Valeros

Telos Phane's page

451 posts. Organized Play character for PatheticWretch.


Full Name

Telos Phane

Race

Human

Classes/Levels

Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Age

Unknown

Occupation

Caravan

Strength 18
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 10

About Telos Phane

Telos Phane
Male Human Fighter (Lore Warden) 2 / Slayer 2
CG Medium Humanoid (Human)
Init +2; Senses Perception +7
Languages Common, Dark Folk
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DEFENSE
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AC 19, touch 12, flat-footed 16
    (+6 armor, +2 Dex, +1 dodge)
hp 38 (4d10, +8 Con, +2 favored)
Fort +8, Ref +5, Will +1 (+2 versus divination effects)
Defensive Abilities Mobility
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OFFENSE
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Speed 20 ft. (4 squares)
Melee 'Witching Hour' +1 Fauchard +10 (1d10+7/19-20)
Ranged Javelin +7 (1d6+4/x2)
Base Atk +4; CMB +8; CMD 20
Special Attacks Cleave, Studied Target (+1 atk/+1 dmg)
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STATISTICS
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Abilities STR 18, DEX 14, CON 14, INT 13, WIS 10, CHA 10
Feats Power Attack, Dodge, Mobility, Combat Expertise*, Combat Reflexes, Weapon Focus (Fauchard), Spring Attack
Traits Carefully Hidden, Heirloom Weapon
Skills Acrobatics +8 (Jump +4), Appraise +1, Bluff +4, Climb +7, Diplomacy +1, Disguise +4, Escape Artist +1, Fly +1, Intimidate +7, Knowledge (Arcana/Dungeoneering/Local/Nature/Planes) +5, Linguistics +5, Perception +7, Ride +1, Sense Motive +4, Stealth +8, Survival +4 (+5 follow tracks, +6 avoid being lost), Swim +8 Armor Check Penalty -1
SQ Scholastic, Expertise, Track, Slayer Talents (Ranger Combat Style)
Combat Gear wand of cure light wounds [32/50], potion of gaseous form, potion of cure light wounds, oil of magic weapon, acid flask (x3) Other Gear 'Witching Hour' +1 fauchard, wayfinder, greatclub, gauntlet (spiked/cold iron), javelin (x3), sling, bullets (10), mithral breastplate, outfit (cold-weather), MW backpack, bandolier, bedroll, rations (trail/per day) (x2), rope (hemp/50 ft.), torch (x2), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, earplugs, MW intimidate tool, caravan (intimidate for day job), 145 gp

SPECIAL ABILITIES:

Bonus Feat: Humans select one extra feat at 1st level.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Studied Target (Ex): A 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.
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

BACKGROUND:

A tall, lean human male dressed in scale armor carries a finely-crafted polearm, his long black cloak trailing behind him. In fact, all his clothing is black. He squints as if in bright sunlight despite being indoors.

His eyes appear to mask a much older soul than his forty or so years might suggest.

He nods solemnly as he considers their task.

"I am Telos Phane," he says by way of introduction.

"I have some skill of arms...I will take the front line if there are no objections. Let us see what obstacles we face here, shall we?" he says.

Telos Phane is a man of unnatural birth and prophecy. During the Age of Shadows, a curious Elohim visited a clan of darkfolk cultists that lived under the ash clouds of Golarion. The cultists came to worship “the Great Beyonder” as their living god. In front of a thousand witnesses, the Elohim created Telos from the bone of a raven and the flesh of a sour, blue fruit. The cultists took this as fulfillment of a thousand year old prophecy and hailed the infant newborn as their new lord and leader—a blessing from their god who was destined to bring about everlasting paradise for their people. Just as mysteriously as the Elohim had arrived, it disappeared again, abandoning the cult to their wayward beliefs.

Emboldened by the Elohim’s brief appearance, the cult successfully executed a vicious coup, wresting control of their lands from their current leaders, and setting the stage for the methodical genocide of all nonbelievers within their kingdom over the next one-hundred years. Soon after this violent revolution ended, Telos came of age and took the throne. The darkfolk flourished as they never had under Telos Phane's benevolent rule.

Raised to believe in the divine right of kings in general, and in his own divinity in particular, Telos grew up with the proverbial silver spoon in his mouth. As a boy, he showed remarkable affinity for both physical activities—especially the martial pursuits—and the ins and outs of courtly etiquette and intrigue. Though both traits made him quite popular with the young girls of his realm, Telos' wealth and natural abilities also gave him an excessively healthy sense of self-importance, a personality flaw that would forever force him to keep his own people at arm’s length. Despite his apparent indifference, Telos was a capable and wise ruler who cared a great deal for the wellbeing of the people entrusted to him by the Great Beyonder. His uncanny leadership skills and the absolute dominion over his subjects served to bring the darkfolk out of barbarism and into the realm of laws and culture, a fact for which they love him.

Tragedy struck when the skies finally cleared of the dust from Earthfall allowing light to reach Golarion’s surface once more. The drastic environmental changes that followed dramatically affected Telos' health, causing him to fall ill, eventually becoming comatose. His kingdom’s love for him was such that, fearing they would lose their king, it was thrown into chaos, panic, and despair for the first time since his rise to power.

This time period would later be known as the beginning of the Age of Anguish.

