Monk

Tamis Thimble's page

136 posts. Alias of blondebandit.


Classes/Levels

Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44

stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Deity

Irori

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Tamis Thimble

Tamis Thimble
Female Inquisitor 4/Ranger(Trapper) 1
CG Medium Humanoid (Dwarf)
Init +5;Senses Darkvision 60ft , Perception +11

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Defense
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AC 18 (+6 Armor, +2 Dex), Touch 12, Flat-Footed 16
HP 44 (1d8+1d10+3d8+15)
Fort +9, Ref +5, Will +7
Defensive Abilities Spell Resistance 10 ;

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Offense
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Speed 20 ft.
Melee +1 Greatsword +9 (2d6+7/19-20x2)
Cold Iron Warhammer +8 (1d8+6/x3)
Sap +8 (1d6+4/x2)
Ranged MW Composite Longbow(+4) +8 (1d8+4/x3)
Special Abilities Blessed Infiltration (3/3); Judgment (2/2); Detect Alignment
Spells
0th(at will)(DC 14) – Detect Magic, Guidance, Light, Resistance, Stabilize, Daze
1st(4/day)(DC 15) – Burst Bonds, Cure Light Wounds, Divine Favor, Lend Judgment
2nd(2/day)(DC 16) – Cure Moderate Wounds, Blistering Invective
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Statistics
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Str 18, Dex 14, Con 16, Int 12, Wis 18, Cha 8
Base Atk +4; CMB+8; CMD 20
Feats Power Attack, Skill Focus(Disable Device), Intimidating Prowess, Outflank(Teamwork)
Traits Armor Expert, Wisdom in the Flesh(Disable Device)
Skills Bluff +9,Climb +11, Diplomacy +3, Disable Device +15, Intimidate +17, Knowledge(arcana/dungeoneering/nature/planes/religion)+6/+5/+5/+5/+5, Perception +11, Sense Motive +9, Stealth +10(+5 from Cloak), Survival +11(+13 to follow tracks)
Languages Common, Dwarven, Goblin
SQ Favoured Enemy (Undead) +2, Monster Lore (+4), Track (+2), Stern Gaze, Cunning Initiative (+4), Solo Tactics, Trapfinding, Wild Empathy (-1), Greed, Hatred, stonecunning

Skills:

Bluff +9 (+3 ranks, +3 Wis, +3 class skill)
Climb +11 (+5 ranks, +4 Str, +3 class, -1 Armor)
Diplomacy +3 (+1 rank, +3 class, -1 cha)
Disable Device +15 (+5 ranks, +3 wis, +3 class skill, +3 Skill focus, +1 ranger)
Intimidate +17 (+5 ranks, +3 wis, +4 str, +3 class skill, +2 Inquisitor)
Knowledge Arcana +6 (+2 ranks, +1 in, +3 class)
Knowledge Dungeoneering +5(+1 rank, +1 int, +3 class)
Knowledge Nature +5 (+1 rank, +1 int, +3 class)
Knowledge Planes +5 (+1 rank, +1 int, +3 class)
Knowledge Religion +5 (+1 rank, +1 int, +3 class)
Perception +11 (+5 ranks, +3 wis, +3 class)
Sense Motive +9 (+1 rank, +3 wis, +3 class, +2 inquisitor)
Stealth (+5 ranks, +2 dex, +3 class skill, -1 armor, +5 Cloak)
Survival (+4 ranks, +3 wis, +3 class, +1 ranger)

Equipment:

Combat Gear
Acid(3)[30gp, 3lbs]
Wand of Cure Light Wounds[750gp,-]
Alchemist Fire(3)[60gp,3lbs]
Scroll of Interrogation[50gp,-]

Other Gear
Mithral Breastplate [4,200gp, 15lbs]
+1 Greatsword [2350gp, 8lbs, heirloom]
MW Composite Longbow +4 [800gp, 3lbs]
Cold Iron Warhammer [25gp, 5lbs.]
Arrows(20)[0.05gp, 0.15lbs.]
Blunt Arrows(20)[0.05gp,0.15lbs]
Rogue’s Kit[50gp, 37lbs]
Thieves’ tools, MW[100gp, 2lbs.]
Silver Holy Symbol[25gp, 3lbs.]
Cloak of Elvenkind
Sleeves of Many Garments[200gp,-]
Belt of Giant Strength +2[4000gp, 1lbs]
Climber's Kit [80gp,10 lbs]
Trail Rations(5) [2g 5s; 5lbs]
27gp 5sp
Weight:94.3lbs.
Light load: 100 lbs.; Medium 200lbs; Heavy 300lbs.

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Special Abilities
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Inquisitor:

Heresy Inquisition
Granted Powers: Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics' own arguments to root them out and bring them to justice.

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
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.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

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.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

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.

Teamwork Feat: 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.


Ranger (trapper):

Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Dwarf:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.


