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About TavrosClass 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:
Purchased Race Powers: 5 Total
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]
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)
Offense:
BAB 4
Speed: 40ft CMB: +11 (+4 BAB +6 Str + 1 Size) Melee Attack: +9 (+4 BAB + 6 Str - 1 Size)
+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
Rogue Bonus
Monk Bonus
Kensai Bonus
Fighter
Future Feats
Item:
Monk:
Magus:
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
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 Talents
Monk
Ki Powers
Magus
Magus Arcana
(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))
Fighter
Prepared Maneuvers:
Maneuvers Known (Ex) 4 (ready 3)
Recover Maneuver: Enemies who attack while recovering maneuvers provoke an AoO and you may take a free 5ft step to reposition any time attacked
Stances Known (1)
Disciplines
Grit (+Wis mod)
Deeds Spend grit to
Special Item:
Slot: Neck Feats 2: Combat Expertise 3: Weapon Focus (unarmed) 4: Whirlwind Attack 8 Minotaur's Charge 10 Greater Trip MCP (spent/total): 2000/6000
Equipment:
- See spreadsheet for up to date gear
- Sobriety Chip (to become an amulet of mighty fists)
Current Load: 0lbs
Spells:
Prepared for Break In
0th: Prestidigitation, Mage Hand, Read Magic 1st: Shield, Unseen Servant, Expeditious Retreat 2nd: Flaming Sphere Prepared
1st (3 + 1 Int - 1 Kensai)
2nd (1 +1 Int - 1 Kensai)
3rd ( +1 Int - 1 Kensai)
Spellbook 40/100 pages
1st (11) 1*15 = 15 pages
2nd (2) 2*5 = 10 pages
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"
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). |