Mametquil

Tanrov Shadow-Graxt's page

842 posts. Alias of Tharasiph.


Full Name

Tanrov Shadow-Graxt

Race

Inquisitor 2 (Sanctified Slayer); HP:22/22|AC:20|T:13|FF:17|CMB:+6|CMD:+19|Fort:+5|Ref:+3|Will:+7|Init:+7|Per c:+8

Classes/Levels

Spells 1=3/3

Gender

Skills:
Perc:+15|Stealth:+10|Acro+9|Climb+10|Swim +9|SM+11|Sur+7|KN Arc/Dungeon +4|KN Plan/Rel+6|Spellcraft+4|Diplomacy+8|Intim+18|Disguise+5|BGS:Craft:Silver+4| KN Eng/Geo +2| Appraise +2|Sleight of Hand+2|Linguis+2

Size

Medium

Age

20

Alignment

Neutral

Deity

Pharasma

Languages

Common, Shoanti, Abyssal

Strength 20
Dexterity 17
Constitution 15
Intelligence 12
Wisdom 18
Charisma 12

About Tanrov Shadow-Graxt

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Tiefling Inquisitor (Sanctified Slayer) of Pharasma 2
N Medium Native Outsider
Init +2 Senses Darkvision 60ft,

Stats

Str 20 Dex 17, Con 15, Int 12, Wis 18, Cha 10
BAB +1; CMB +6 CMD +19

AC 20, touch 13, flat-footed 17 (+6 Agile Breastplate, +1 NAC +3 Dex, )
hp 22 (2d8+6)
Fort +5 Ref +3, Will +7
Favoured Class Bonus +2 HP

Combat

Speed 20/30 ft.

Melee
Cold Iron Earthbreaker +7 (2d6+7/20*3)
Power Att +6 (2d6+10/20*3)

Klar +6 (1d6+5/20) S

Mithral Dagger +7 (1d4+5/19-20)(PorS)

Ranged
Dart *6 +4 (1d4+5/20) 20ft

Dice Rolls for Attack:

[dice=Cold Iron Earthbreaker attack+st]1d20+9[/dice][dice=Damage]2d6+8[/dice]

[dice=Power Att Earthbreaker]1d20+8[/dice]
[dice=Damage]2d6+11[/dice]

[dice=Mithral Dagger attack+st]1d20+8[/dice]
[dice=Damage]1d4+6[/dice]

[dice=Klar+st]1d20+7[/dice]
[dice=Damage]1d6+6[/dice]

Feats/Traits/Skills:

Feats

Weapon Focus Earthbreaker

Class Abilities

Teamwork Feats

Traits
Drawback - Condescending - (You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward you.)

Adopted trait Human:Shoanti Tattoo (Fear +1 save) Prof:Earthbreaker, Klar and Shoanti Bolas

Reckless (Acrobatics Class and +1)
Fate's Favoured (+1 to any luck bonuses)

Campaign:Chance Encounter: (Once per day,re-roll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check)

Associated Mythic Path: Trickster.

Skills:14
*Climb (Str) +9 (1R)
*Swim (Str) +9 (1R)

*Acrobatics(Dex) +8(1R +1 trait)
*Stealth (Dex) +7 (1R)

*Diplomacy (Wis) +8 (1R)
*Intimidate(Wis) +11 (1R, +2 Race, +Half Class Level)
*Perception(Wis) + 8 (1R)
*Sense Motive(Wis) +9 (1R +Half Class Level)
*Survival(Wis) +8/+9 (1R +Half Class Level to Track)

*Knowledge Arcane (Int) +4(1R)
*Knowledge Planes (Int) +6(1R)
*Knowledge Religion(Int) +6(1R)
*Spellcraft(Int) +4 (1R)

*Disguise(Cha) +5 (1R +2 Race)

Background Skills
Knowledge Geography - World Wound(int) +3 (2R)

Handle Animal (Cha) +2 (2R)

Divine Spellcasting:

Domain Spell-Like Abilities (CL 2nd; DC 14 + Spell Level, Concentration +11)

Spellcasting
Inquisition : Conversion Diplomacy, Intimidate, Bluff use Wis for their stat bonus rather than Cha.
Inquisitor Spells Known 0:5, 1:3
Inquisitor Spells (CL 2nd; DC 14 + Spell Level, Concentration +11)

. . 1st (3/day)—Divine Favour, Cure Light Wounds, Shield of Faith,
. . 0 (at will)—Stabilise, Create Water, Acid Splash, Detect Magic, Guidance.

