Demon Slayer

Tan D'argnan's page

133 posts. Alias of DM Fflash.


Race

  • Challenge: 1/1
  • Efreeti Magic: 1/1
  • Tactician 1/1
  • Fire in the blood: 2/2

Gender

Male Ifrit Daring Champion (Order of the Flame) 1 -- AC:13 HP:7/11 (currently Fatigued, -1 Con damage), F3 / R3 / W-2 , +2 fire/light, Perc: -2

Size

Medium

Age

64

Alignment

Chaotic Neutral

Deity

Besmara

Location

Shackles

Languages

Common, Ignan, Aquan

Strength 13
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 7
Charisma 17

About Tan D'argnan

Tan D'arngan
Male Ifrit Cavalier (Daring Champion) 1 (Pathfinder RPG Advanced Player's Guide 32; Pathfinder RPG Advanced Race Guide 0)
CN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will -2; +2 vs. fire attacks and [fire] or [light] spells
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) and
. . rapier +4 (1d6+1/18-20)
Special Attacks challenge
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—efreeti magic
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Statistics
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Str 13, Dex 17, Con 12, Int 12, Wis 7, Cha 17
Base Atk +1; CMB +2; CMD 15
Feats Precise Strike[APG], Scorching Weapons[ARG]
Traits buccaneer's blood, reckless
Skills Acrobatics +8, Climb +5, Diplomacy +7, Intimidate +8 (+9 when at or above maximum hp), Profession (sailor) +4, Survival -1 (+1 to avoid becoming lost when using this), Swim +5
Languages Aquan, Common, Ignan
SQ champion's finesse, fire in the blood, flame's skills, glorious challenge, orders (order of the flame), tactician, wildfire heart
Combat Gear potion of cure light wounds; Other Gear lamellar (leather) armor, buckler, dagger (4), rapier, air bladder (5), backpack, banner, complex, barbed vest, bedroll, belt pouch, compass, flint and steel, hat, mess kit, pot, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterproof bag, waterskin, 3 gp
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Special Abilities
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Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Flame's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, can issue glorious challenge.
Flame's Skills +1 +1 bonus to intimidate when at or above maximum hp.
Glorious Challenge If drop challenged foe, free challenge vs. new foe in 15 ft with stacking -2 AC & +2 dam.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scorching Weapons +2 to save vs fire attacks & spells with fire or light desc. Make metal weps do 1 fire damage.
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Wildfire Heart +4 racial bonus on initiative
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Stats no gear:

Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will -1; +2 vs. fire attacks and [fire] or [light] spells
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Offense
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Melee unarmed +2 (1d3+1/20 .. non-lethal)

Skills Acrobatics +8, Climb +5, Diplomacy +7, Intimidate +8 (+9 when at or above maximum hp), Profession (sailor) +4, Survival -1 (+1 to avoid becoming lost when using this), Swim +5

Background:
Tam is the bastard son of a prostitute in Port Peril. His mother died in childbirth and it was apparent as he grew older that his father was obviously of some mixed heritage. It wasn't until recently that he learned who he might be.

He grew up as an orphan, stealing to live, and then for fun. He has organzied and led small gangs throughout his life, often getting them into trouble with the law or other gangs. He became known as the Torch in his younger years, but later let that moniker die. In his adolescent years, he ran a fairly successful protection racket in the dock areas of Port Peril until he went up against a fairly powerful pirate lord, leaving his gang to be captured or killed by the lord when he stowed away on another boat.

There he learned the life of a sailor and was enamored of the first mate there. A glory-seeking woman, she taught him the ways of the Order of the Flame, seeing his image and heritage as an omen herself.

After several years, Tam encountered a village they raided where the men there recognized him from his father's countenance. Before they burned the village to the ground, Tam learned his father was an infamous scourge of these islands with the last name D'arngan. He returned to Port Peril to see what he could find out about it.

Personality:

When emotions run high, Tam exudes particular smells. Happy, the smell of burning wood. Angry, charred cinders. Sad, burnt oil.

He is impetuous and cocky with a touch of charm that many find compelling. He often leads his gangs or friends straight into the heart of danger, often laughing along the way.

He is highly susceptible to magical compulsion and the seductive temptations of women and often misses innuendo and sarcasm.

A thief and extortionist at heart, he loves to ply his trade on the sea having grown bored of the port gang life.

Appearance:

Tam's skin is the color of burnt embers, his hair streaks with colors of burning flame. His eyes are without pupil and completely white except in those instances when he uses magic, and they switch to pure black like and efreetis. His hair which goes half way down his back, when unbound sways to its own move, the ends flicking like flame, and the whole set billowing as if heat is rising from underneath, regardless of the wind around him. When Tam wears his hat, he normally braids his hair in two long braids and ties them loosely in front at his chest level.

Tam wears a billowing red shirt with black laces. Long, loose sleeves with wide cuffs. He wears black pants and has for years gone without shoes, his orangish feet calloused from years aboard ship and running around the docks as an orphan. He ties his pants with a red sash.

His prized possessin is his hat, a well-made silk creation that has survived years with him. He's lost many a set of clothing in his dalliances but never his hat. For example, when fleeing a jealous husband's bedroom, he grabs his rapier and his hat on the way out the door. The rest is replaceable.