Abilities/Consumables:

Arrows 19/20
Blunt Arrows 20/20
Wand of Cure light Wounds - 47/50 Remaining
Acid 3/3
Alchemist Flask 3/3
Scroll of Interrogation

Spells
1st – 4/4 Remaining
2nd -2/2 Remaining
Blessed Infiltration – 3/3 Remaining
Judgment – 1/2 Remaining


Current Buff/Debuff/Effects:

N/A

Background:

Tamis was the youngest daughter of her large family, and oft forgotten. She was not as skilled at the forges as her siblings, nor strong enough to compete in hand to hand combat with them. She often was invisible in the day to day stories of her family much to her dismay. As dedicated to the dwarven way as she was, she simply did not have the abilities to make a name for herself or to bring pride to her family in their ways. Even her older sister, who seemed to care little for their ways had found the means to find respect among their clan.

Tamis continued to toil, trying to create something worthwhile of her family’s pride, but never quite succeeding. Her one success, a beautiful greatsword, was the only thing of possible pride that she had created, but even that was not quite up to her families skilled workings. It was not until her older sister left the Taggoret that Tamis realized that there could be another way. She had looked up to her older sister her whole life and the idea that her life could have meaning beyond the walls of mountain was a life shattering revelation. So much of her life had been spent trying to perfect an art that was simply above her. Her sister had showed her that perhaps she could have a life outside of the forges, though the idea of leaving the mountain terrified her.

She started small in the beginning, letting the fact that she was often forgotten to her advantage. She found it easy to slip away from the forges (a skill that she took for granted) and out of the mountain. She would venture into the wilds exploring the world around her, setting small traps and hunting the various small game in the area, though never leaving the comforting hold of the mountain top. Tamis had never been as comfortable in the open air as she was below ground, but she came to enjoy the freedom from the monotony of the forges. As the days past, Tamis abilities in to hunt and track the animals of the area improved dramatically, she had finally found something she excelled at! The hunt and the chase came easier to her than anything else in her life had up to that point.

It was on one of these escapades that her life’s journey would take another turn. The day started like all the rest in recent memory. Tamis awoke early, and quickly disappeared into the tunnel, leaving the mountain to the surface. Something was different this time though. As she entered the wilderness a darkness clung to air, some unnatural cold creeping into her bones. Scared but curious Tamis crawled down the mountain, tracking the source of the darkness. She likely would have missed it if not for an ear piercing scream of another female dwarf that stopped her in her tracks. Caution thrown to the wind Tamis chased towards the scream, her duty to protect her injured sisters ingrained in her since birth. Coming upon a clearing she looked upon a broken trailer where a priestess of Irori returning from a mission was trapped against the crippled trailer, fighting desperately against an undead wight. Tamis would not know it but fate had brought her to this point, and upon stepping into the clearing she could feel the god’s presence infuse into her body, Irori granting Tamis some of his divine power. With the added backing of her new found god Tamis was just able to distract the wight and free the priestess, taking blows from it’s fell hands as she worked to get her free of the wreckage. Bloody and bruised, Tamis managed to help the priestess back to the mountain before the exertion claimed her consciousness.

A fortnight later, Tamis awoke to her father, tear stricken curled over the bed she had resided in for the prior days. Slowly opening her eyes, Tamis finally had found the glory she had always seeked, the story of her heroics having travelled throughout her mountain home. It would be another week before she was able to leave the bed, and upon her re-entrance into civilization she was greeted as a hero. Shortly after, she was greeted again by the priestess she had saved. The priestess had felt the divine power flow through Tamis during the battle, and was now offering Tamis a position within her church. Overcome with emotion Tamis gratefully accepted and begun her training in the divine arts, using her new found abilities to enhance the skills she had refined her many hunts.

It was at this time of training that Trihedron returned home, telling tales of a great dungeon, and the darkness pervasive in it. Her standing in the family finally secure, and worried about losing her sister for the years again, Tamis took the biggest risk of her life. As Trihedron talked about taking on this task alone, Tamis spoke up, finding the confidence deep within to make another life altering choice. ”No, Trihedron you won’t do this alone. I will not see you face this by yourself. This clan has always stood up for one another, and in this task it will be no different. Let us face the darkness together.”

Description/Personality:

Shorter than the average dwarf, Tamis keeps her brown hair in a long braid down her back in remembrance of the one image she has of her mother. She has a stocky build defined by long hours of training within the church, and piercing blue eye sharpened by hours on the hunt.

Concept:

Tamis is a trained hunter. Skilled at tracking her prey, and then in capturing or removing them regardless of the means they use to protect themselves. She is a competent combatant, but her real skills are her ability to bypass traps, tricks, and alarms set by those she is after.

She strides into Combat with her greatsword normally. Using her experience to intimidate her opponent, or her spells to leave them dazed and shaken till she can close on them.