Tiefling

Tavros's page

322 posts. Alias of Anon A Mouse.


Full Name

Tavros

Race

Minotaur

Trackables:
Arcane Pool: 6/6 | Ki: 5/5 | AoO: 4 | Stun/Fatigue Fist: 4/4 DC 15 | 1st: Shield | Hero: 2/3

Classes/Levels

UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12

Gender

Male

Size

Large

Age

17

Alignment

LN

Languages

Common, Giant, Draconic, Orcish, Goblin, Undercommon, Read lips

Occupation

Dances: Tap, Paso Doble, Waltz, Polka

Strength 23
Dexterity 16
Constitution 16
Intelligence 18
Wisdom 16
Charisma 10

About Tavros

Class Choices:
Class: (Triple Gestalt)
Class 1: Unchained Monk 4
Class 2: Magus (Kensai) 4
Class 3: Unchained Rogue (Scout) 4

Favored Class: Monk

Cheese Dips:
4: Fighter (Myrmidon/Weapon Master) 1

Racial Special Abilities:
Race: Minotaur (monstrous humanoid) [25 RP]
Special Abilities
- Darkvision (Ex): 60ft
- Natural Armor (Ex): +2 AC
- Gore Attack (Ex): Primary attack dealing 1d8 piercing damage
- Reach (Ex): 10 ft reach
- Powerful Charge (Ex): On a charge, it deals 2x the number of damage dice with gore attack plus 1.5x Str bonus
- Natural Cunning (Ex): Immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Misc Racial Traits:
- +2 Con, +2 Str, -2 Cha
- Large (+2 Str, -2 Dex, -1 AC, -1 attack, +1 CMB and CMD, -4 Stealth)
- Speed 30 ft
- +2 Survival and +2 Perception
- Proficient with double crossbow
- Wear horseshoes instead of boots

Purchased Race Powers: 5 Total
- 2 Improved natural armor (2 and 3 points)

Ability Scores:
Original Array: 16, 16, 15, 14, 13, 12
10 bonus: +2, +2, +3, +2, +1, +0
Final Array: 18, 18, 18, 16, 14, 12

Str 23 (+6) [18 + 2 race + 2 size + 1 lvl 3]
Dex 16 (+3) [18 - 2 size]
Con 16 (+3) [14 + 2 race]
Int 18 (+4) [18]
Wis 16 (+3) [16]
Cha 10 (+0) [12 - 2 race]

Defense:
AC: 25 (+ 3 Dex + 4 Nat Armor + 3 Wis + 4 Int + 1 Dodge - 1 Size + 1 Monk)
AC: +1 vs traps
Touch: 21
Flat-Footed: N/A
CMD: 32 (+4 BAB + 6 Str + 3 Dex + 1 Size + 3 Wis + 1 Dodge + 4 Int)

HP: 64 (4d10 + 4*3 Con + 4*1 Toughness + 4*1 favored class + 4*1 trait)
Fort +7, Ref +7 (+8 vs traps), Will +7; +2 vs charm, compulsion, emotion effects (All are +4 base, +3 ability mod)

Offense:
BAB 4
Speed: 40ft
CMB: +11 (+4 BAB +6 Str + 1 Size)

Melee Attack: +9 (+4 BAB + 6 Str - 1 Size)
+1 Amulet of Mighty Fists
Normal
Unarmed Strike: +10 (1d8+7 B)
Gore: +11 (2d6+10+4 P) [+1 weapon focus + magus level]
Power Attack
Unarmed Strike: +10-2 (1d8+7+4 B)
Gore: +11-2 (2d6+10+6+4 P) [+1 weapon focus + magus level]
Powerful Charge (Gore)
Regular: +11+2 (4d6+10 P)
PA: +11+2-2 (4d6+10+6+4 P)

+2d6 sneak attack

Traits:
- Reactionary (Combat): +2 Init
- Metamagic Master (shocking grasp) (Regional): Treat given spell as 1 level lower when used with a metamagic feat
- Finding Goodwin (campaign): +1 skill/HP for taking levels in monk
- Agile Dancer (social): Use Perform(Dance) instead of Acrobatics and use the higher of Dex and Cha as your modifier.
- Principled (Faith): -2 Bluff, +2 saves vs charm, compulsion, and emotion effects

