Race |
| HP 15/15 | MP 5/5 | AC 13 t12 ff11; resist ice 5 | CMB+4 CMD 16 | F+0 R+2 W+2; +2 vs fear | Init +7 | Perception -1, Sense Motive -1 |
Classes/Levels |
| Speed 30ft | Active conditions: None |
Gender |
Male Ronso (Helion Hrothgar) Blue Mage 2 |
About Tarka Ronso
Male ronso (Helion Hrothgar) blue mage 2
NG Medium humanoid (ronso)
Init +7; Senses Darkvision 60’; Perception -1, Sense Motive -1
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Natural)
Resistances ice 5
HP 15 (2d8+2); MP 5
Fort +0, Ref +2, Will +2; +2 vs fear spells and effects
Special defenses Arctic Fur, Fearless
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OFFENSE
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Speed 30 ft.
Melee gore +4 (1d6+3 P)
or longsword +4 (1d8+3 S, 19-20/×2)
Ranged ranged touch +3 (varies)
Space 5 ft.; Reach 5 ft.
Limit Breaks Dual Azure Mastery, Scan Master
Special Attacks gore
Blue Mage Spells Known (CL 2, concentration +7)
- 1st-Blast Shot, Photosynthesis, Poison Needles
- 0th-Detect Magic, Mending, Message, Ten Needles (DC 15)
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STATISTICS
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Str 16, Dex 14, Con 10, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +4; CMD 16
Favored class (blue mage) +1 hit point
Feats Improved Initiative; Moogle in the Room details
Traits Arcane Temper, Caravan Guard
Languages Common, Galkan, Giant, Goblin, Orc, Ronsaur
SQ Azure Talents (Carapace), Blue Magery (Obscure Spell Mastery), Favored Enemy (Monstrous humanoid), Intimidating Build, Mountaineers, Scan, Stand On Your Own Feet, Spell Proficiency, Survivalist
Skills acrobatics +7, intimidate +4, knowledge (arcana) +9, knowledge (dungeoneering) +9, knowledge (local) +9, knowledge (nature) +9, knowledge (planes) +9, knowledge (religion) +9, spellcraft +9, survival +7; Background Skills knowledge (engineering) +9, knowledge (geography) +9; Racial climb +2, fly -2, intimidate +2, ride -2, survival +2; Armor Check Penalty -0
Combat Gear longsword
Adventuring Gear backpack, bedroll, chalk (10), flint and steel, rope (silk, 50’), waterskin
Wealth 240.8 gil
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SPECIAL ABILITIES
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Arcane Temper (trait) You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Arctic Fur Ronsos are immune to environmental damage from cold weather (below 40° F degrees). In conditions of extreme cold (below 0° F degrees), ronsos suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. In addition, ronsos gain Ice Resistance 5.
Azure Talents
-Carapace (Ex) The blue mage gains a +1 natural armor bonus. This stacks with any other natural armor she may have.
Blue Magery (Ex) At 1st level and every four blue mage levels thereafter, a blue mage increases her power with her spells of 1st level or higher. This ability applies only to spells that she casts as a blue mage, not to those she might have by virtue of levels in another class.
- Obscure Spell Mastery: This increases the DC for all of the blue mage’s spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2.
Caravan Guard (trait) You recently hired on to Sandru’s caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn’t help assuage your urge to seek adventure. You’ve just told Sandru that you’re quitting the job in order to try your hand at adventuring— he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. NPC Choices: Sandru.
Dual Azure Mastery (Su) This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels after 1st to cast two blue magic spells a round as a standard action. MP must be paid for both spells. This limit break requires only a swift action.
Favored Enemy (Ex) At 2nd level, a blue mage selects a creature type from the blue mage favored enemies table. She gains a +2 bonus on Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. (Monstrous humanoid)
Fearless Ronsos receive a +2 racial bonus on saves against fear spells and effects.
Gore Ronsos can use their horns as a natural attack that deals 1d6 points of damage. This is a primary natural attack.
Intimidating Build Ronsos are intimidating even when they don’t mean to be. Ronsos gain a +2 racial bonus on intimidation checks.
Mountaineers Ronsos are adept climbers, gaining a +2 racial bonus on Climb checks. In addition, they are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Scan (Su) At 2nd level, as a swift action, the blue mage can scan a creature within 60 feet to find out if it has a supernatural ability she can learn from. The blue mage must make a DC 20 Knowledge (of the appropriate type) skill check to know what abilities can be learned.
Scan Master (Su) This Limit Break coats the eyes of the blue mage with displays and integral information about all beasts she looks upon. For a duration of 1 round + 1 round per four blue mage levels after 1st, the blue mage can identify the elemental weaknesses, elemental resistances, elemental absorption, and elemental immunities of her foes, she also reduces their effectiveness by 1 stage (Absorb > Immunity > Resistance 20 > No Resistance > Weakness) for the duration with her attacks and blue mage spells. This limit break requires only a swift action.
Spell Proficiency (Ex) Blue mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.
Stand On Your Own Feet Ronsos do not do well when traveling by means other than their own two feet. They take a –2 penalty to all Fly and Ride checks.
Survivalist Ronsos are hunters and can hunt in the best and worst of weather conditions. They gain a +2 racial bonus on all Survival checks.
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APPEARANCE
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Tarka Ronso is tall like the many Ronsos before him. However, instead of the typical blue hue, Tarka has golden yellow fur, and a bright white horn to match. Further, his eyes are red instead of the typical yellow.
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PERSONALITY
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Tarka is not the typical stoic, silent ronso. He’s rather brash and doesn’t hide that he’d obtained the privilege of studying to become a blue mage. He rather enjoys showing off new abilities and spells he’s learned from the exotic monsters he’s encountered.
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BACKGROUND
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Tarka left the Northern realms long ago. The fights he used to start in his tribe brought shame and dejection, but the trouble he gets into brings a rush. As he migrated south he made friends with Shoanti pilgrims and Varisian nomads who both taught him the ways of traveling with caravans. It also softened his edge a bit as, somehow, he learned to work with other less familiar folk far better than he was able to get along in his original Ronso tribe. It was with these groups that he happened upon the practice of Blue Magic. In it, he saw the totems of monsters bested and so he sought out teachers of this practice.
When he hit Riddleport, he got back into some trouble again. He found tavern etiquette very agreeable and it gave him that rush again. Of course local law didn’t agree and after enough incidents he headed South again and arrived in Sandpoint. Here he made fast friends with Sandru, who gave him a job guarding his caravan.
It only offered light repetitive travel and soon he found himself restless again…