Umagro

Tanjona the Islander's page

362 posts. Alias of Jesse Heinig.


Full Name

Tanjona the Islander

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

25

Alignment

Neutral

Deity

Gozreh

Location

Kintargo

Languages

Common (Taldane); Aquan, Aklo, Infernal, Orc

Occupation

Dock worker

Strength 16
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 14
Charisma 10

About Tanjona the Islander

Tanjona the Islander
Male seascarred ranger (freebooter, skirmisher) 11
N medium humanoid (shapechanger, skinwalker)
Init +2 {+2 in or on water}; Senses Perception +18

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Defense
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AC 25, touch 15, flat-footed 22 (+6 armor, +3 shield, +2 Dex, +1 dodge, +2 deflection, +1 natural armor enhancement)
HP 113 (11d10, +22 Con, +11 favored class)
Fort +9 (+7 base, +2 Con), Ref +9 (+7 base, +2 Dex), Will +6 (+3 base, +3 Wis)

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Offense
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Speed 30 ft.
Melee Mithral trident +15/+10/+5 (1d8+3 piercing/20/x2)
Melee Cold iron club +14/+9/+4 (1d6+3 bludgeoning/20/x2)

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Statistics
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Str 16, Dex 14, Con 14, Int 11, Wis 14, Cha 10
Base Atk +11/+6/+1; CMB +13; CMD 24
Languages: Common (Taldane); Aquan, Aklo, Infernal, Orc

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Feats
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Level 1
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Ranger 2 combat style feat
Cleave (Combat): You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Level 3
Extra Feature: You are an exceptional shapechanger.
Prerequisite: Con 13, skinwalker.
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Normal: You can gain this feat multiple times. Its effects stack.

Ranger 3
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 5
Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Ranger 6 combat style feat
Vital Strike (Combat): You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Level 7
Fast Change: You are an exceptional shapechanger.
Prerequisite: Dex 13, base attack bonus +6, skinwalker.
Benefit: You can assume your bestial form as a move action.
Normal: Assuming bestial form is a standard action.

Level 9
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Ranger 10 combat style feat
Improved Vital Strike (Combat): You can make a single attack that deals a large amount of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Level 11
Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

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Traits
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Shackles Seafarer (Regional): You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

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Adventuring Skills
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Total skill ranks: 66/22 (66 ranger; 22 background)

Climb +17 (11 ranks, +3 Str, +3 class skill)
Knowledge (nature) +14 (11 ranks, +3 class skill) {+1 while on the ocean}
Perception +18 (11 ranks, +2 Wis, +3 class skill, +2 race) {+2 in or on water}
Stealth +16 (11 ranks, +2 Dex, +3 class skill) {+2 in or on water}
Survival +16 (11 ranks, +2 Wis, +3 class skill) {+2 in or on water}
Swim +20 (11 ranks, +3 Str, +3 class skill, +2 race, +1 trait)

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Background Skills
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Handle Animal +9 (6 ranks, +3 class skill)
Linguistics +5 (5 ranks)
Knowledge (geography) +8 (5 ranks, +3 class skill) {+1 while on the ocean} {+2 in or on water}
Profession (sailor) +11 (6 ranks, +2 Wis, +3 class skill)

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Untrained Skills
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Acrobatics +2 [0] (+2 Dex)
Bluff +0 (+0 Cha)
Diplomacy +0 (+0 Cha)
Heal +2 (+2 Wis)
Intimidate +0 (+0 Cha)
Sense Motive +2 (+2 Wis)

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Gear
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Total starting wealth: 150 gp

Explorer's outfit (free)
Mithral trident (2,015 gp, 2 lbs.)
Cold iron club (1 gp, 3 lbs.)
Mithral agile breastplate (4,400 gp, 12½ lbs.)
Masterwork heavy darkwood shield (257 gp, 5 lbs.)
+1 amulet of natural armor
+2 ring of protection
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Poncho (5 sp, 2 lbs.)
• Trail rations, 4 days (5 sp ea., 1 lb. ea.)
• Waterproof bag (5 sp, ½ lb.)
• 4,016 gp, 6 sp
]