Feats:
0) Toughness: +3 HP; +1HP/(lvl after 3)
1a) Feral Combat Training (horns): Can use horns for flurry of blows and for feats that require Improved Unarmed Strike or that augment unarmed strikes.
1b) Pummeling Style: As a full-round action, combine all attacks into one. You can only use this with unarmed strikes.
1c) Power Attack: Take -2 to hit for +4 damage Increases when BAB is +8). Add 50% if using two-handed weapon or natural attack that adds 1.5 Str
1d) Dodge: +1 dodge bonus to AC
1e) Additional Trais: Agile Dancer and
2) Mobility: +4 AC vs AoO for moving through threatened area
3) Serene Stride: As long as you have at least one point in your ki pool you may ignore movement and Acrobatics penalties from difficult terrain and move across liquid surfaces just as if they were solid. You may still choose to swim if you wish to.
4) Spring Attack: As a full round action can move both before and after an attack

Special Item Feats
2) Combat Expertise: -1 attack and CMB for +1 dodge AC
3) Weapon Focus (unarmed strike)
4) Whirlwind Attack: As a full round action, give up regular attacks and attack every opponent within reach once at highest BAB

Rogue Bonus
1) Weapon Finesse: May use Dex to hit instead of Str for light weapons, elven curve blade, rapier, whip, spiked chain, or natural weapons.

Monk Bonus
1a) Combat Reflexes (3): +Dex AoO per round
1b) Stunning Fist (DC14): Fort save or stunned for 1 round (just before your next turn). Stunned person drops everything held, can't take actions, loses any Dex bonus to AC, and takes a -2 penalty to AC. Creatures immune to crits are immune to stunning.
1c) Improved Unarmed Strike
2) Deflect Arrows: 1/round take no damage from a ranged weapon that hits you

Kensai Bonus
1) Weapon Focus (horns): +1 on attack rolls with weapon

Fighter
1) Extra Arcana (Arcane Deed)
2)
4)

Future Feats
Normal:
5 Viscous Stomp ?
6 Horn of the Criosphyinx
7 Improved Bull Rush ?
8 Pummeling Charge
9 Punishing Kick ?
10 Weapon Specialization (horns)
11
12 Greater Weapon Focus (horns)
13
14 Maximized/Quickened metamagic
15 Spell Perfection
16
17
18
19
20

Item:
6 Ki Throw ?, Greater Weapon Focus (unarmed)
8 Minotaur's Charge ?
10 Greater Trip ?
12
14
16
18
20

Monk:
6 Improved Trip ?
10 Improved Critical (horns)
14 Medusa's Wrath?
18

Magus:
5 Intensified Spell
11 Maximized/Quickened metamagic
17

Other feats to consider: combat style master (+mithral currant style? ), bodyguard, crushing blow, cleave, great cleave, furious focus, juke, sidestep, improved sidestep, following step, feinting flurry, improved feint, steady engagement, redirect attack, just out of reach, counter reflexes, anticipate dodge, improved natural weapon

Skills:
14*4 (8+4+1 bonus +1 trait) (* = class skill)
Trained
*Appraise 8 [4 Int + 1 rank + 3 class]
*Climb 10 [6 Str + 1 rank + 3 class]
*Disable Device 10 [3 Dex + 4 rank + 3 class]
- +2 (lvl)/2 to disable traps
*Disguise 4 [0 Cha + 1 rank + 3 class]
*Diplomacy 4 [0 Cha + 1 rank + 3 class]
*Escape Artist 7 [3 Dex + 1 rank + 3 class]
*Fly 7 [3 Dex + 1 rank + 3 class]
*Intimidate 4 [0 Cha + 1 rank + 3 class]
*Arcana 11 [4 Int + 4 rank + 3 class]
*Dungeoneering 11 [4 Int + 4 rank + 3 class]
*Engineering 8 [4 Int + 1 rank + 3 class]
Geography 8 [4 Int + 1 rank + 3 class]
*History 8 [4 Int + 1 rank + 3 class]
*Local 8 [4 Int + 1 rank + 3 class]
Nature 5 [4 Int + 1 rank]
Nobility 5 [4 Int + 1 rank]
*Planes 8 [4 Int + 1 rank + 3 class]
*Religion 11 [4 Int + 4 rank + 3 class]
*Linguistics 8 [4 Int + 1 rank + 3 class]
*Perception 12 [3 Wis + 4 rank + 3 class + 2 Race]
- +4 (lvl)/2 to find traps
*Perform (Dance) 10 [3 Dex + 4 rank + 3 class]
*Ride 7 [3 Dex + 1 rank + 3 class]
*Sense Motive 7 [3 Wis + 1 rank + 3 class]
*Sleight of Hand 7 [3 Dex + 1 rank + 3 class]
*Spellcraft 11 [4 Int + 4 rank + 3 class]
*Stealth 6 [3 Dex + 4 rank + 3 class -4 Size]
*Survival 12 [3 Wis + 4 rank + 3 class + 2 racial]
*Swim 10 [6 Str + 1 rank + 3 class]
*UMD 4 [0 Cha + 1 rank + 3 class]

