Sian Daemodus

Tarvak's page

167 posts. Alias of ZenFox42.


Full Name

Tarvak

Race

Tiefling

Classes/Levels

Oracle1/Fighter1

Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Gender

Male

Size

Medium (5'10")

Age

17

Languages

Common, Abyssal

Strength 16
Dexterity 18
Constitution 11
Intelligence 9
Wisdom 14
Charisma 11

About Tarvak

Appearance : Tarvac does not look like a “typical” Tiefling – first off, his skin is dark blue instead of the usual flesh or reddish color. His “horns” never developed, leaving him with just a bony brow-ridge on his forehead. Finally, his skin is completely covered in hard small bumps. Age 17, height 5’10”, weight 180 pounds, straight black hair, golden eyes.

Statistics (changes with level-up)
Str 16[+3], Dex 18[+4], Con 11[0], Int 9[–1], Wis 14[2], Cha 11[0]

Feats
Point Blank Shot : +1 bonus on attack and damage with ranged weapons at ranges of up to 30 feet
Precise Shot : you ignore the standard –4 penalty on your attack roll for shooting into melee
Prehensile tail (instead of “Skilled” racial trait)

Languages : Common, Abyssal
Senses : Darkvision (Tiefling)
Encumbrance : unencumbered (22/76 lb)
Speed 30 ft (unencumbered)

Offense
BAB +1
Melee : BAB + [STR] = +4 hit, +4 damage
Ranged : BAB + [DEX] = +5 hit
CMB(=BAB+[STR]) = +4
Init [DEX]=+4 and roll twice (Oracle curse)

Defense
HP : 8(+1)+7(+1)=17 (then 7+1 every level)
AC 10+2(armor)+[DEX]=16, touch 14, flat-footed 12
CMD 10+BAB+[STR]+[DEX] = 18
Fort [CON]+2=2, Ref [DEX]+0=4, Will [WIS]+2=4
Favored Class = Fighter : add +1/3 to the fighter’s saving throws versus fear effects
Cold resistance 5, electricity resistance 5, and fire resistance 5 (Tiefling)

Oracle
Early on, Tarvak discovered that in urgent situations (like fights), certain “abilities” started to manifest that helped him to survive better. Over time, he’s been able to control them better, creating them at will. So far, he even considers the Darkness that he can create as one of the special abilities.
Mystery : Waves
Revelation : Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally.
Curse : Frenetic – You can never take "take 10" on a skill check, and you take a -2 morale penalty when you "take 20." However, you roll initiative twice, taking the better result.

Spells DC = 12 + SL
0th (any/day) : Create Water, Detect Magic, Light, Stabilize
1st (3/day, reusable) : Obscuring Mist, Shield of Faith, Cure Light Wounds
Tieflings can use Darkness once per day as a spell-like ability (CL = PC level).
Can Speak With Dead once per day as a spell-like ability (Spirit Medium)

Character Theme : Spirit Medium
Stricken with grief over their deaths, Tarvak discovered that he could actually speak with many of his fellow homeless friends. At first he thought he was just “making it up” to comfort himself, but eventually his “imaginary” comrades were telling him things that only they could have known. Then he discovered that in times of need he could even call on a recently dead spirit to fight for him!
Theme Feat : Once per day you may use Speak with Dead as a spell-like ability. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature's death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.
Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and with three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the Ghost Touch weapon property.
The ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
I'll say this will depend on how strong willed the dead NPC was and how attached they were to their comrades. For mooks, they probably won't have a problem attacking their former comrades.
Cannot provide flanking. Cannot manipulate physical objects.

Skill Backgrounds
Living in the Streets (+4) : Abandoned at an early age as an “abomination”, Tarvac had to live on his own in the streets most of his life. This required staying aware of his environment at all times, knowing when someone was a real threat or not, having to talk or bully his way out of fights, being able to flee from a losing fight, and tend to his own wounds. Perception, Sense Motive, Bluff, Intimidation, Diplomacy, Survival(urban), Know/Local, Acrobatics, Heal
Steal to Survive (+4): Altho he never took more than he needed to survive, over time Tarvac became quite good at sneaking into places and getting into locked cabinets, as well as hiding his ill-gotten gains on himself if needed. Disable Device, Stealth, Sleight of Hand

Items
Wealth : 280 GP
Potions (1 each) : CLW(50), Vanish(50), Shield(50)
Leather armor : +2 AC, no skill penalties, 10 GP, 15 lb
Longbow, composite (+3 STR), MWK : +1 hit, d8+3 dam, [400+300 GP], 4 lb
Dagger

Arrows : 20, 1 GP, 3 lb
Blunt (20), 2 GP, 3 lb
Cold Iron (10), 1 GP, 1.5 lb
Alchemical Silver (10), 3 GP, 1.5 lb

Backpack containing
Whistle, marbles, length of string with fishing hook
Flint&steel
Chalk, wire, twine, candles
Small steel mirror
Empty sacks and belt pouches
Rope, 50'
Hooded lantern
2 pints oil (wrapped in pouches and sacks)

From RHC
2 sunrods, 1 potion of waterbreathing, and 2 potions of Aid.
Aid : +1 bonus on attack rolls and saves against fear effects, plus d8+1 temporary hit points