Total weight carried: 51½ lbs.
Carrying capacity with masterwork backpack: 76/153/230

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Special Abilities
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Skinwalker (seascarred)

Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. Seascarred gain +2 Wisdom, –2 Intelligence, and +2 to Constitution while shapechanged.
Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Base Speed: Skinwalkers have a base speed of 30 feet.
Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Animal-Minded: Seascarred have a +2 racial bonus on Perception and Swim checks.
Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a seascarred gains a +2 racial bonus to Constitution. While in this form, a seascarred also takes on an animalistic feature that provides a special effect. Each time a seascarred assumes bestial form, she can choose to gain one of the following features:

• Amphibious
• Bite attack that deals 1d6 points of damage
• Ferocity (Pathfinder RPG Bestiary 300)
• Swim speed of 30 feet

These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Spell-Like Ability: Seascarred with a Wisdom score of 11 or higher can use charm animal (aquatic only) three times per day as a spell-like ability. The caster level for this ability is equal to the seascarred's character level.

Ranger (freebooter, skirmisher) 11

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Freebooter 1
Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.
The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.

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

Ranger 1
Wild Empathy: 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.

Ranger 2
Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Chosen fighting style: Mighty Strike
Chosen feat, level 2: Cleave
Chosen feat, level 6: Vital Strike
Chosen feat, level 10: Improved Vital Strike

Ranger 3
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Ranger 3
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Level 3 favored terrain: Water

Freebooter 4
Freebooter's Bond (Ex): At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability. This ability replaces hunter’s bond.

Skirmisher 5
Hunter’s Tricks: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Surprise Shift (Ex): The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
Chameleon Step: The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Freebooter 7
Fast Swimmer (Ex): Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swim check. The freebooter gains a +2 bonus on Swim checks. This ability replaces woodland stride.

Ranger 8
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Ranger 9
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Ranger 11
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

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Backstory
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Description: Tanjona is well-muscled, with a swimmer's build and rough but hairless skin of a dark brown shade. His hair is naturally black and curly, but he usually keeps it shaved. He has wide-set dark eyes and a broad nose and mouth. His shoulders are thick and scarred from the sailor's lash, and he ambles with a distinctive gait when he walks.
When he takes on his shapeshifted form, his mouth spreads even wider and splits into a terrifying maw with several rows of teeth, and he sprouts fins on his arms and legs, as well as a ridge along his back.
Tanjona usually dresses simply in a vest and short sailor's pants, the latter usually in jaunty striped colors. He favors sandals while on the docks or the beach, but switches to boots when traveling overland or through the city. Along the waterfront he often wears a hooded poncho as well. When preparing to fight he dons armor made of small pieces of hard leather stitched together, and carries a heavy shield that he uses well.

Hair: Shaved (black & curly)
Eyes: Brown
Height: 6' 2"
Weight: 262 lbs.

Background: Tanjona comes from one of the many islands of the Shackes; he has a mixed heritage, predominantly Mwangi. He doesn't much care to make an issue of it and says effusively that he is "from the ocean."
Like most of his kin, Tanjona is an always has been very comfortable in the water, and this prompted him to take up a life on the ocean. He split his time between dock-working and sailing, learning some hard lessons from each.
Most recently Tanjona was on a ship to Kintargo from Sargava, but now that new restrictions and laws are in place, he finds himself trapped in the city and none to happy with the current situation. With only a few silvers in his pocket, he'd better find some work... maybe checking at a local tavern or coffeehouse.

Personality Traits: Tanjona gives a first impression of being a forbidding bruiser, but he is usually very relaxed and can be outgoing. He has very little sophistication, given his background; he takes pleasure in the simple life, as his education is primarily worldly. He likes the ocean and spending time in or near it.
Tanjona is a voracious eater with a high metabolism and he is constantly pacing or twitching in some way. He burns through energy at a significant rate. He likes meaty dishes of all kinds but will eat the occasional vegetable.