Untrained
*Acrobatics [see Perform Dance]
*Bluff -2 [-2 trait]
*Craft
Handle Animal N/A
Heal 3
*Kn(Martial)
*Profession

Class Abilities:

Rogue
- Sneak Attack
- Trapfinding
- Finesse Training (Ex)
- Evasion (Ex)
- Danger Sense (Ex)
- Debilitating Injury (Ex): If deal sneak attack, opponent gains one of following for 1 round (multiple attacks extend duration 1 round):
+ -2 AC. Additional -2 AC vs the rogue
+ -2 on attack rolls. Additional -2 on attack rolls vs rogue
+ All of target's speeds are reduced by 1/2 (min 5 ft) and they can't take a 5 ft step
- Scout's Charge: Whenever you charge, you can deal sneak attack. If opponent has uncanny dodge, they are immune to this.
Rogue's Edge (5), Improved Uncanny Dodge (8), Skirmisher (8)

Rogue Talents
- Stand Up (Ex): Stand up from prone as a swift action without provoking AoO or as a free action that provokes AoO
- Ninja Trick (Pressure Points): Whenever you deal sneak attack damage, you also deal 1 point of Str or Dex damage that can be healed by a DC 15 heal check (each successful check heals 1 damage)
(6, 8)

Monk
- AC Bonus: Add Wis to AC
- Flurry of Blows: Get an extra attack at highest BAB with full attack
- Stunning Fist (DC15 [10+1/2 lvl + Wis])
- Evasion (Ex)
- Fast Movement (10ft)
- Ki pool (5 [1/2 lvl + Wis])
- Ki strike (Magic)
(Still Mind (4), Purity of Body (5), Style Strike (5), Improved Evasion (9) Tongue of Sun and Moon (13), Timeless body (17))
(Ki Powers: 4, 6, 8)

Ki Powers
4) Ki Metabolism (Su): As long as you have ki 1 point, you eat and drink 1/4 as often, need only 2 hours of sleep (including to replenish his ki pool), and can hold his breath for up to 1hr/Con point. As a move action, spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

Magus
- Arcane Pool (Su): 6 [1/2 level + Int]
- Canny Defense (Ex): +Int to AC max Kensai level
- Weapon Focus (Ex): Bonus Feat
- Spell Combat (Ex): Take a -2 to all attacks to also cast a spell
- Spell Strike (Su): Deliver touch spells with weapon
- Perfect Strike (Ex): When hit with horns, spend 1 point from arcane pool to maximize weapon damage (NOT sneak attack, spellstrike, crits etc). If you confirm a crit instead can spend 2 points to increase weapon's crit multiplier by 1

Magus Arcana
- Flamboyant Arcana (Ex)
- Arcane Deed (Precise Strike) (Ex): Add magus level to damage

(Fighter Training (7), Iaijutsu (7), Critical Perfection (9), Superior Reflexes (11), Iaijutsu Focus (13), Greater Spell Combat (14), Counterstrike (16), Iaijutsu Master (19), Greater Spell Access (19), True Magus (20))
- spell recall, knowledge pool, 9th lvl arcana, improved spell recall

Fighter
2) Weapon Guard
3) Weapon Training
5) Reliable Strike

Prepared Maneuvers:
- Flurry Strike
- Panther on the Hunt
- Following Wake

Maneuvers Known (Ex) 4 (ready 3)
- Following Wake (Mithral Current; Boost 1): Initiate as a swift action. After initiating this boost, you can make a trip attempt against the next creature you charge this round as a free action, using a Perform (dance) check in place of your CMB roll. This combat maneuver does not provoke an attack of opportunity.
- Flurry Strike (Broken Blade; Strike 1): As a standard action, the initiator may make two attacks at his full base attack bonus.
- Panther on the Hunt (Primal Fury; Strike 1): As a full round action, +2 to hit and damage on charge, ignores AoO
- Flowing Creek (Mithral Current; Counter 1): 1 immediate action, in response to a melee or ranged attack, make a Perform (Dance) check using the attack roll of your opponent as the DC. If successful, attack is negated and you may take a 5ft step as a free action, even if you're already taken one this round.