Conversion Inquisition
Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp) At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Gear:

Magical Gear

Arrows

Combat Gear:

Masterwork Agile Breastplate (200/25) (Free 200)

Mithral Dagger (free/1)

Cold Iron Earthbreaker (380/14) (cost 40gp)

Klar (Blade and Light Spiked Wooden Shield) (12/6)
Dart *6 (3/3)

Other Gear:
Masterwork Backpack (52/4)
Silver holy symbol of Pharasma (25/1)
Bedroll (/5)
Winter Blanket (/3)
Chalk * 5
Soap *2 (/1)
Waterskin *2 (2/8)
Wandermeal *8 (/4)
Trail Rations * 10 (10/10)
100ft Silk Rope (20/10)
Grappling Hook (1/4)
Mess Kit Wood (1/)
Silver and Wood bound Holy Text of Pharasma "The Bones Land in a Spiral" (Pressed Black Rose as a bookmark) (5/2)
Grooming Kit (1/2)
Flint and Steel (1/)
50ft Twine
Bandoleer *6 darts
Acid Flask *4 (40/4)
Pharasma Medallions (To give to pregnant women)(8gp)
Black Ceremonial Outfit lightly adorned with Silver (10gp)
Small ceremonial vial of Holy water
Explorers Outfit
Crowbar (2/5)

Encumbrance 11lbs
Light:133lbs (153lbs with Masterwork Backpack)

Starting Gold: 700gp - Spent 410
Gold Left: 292gp

Stuff we run across along the way for group use:

Notes/Info:

Class Abilities:

Inquisitor
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.
Stern Gaze(Ex):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level

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.

Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Sanctified Slayer - Archetype Abilities

Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.

Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent

Demoralize Opponent:

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

Action Demoralizing an opponent is a standard action.

Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.

Tiefling Racial Abilities: Oni-Spawn:

+2Str, +2 Wis -2 Cha
Darkvision 60ft
Alter Self 1/day
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin +1NAC ER 5 Fire
Skills+2 Disguise and Intimidate

Appearance/Personality/Background:

Appearance
Tanrov wears his straight black hair long, ending where his crown of Horns begins on his forehead. He has rough skin and bone spikes protruding from his body and he has a tail, powerfully built he has a gaze that can stare straight through you. He has the Shoanti Tattoo for Eternity (Graxt) across his chest.

Out of place in almost any crowd, Tanrov has a cloak of skins trimmed in furs over his shoulders, a bandoleer of darts strapped to his chest over his armour. A beast skull with a blade mounted in the mouth hanging from his left hip. He holds an earth-breaker in his hands and his pointed tail trails after him.

Personality
Used to being alone because of his appearance and fearsome Shoanti origins he is trying to adjust to being around those that do not treat him as a complete outcast like his clansmen.

He can be intense and analytical, he can also be very boisterous and friendly, especially we those that he deems to have been a boon from Pharasma. Prone to being condescending he tends to rub others the wrong way, just as well he is mostly as capable as he thinks he is.

"By the Lady of Graves, I see now why I was drawn here, you are a wonderful dancer, show me more, I wish to learn"

Background
Born to the Human Skoan-Quah (Skull) Shoanti clan Tanrov manifested his Tiefling physiology shortly after birth, his Father Ancrym Bonelord is the head priest of Pharasma in the clan and his mother Keeva Eiril is a priestess of Pharasma.

The Skoan Quah (Skull) clan are an enigma to the rest of the Shoanti which means that his clan did not completely reject him, but he has never been fully accepted.
Tanrov found belligerence and power were good weapons to use against the near daily derision and backwards glances he was subjected to, his Tiefling heritage gave him a formidable physique and the confidence and knowledge that he was a powerful being. He found solace in the acceptance that was provided by the Lady of Graves and he began to find himself as a lorekeeper and enforcer of her faith. Tanrov used his booming voice and ice-cold stare to make sure that the tenets of the Lady of Graves faith were followed and to show the power and grace of the Lady of Graves to those outside the faith.

As he neared adulthood Tanrov knew he would have to strike out on his own to find his place, he was helped along this path by a chance encounter, he found a silver holy symbol and in that moment he received a flash of insight ... Kenabres is where he must go and the Armasse festival is where the path of his destiny will begin to unfurl. It seems Pharasma has decided to investigate the situation in the world wound to see if anything can be done to stop the demonic incursion and to help restore prophecy. He left his people with barely a word, his parents understood the calling, they were proud of their son, "We will be here for you if the calling brings you back to us" at those words a tear fell from Tanrovs eye, but he covered it with his usual stoic facade as he strode off.

Unfortunately Tanrov managed to miscalculate his route and he ended up behind the demons lines, where he found some unwelcome company. He was saved from a large group of cultists by her quick thinking ploy and got out of it in one piece, after they were away from the cultists her medallion of Desna came out and she clutched it to her, she left him there to be rescued by a patrol, they escorted him to Kenabres. Ever since then Tanrov has kept a watchful eye for her as he roams Kenabres and includes a request for Pharasma to show generosity to the beautiful Desnarite woman in his prayers.

As he roams Kenabres, occasionally stopping to preach the word of Pharasma gives out small medallions with Pharasmas image to pregnant women freely to protect the child. (noted in equipment spent 8gp)