After nearly a thousand years of absence, the Great Beyonder heard the cries of grief of Telos' people and returned to them. Every last citizen was lead from their ruined kingdom under the accursed sun, and taken far beyond the stars where no light could ever reach them. Though the journey took thousands of years, for Telos' people, it seemed as if but an instant. As before, once the Beyonder finished its task, it simply abandoned them without so much as an explanation.

Now stranded and enslaved on the Plane of Shadow and completely oblivious to the passing of time, Telos' people are forced to eke out a living in a land wholly alien to them. Telos has not recovered from his ordeal to resume rule over his people; it was clear to him that he was no longer immortal and would eventually age and die just like the rest of his subjects. The fear that the widespread knowledge of his newfound mortality would once again plunge his people into chaos has made Telos desperate to secure a promising future for his people at any cost, even if it means taking back their homeland from its current inhabitants on the Material Plane. Telos, now weak and without his powers, Telos has been thrust into the light of the world, and seeks a way to regain his powers and free his people.

PFS:

Boons and Vanities:
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point.
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Mask of the Tiger's Eye: In any future encounter when dealing with a citizen of Jalmeray, you may gain a +1 circumstance bonus to any Diplomacy rolls made during that encounter. You may only use this bonus once per scenario.
Fool Me Once: You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
Pathfinder's Excellence (Combat): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium's employ, the critical threat range of the attack doubles.
Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR/2 - against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet.
Secrets of the Grave: When you would fail a saving throw against a necromancy spell or the supernatural or spell-like ability of an undead creature, you may use this boon to retroactively add a 2 to the result.

PFS# 132,076-15
XP 9
Prestige/Fame 8/18
Faction Dark Archive
-Faction Card [1 goal (recover named major artifact)]
Scenarios Completed
*The Veteran's Vault [1 XP, 2PP, 519 gp]
-Bought potion of cure light wounds [-50 gp]
*Master of the Fallen Fortress [1 XP, 2PP, 479 gp, 50 day job]
-Bought MW intimidate tool [-50 gp]
*The Confirmation [1 XP, 2 PP, 430 gp, 10 gp day job]
-Bought spellcasting service for masterwork transformation to fauchard [-360 gp]
*The Silent Tide [1 XP, 2 PP, 453 gp, 10 gp day job]
*Assault on the Kingdom of the Impossible [1 XP, 2 PP, 553 gp, 5 day job]
-Bought MW perception tool [-50 gp], MW stealth tool [-50 gp], potion of gaseous form [-2 PP], oil of magic weapon, [-50 gp], caravan [-5 PP]
*Trial by Machine [1 XP, 2 PP, 511 gp, 50 day job]
*Rivalry's End [1 XP, 2 PP, 1286 gp, 50 day job]
-Bought wayfinder [-1 PP]
*Siege of Serpents [1 XP, 2 PP, 1250 gp]
*Library of the Lion [1 XP, 2 PP, 1200 gp, 50 day job]
-Bought enhancement to +1 fauchard [-2000 gp], mithral breastplate [-4200 gp], sold four-mirror armor [+62 gp]

Level Progression:

Level 1:
Class Taken: Fighter
Class Feature Gained: bonus feat, scholastic
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (2+2+1+1): acrobatics (1), knowledge (dungeoneering)(1), intimidate (1), linguistics (1), perception (1), stealth (1)
Feats: power attack, cleave, dodge

Level 2:
Class Taken: Fighter
Class Feature Gained: bonus feat, expertise
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (2+2+1+1): acrobatics (1), intimidate (1), knowledge (arcana)(1), knowledge (local)(1), perception (1), stealth (1)
Feats: mobility, combat expertise*

Level 3:
Class Taken: Slayer
Class Feature Gained:
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (6+1+1): acrobatics (1), bluff (1), climb (1), perception (1), sense motive (1), stealth (1), survival (1), swim (1)
Feats: combat reflexes

Level 4:
Class Taken: Slayer
Class Feature Gained:
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (6+1+1): acrobatics (1), diplomacy (1), disguise (1), knowledge (nature)(1), knowledge (planes)(1), perception (1), stealth (1), swim (1)
Ability Score Increase: Str
Retrain: cleave to spring attack

Dice:

[dice=knowledge (arcana/dungeoneering/local/nature/planes)]1d20+5[/dice]

[dice=+1 fauchard]1d20+10;1d10+7[/dice]
[dice=+1 fauchard (power attack)]1d20+8;1d10+13[/dice]

[dice=+1 fauchard (studied target)]1d20+10+1;1d10+7+1[/dice]
[dice=+1 fauchard (power attack, studied target)]1d20+8+1;1d10+13+1[/dice]

power attack (-2/+6)
Dmg +7
+4 str
+1 weapon enhancement
+2 two-handed weapon (1.5 str)

Dmg PA +13
+4 str
+1 weapon enhancement
+2 two-handed weapon (1.5 str)
+6 power attack

*Shadow Dancer became a hell of a lot better with Blood of Shadows. The Flexible Shadow Jump feat really boosted the PrC, allowing it to go into the Dimensional Agility feat line. Stacked on with the Cloying Shadows Rogue Talent (which Shadow Dancer can snag), it means Shadow Jumping into a crowd can be rather entertaining...
Also, if you start off as a Slayer, you get that sweet full BAB to start with and Study Target...