Recover Maneuver: Enemies who attack while recovering maneuvers provoke an AoO and you may take a free 5ft step to reposition any time attacked
- 1 standard action
- Full round action to recover +Wis maneuvers

Stances Known (1)
- Pugilist Stance (Broken Blade): By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

Disciplines
- Mithral Current
- Broken Blade
- Primal Fury
One of: Golden Lion, Iron Tortoise, Piercing Thunder, Scarlet Throne, Tempest Gale, Thrashing Dragon

Grit (+Wis mod)
Gain grit:
- Critical Hit: Each time the myrmidon confirms a critical hit with a weapon she has Weapon Focus with or is in a weapon group associated with a discipline she has Discipline Focus for while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit.
- Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon she has Weapon Focus with, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon’s character level to 0 or fewer hit points does not restore any grit.
- OPTIONAL: Daring Act: Each time a myrmidon performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. (This method is subject to GM approval)

Deeds Spend grit to
- Unbreakable (Ex): At 1st level, the myrmidon is trained very well to protect herself against the many unnatural elements of this world where she must rely on only her wits and training to protect her from harm. The character may spend 1 grit point to gain a +4 circumstance bonus on a single saving throw as an immediate action.
- Heroic Recovery(Ex): At 1st level, the myrmidon can recover an expended maneuver as a swift action for the cost of 1 point of grit.
- Man of Action (Ex): At 1st level, as a swift action, the myrmidon can spend 1 grit point to gain a circumstance bonus on an Acrobatics, Climb, or Swim check equal to her class level.

Special Item:

Slot: Neck
Feats
2: Combat Expertise
3: Weapon Focus (unarmed)
4: Whirlwind Attack
6 Ki Throw , Greater Weapon Focus (unarmed)
8 Minotaur's Charge
10 Greater Trip

MCP (spent/total): 2000/6000
- 2000: Amulet of Mighty Fists +1
FPP (spent/total): 0/1

Equipment:
- See spreadsheet for up to date gear

- Sobriety Chip (to become an amulet of mighty fists)
26.5k / 5 - 160 gold

Current Load: 0lbs
Carrying Capacity: 346/692/1040 (173/346/520 x2 for being large)

Spells:
Prepared for Break In
0th: Prestidigitation, Mage Hand, Read Magic
1st: Shield, Unseen Servant, Expeditious Retreat
2nd: Flaming Sphere

Prepared
0th (4 - 1 Kensai)
- Disrupt Undead
- Spark
- ? (open)

1st (3 + 1 Int - 1 Kensai)
() Shield
() Shocking Grasp
()

2nd (1 +1 Int - 1 Kensai)
() Flaming Sphere

3rd ( +1 Int - 1 Kensai)
4th ( +1 Int - 1 Kensai)

Spellbook 40/100 pages
0th (All) 1*15 = 15 pages
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

1st (11) 1*15 = 15 pages
- Blade Tutor's Spirit
- Burning Hands
- Clarion Call
- Color Spray
- Enlarge Person
- Expeditious retreat
- Feather fall
- Lighten Object
- Long arm
- Magic Missile
- Reduce person
- Shocking Grasp
- Shield
- Unseen Servant
- Windy Escape

2nd (2) 2*5 = 10 pages
- Bull's Strength
- Flaming Sphere
- Fog Cloud
- Mirror Image
- Web

Misc Info:
Theme: Independence/Self-Sufficiency/Freedom
Size: Large Reach: 10ft
Initiative: +5 (3 Dex + 2 Trait)
Senses: Darkvision (60), Perception +9
Languages: Common, Giant, Draconic, Orcish, Goblin, Undercommon, read lips
Hero Points: 1

Height: 9'8"
Weight: 920 lbs
Age: 17

Future Plans:
- Stick to my core 3 classes
- Mythic: Probably guardian
- Feats: See feat section

-----------------------------

Background:
Before being chosen by Goodwin, Tavros was a member of the Chyros Clan. The clan name is a misunderstanding; "Ischyros" is Greek for "strong" and when the original clan leader heard it, he thought the guy was saying that "[he] is chyros." It was a relatively small clan, rapidly gaining power and members largely through kidnapping from neighboring minotaur clans. To avoid the wrath of the larger and stronger clans they stole and kidnapped from, the clan was largely nomadic and focused on stealth and blitzes/ambushes.

Tavros was originally a member of a different clan and was stolen when he was very young. His only memory of his original family is a vague strain of music that he only half-remembers and has no idea where it comes from. Perhaps due to this, he tended to have a soft spot for music. Since music isn't required for raiding and pillaging and is directly detrimental to stealth, he was mocked and harassed for his interest.

