About Tanrov Shadow-Graxt.
Stats Str 20 Dex 17, Con 15, Int 12, Wis 18, Cha 10
AC 20, touch 13, flat-footed 17 (+6 Agile Breastplate, +1 NAC +3 Dex, )
Combat Speed 20/30 ft. Melee
Klar +6 (1d6+5/20) S Mithral Dagger +7 (1d4+5/19-20)(PorS) Ranged
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=Mithral Dagger attack+st]1d20+8[/dice]
[dice=Klar+st]1d20+7[/dice]
Feats/Traits/Skills:
Feats Weapon Focus Earthbreaker Class Abilities Teamwork Feats Traits
Adopted trait Human:Shoanti Tattoo (Fear +1 save) Prof:Earthbreaker, Klar and Shoanti Bolas Reckless (Acrobatics Class and +1)
Campaign:Chance Encounter: (Once per day,re-roll Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check) Associated Mythic Path: Trickster. Skills:14
*Acrobatics(Dex) +8(1R +1 trait)
*Diplomacy (Wis) +8 (1R)
*Knowledge Arcane (Int) +4(1R)
*Disguise(Cha) +5 (1R +2 Race) Background Skills
Handle Animal (Cha) +2 (2R) Divine Spellcasting:
Domain Spell-Like Abilities (CL 2nd; DC 14 + Spell Level, Concentration +11) Spellcasting
. . 1st (3/day)—Divine Favour, Cure Light Wounds, Shield of Faith,
Conversion Inquisition
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)
Other Gear:
Encumbrance 11lbs
Starting Gold: 700gp - Spent 410
Stuff we run across along the way for group use:
Notes/Info:
Class Abilities:
Inquisitor
Cunning Initiative (Ex)
Detect Alignment (Sp)
Track (Ex)
Solo Tactics (Ex)
Teamwork 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)
Discern Lies (Sp)
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
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
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
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.
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) |