guard, Heel)
Attack anything
Flank
Hunt
Sneak
Hunter’s Trick (Bolster Companion)
Hunter’s Trick (Distracting Attack)
Hunter’s Trick (Vengeance Strike)
TBD

Background questions:
1. What does your character look like? Please describe their clothes, and if they openly display any recognizable symbols (such as the emblem of a nation or the holy symbol of a god)
Small Tarl is a wild-eyed halfling with unusually long arms & legs, covered with black fur. He’s quite muscled for a halfling. He wears furs with many small totems stitched into the seams or dangling from leather straps: teeth of great saurians, a disk cut from a mammoth tusk...and a miniature “robot” made from twisted twine (that he crafted from the images in his nightmares).

Standing just behind him is Raksasa: an obviously predatory bipedal dinosaur, her hide a mottled mix of red and brown with a spray of crimson under her chin and on the spines that ridge her back. She stands 5’ at the shoulder and almost as wide, with three massive claws on each forearm, and jagged teeth visible between her gums.

Small Tarl often keeps one hand on it’s long thick neck when around people, in order to signal as best he’s able that the spinosaurus doesn’t need to be feared.

Spinosaurus Companion (Raksasa) reference image

He is very clearly out of place in Numeria, and often looks as panicked by this strange new land as the locals do by the massive predatory dinosaur that accompanies him.

2. How long has your character been in Numeria?
Just arrived, wide eyed.

3. What drives your character to adventure in Numeria? What will keep your character invested in this motley group?
Small Tarl sometimes wakes screaming with nightmares about something he's never seen--metal monsters. His dreams have led him to make the dangerous journey to Torch from the tropical valley surrounding Tolguth in the Realm of the Mammoth Lords where the Khoeli tribe have lived for thousands of years.

His motivations are a mixture of terrified-yet-resolute desire to Do What Needs To Be Done (not that he knows what that is yet, apart from his nightmare visions which you’re welcome to supply from time to time, as it suits you...otherwise I’ll fill them in myself periodically.). He’s also quite loyal and after building a bond with other adventurers will be invested in keeping them safe.

4. How does your character feel about new technology?
Awestruck, suspicious and drawn in, all at the same time. His anger and fear will flare particularly around robots but other tech is more of a blend of frightening and fascinating.

5. How does your character feel about the Technic League?
It’s a weird foreign thing in this weird foreign land...but his understanding of what it is will start out as next-to-zero.

6. Where is your character from?
He’s a member of the Khoeli tribe, a small compound-tribe of Kellid humans and halflings that dwells with the great saurians, in the tropical jungles around Tolguth in the Realm of the Mammoth Lords. Within the Khoeli there is a subset of unusually hairy halflings (Agathion-blooded aasimar) like Small Tarl who have a special gift of connecting with the great saurians.

7. What is their personality like?
Anxious-to-terrified but determined (bordering on resigned/fatalistic). Loyal. Has difficulty speaking in a voice above a whisper. Quick to charge into battle but not always clear if that's his fearsome battle cry or if he's just screaming in terror.

8. What training did they undergo, if any, to become their class?
Shamanic training from a young age, since his gift was known.

9. Why does your character wield the weapon(s) they use?
He made his and Raksasa’s armor from the hide of a mammoth they felled together (mechanically, leather lamellar). He uses a (small) greatsword--the principal weapon of both the small and large folk in the Khoeli tribe.

10. If your character is religious, describe what lead them to their deity.
Small Tarl listens to the spirits that guide the Khoeli tribe (whether he wants to or not)...and when he doesn’t the nightmares increase.

11. Explain what your character's alignment means for them.
What does NG mean for Small Tarl? He cares about the lives of others and feels a spiritual duty to preserve life in general (animals, as well as humanoids). He would feel very happy to return to the tropical jungles he was born in--and away from frightening people and robots--but his sense of duty (as well as his nightmares, which he knows are sent by the spirits) keep him from doing so.