Traditionally when going out on a raid, the clan all drinks what they call "Mother's Milk." It's a mix of alcohol and various narcotics meant to fill the consumer with rage and power and rid them of all fear. It also happens to be a good way for the leader to control his clan as it dulls the mind and is highly addictive. Just like all other warriors, Tavros was forced to become dependant upon it almost as soon as he was able to lift a weapon.

When Goodwin came, Tavros was out on his third raid. As usual, he was high and out of his mind, but the group they were raiding consisted of some dryads and satyrs having a party. He hadn't yet undergone any permanent damage from prolonged use of Mother's Milk, so the singing and dancing caused him to hesitate just briefly. It was just long enough to save him from being slaughtered as the benevolent Goodwin swooped in to protect the nature spirits. With a bellow, he charged the new man who had taken down the other members of his party. Goodwin easily disarmed and defeated the young minotaur.

Goodwin took him in and put him through a painful detox. Mind slightly clearer, Tavros challenged Goodwin to another fight, claiming that he wouldn't have won so easily if he hadn't been disarmed. Smiling, Goodwin asked why he was so dependent upon a weapon to win when he himself needed none. Then began Tavros' long, arduatious journey from "out of his mind crazy killer bull-man full of rage" to "passive cow-man who could still easily break your neck if he tried".

There was at least one instance where Tavros almost killed another of Goodwin's students. The other boy had convinced him that all monks shaved their heads. Lots of hair later, the still slow Tavros didn't figure out it was a practical joke until everybody started laughing at his completely shaved bull-head (it was a pretty silly sight).

Personality/Appearance/Goals:
Tavros is a recovering alcoholic/drug addict with rage issues. Currently, he deals with this by swinging extremely in the other direction: he drinks only water and tends to be almost too passive and laid back. Most of the time he's basically a really big teddy bear who likes to read. In combat, the rush of adrenaline tends to make him a bit ADD, causing him to rush from one foe to the next. Between his previous substance dependence and Goodwin's comments about his defeat, he tries to be as self reliant as possible: he uses his body as a weapon and doesn't wear armor.

He generally walks around in simple tan slacks and a sleeveless tunic with a deep v-neck (think Kevin Sorbo as Hercules). Around his neck he wears a sobriety chip on a thin metal chain. His hooves have metal horseshoes than he uses to occassionally tap dance, although admittedly rather poorly. His fur is a sleek black clolor and he has a white stripe under his chin that goes down his throat.

Tavros' goal thus far has been to lead a happy, peaceful life by being too powerful for anybody to challenge him. He also wants to become a master dancer. Specifically tap dance and paso doble (because paso doble* would be silly).

He also has a goal that's unconscious (by which I mean "it's my goal for his character development"): To find a happy medium in regards to his addiction and rage.

*Paso doble is the French dance interpretation of Spanish bull fighting.

My Goal/Posting Plea:
Re: Posting Rate- I can generally post multiple times during the day. My disclaimer is that I'll be starting a new job in a little over a week, so I expect my posting rate will drop then. I think I should still be able to post during work at this new job, but I may not feel comfortable doing so until I've settled in. I can tell you that I'm very persistant/committed to my games in a "not going to give up on it" kind of way.

Goal for this game: To cackle madly as I do massive amounts of damage. I'm hoping for at least a few fights (preferably over a range of time as Tavros gets more badass through level ups) that consist of tons of weak enemies (as opposed to a few, challenging enemies). I basically like to feel like I've created a god of something; Tatsuo does elemental evocation magic that is mostly save only (with high saves), Kaylor is practically impossible to hit while doing massive amounts of damage, and Johnny is going for master of charms (these are all other of my characters). Right now Tavros is a little fuzzy past "killer charges of DOOM."

Past that, I'm honestly not really sure. It's a little hard to tell without knowing who's in the rest of the party and more about what we're going to face. One of Johnny's goals that depending I might try to recreate is to create a construct army and a totally badass fort/home base (we're expecting to be attacked eventually), but I don't really know right now how I feel about Tavros going the crafting route. I mean, I definitely like the mental image, I'm just not sure how well it'll fit in to everything else.

Alignment:
Alignment: LN with LG leanings. Despite his (now) high intelligence, Tavros is used to taking orders from when he was less intelligent. Because of this, he tends to be somewhat passive; he's not one to go out of his way to do good, and while he may sympathize with those in need, it's likely it honestly wouldn't occur to him that he might be able to help (he's not used to being a 'hero' after all).