![]()
About Tanrov Shadow-Graxt.
Stats:
Str 20 Dex 12, Con 14, Int 10, Wis 16, Cha 8
AC 21, touch 12, flat-footed 20 (+8 Elven chain, +1 NAC +1 Dex, +1 Ring)
Combat:
Speed 20/30 ft. Melee
+1 Adamantine Greatsword +12/+7 (2d6+6/19-20)(S)
Cold Iron Cestus +11/+6 (1d4+5/19-20) (B/P)
Klar +11/+6 (1d6+5/20) S
Dagger +11/+6 (1d4+5/19-20)(PorS)
+2 Str Buff Bane +2th and +2d6 dmg
Ranged
Attack macro:
Adding 3d6 damage for sneak attack and precise strike due to flanking [dice= Cold Iron Earthbreaker attack+st]1d20+13[/dice][dice=Damage]2d6+16[/dice] Feats/Traits/Skills:
Feats
Furious Focus No power attack penalty on first attack
Class Abilities Sneak Attack +2d6 Teamwork Feats
Traits
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:42
*Acrobatics(Dex) +9(4R +1 trait)
*Diplomacy (Wis) +8 (2R)
*Knowledge Arcane (Int) +4(1R)
*Disguise(Cha) +5 (1R +2 Race) Background Skills:14
Sleight of Hand(Dex) +3 (2R)
Languages Common, Shoanti, Abyssal, Celestial Divine Spellcasting:
Domain Spell-Like Abilities (CL 8th; DC 13 + Spell Level, Concentration +11) Spellcasting
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
Potion Cure Light Wounds
Wand Cure Light Wounds (45)
Elven Chain +2 (5150/20) (wearing)
+1 Cold Iron Earthbreaker (4380/14)
Arrows
Combat Gear: Cold Iron Cestus (10/1)
Composite Longbow +2 Str Other Gear:
Encumbrance:93lbs
Starting Gold: 240gp
Stuff we run across along the way for group use:
two potions of cure moderate wounds and three potions of invisibility 2,310 cp, 759 sp, 244 gp, 16 pp, seven silver holy symbols of Iomedae worth 25 gp each, a masterwork longsword, two masterwork scimitars, 900 gp in various fine housewares like silverware and table settings, a wand of bless weapon (18 charges), and a currently broken phylactery of faithfulness. Masterwork Chainshirt
Mythic Path Abilities: Trickster:
Trickster Mythic Path Abilities: 1st Rank
+2 Strength Surprise Strike (Ex)
1 Unwavering Skill (Ex)
2 Titan’s Bane (Ex)
Mythic Power (Su): 5 Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex)
Notes/Info:
orders from Staunton Vhane, Hosilla,
Found on Faxon the squashed The chest also contains a sheaf of papers documenting the cultists’ movements around the city. These papers not only indicate that the plan to attack Kenabres was several years in the planning, but that there were a large number of Templars of the Ivory Labyrinth involved. This list of names is valuable to the crusaders—it can’t help Kenabres at this point, but since several of the names on the list include people operating in other cities, the crusaders should find it valuable. Finally, there’s a short note in immaculate handwriting— Faxon,
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 leather lamellar. A beast skull with a blade mounted in the mouth hanging from his left hip, A cestus adorns his right hand. 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. "By the Lady of Graves, I see now why I was drawn here, you are a wonderful dancer, I can learn alot from you, please show me more" 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) Lvl 11 Inquisitor Mythic Trickster 5 Build:
Tiefling Inquisitor (Sanctified Slayer) of Pharasma 11/Trickster 5
Stats Str 23(+6) Dex 12, Con 14, Int 10, Wis 16, Cha 8
AC 22, touch 11, flat-footed 21 (+10 armor, +1 NAC, +1 Dex)
Trickster Mythic Path Abilities: 5th Rank
Surprise Strike (Ex)
1 Unwavering Skill (Ex)
2 Control the Mindless (Su)
3 Vanishing Move (Su)
4 Menacing Whisper (Ex)
You can expend one use of mythic power as a free action to give such a creature a suggestion. The save DC against this effect is 10 + your tier + your Charisma modifier. 5 Fickle Attack (Ex)
Mythic Path Abilites
Mythic Power (Su): 13 Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex): +5 At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal. Feats
Teamwork Feats
Traits
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: 66
*Acrobatics(Dex) +6(1R)
*Bluff (Wis)
*Knowledge Arcane (Int) +8/11(5R +Wis Monsterlore)
*Disguise (Cha) +5 (1R +2 Race) Background Skills:22
Knowledge (Int) (engineering) +3 (3R)
Sleight of Hand (Dex) +6 (5R)
Languages Common, Shoanti, Infernal, Demonic, Celestial Combat Speed 30 ft.
Cold Iron Cestus +14/+10 (1d4+6/19-20) (B/P)
Klar +14/+10 (1d6+6/20) S
Ranged
Divine Spellcasting Spellcasting
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. Class Abilities
Cunning Initiative (Ex):
Detect Alignment (Sp):
Track (Ex):
Solo Tactics (Ex):
Teamwork Feat:
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. Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. Sanctified Slayer
Tiefling Racial Abilities: Oni-Spawn
|