Father Jackal

The Dümfloofer's page

23 posts. Alias of JenkinsMyMan.


Full Name

Tekaronhió:ken

Race

HP 76/76|AC 23 T 16 FF 19 |F +10 R +8 W +4 |Perc +11 scent & low-light vision

Classes/Levels

Speed 30 ft | Active Conditions: None

Gender

NG Male Rougarou Fighter(Two-Weapon Warrior)8

About The Dümfloofer

Tekaronhió:ken

Statblock:

NG Male Rougarou Fighter (Two-Weapon Warrior) 8
Init +5; Senses Perception +11; low-light vision, scent

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Defense
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AC 23 (25), Touch 16 (18), Flat-Footed 19 (+7 armor, +4 dex, +2 def) +2 dodge if full attacking with both ends
HP 76 (8d10+24)
Fort +10; Ref +8, Will +4

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Offense
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Speed 30 ft 6 sq
Melee Ranseur of the Gargoyle +13/+8 (2d4+8/x3) and +13/+8 (1d6+8/x2)
...with Power Attack +10/+5 (2d4+14/x3) and +10/+5 (1d6+11/x2)
...bladed end only with Power Attack +13/+8 (2d4+17/x3)
...bite +7 (1d4+3/x2)
...with Power Attack +7 (1d4+6/x2)
...cold iron dagger +11/+6 (1d4+3/19-2x2)
Ranged masterwork composite longbow +13/+8 (1d8+3/x3)
...with Deadly Aim +10/+5 (1d8+6/x3)
Special Attacks change shape; bravery +2; defensive flurry +2; twin blades +1

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Statistics
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Str 16, Dex 19, Con 14, Int 12, Wis 10, Cha 12
Base Atk +8; CMB +12; CMD 25
Feats two-weapon fighting; weapon focus; spear dancing style; spear dancing spiral; weapon specialization; greater two-weapon fighting; spear dancing reach; double slice
Skills acrobatics [3] +9; handle animal [5] +9; dungeoneering [2] +6; engineering [1] +5; perception [5] +11; profession (fisher) [2] +5; ride [1] +7; stealth [1] +4; survival [4] +7; swim [1] +6
Languages common, rougarou
Traits combat: Armor Expert; Social: Competitive
SQ scent; change-shape(as beast shape I); weapon training (polearms)+1;
Favored Class +8 HP
Combat Gear ranseur of the gargoyle, mithral breastplate +1, cold iron dagger, masterwor c. longbow (3 Str rating), potion of cmw (2), potion of clw (3), acid flask (4), arrows (20)
Other Gear ring of protection +2, cloak of resistance +2, belt of giant strength +2, lenses of detection, ioun gauntlet, cracked dusty rose ioun stone (inserted in gauntlet), handy haversack, lady’s mercy (2), tent (medium), bedroll, mess kit, silk rope, rations (5), canteen, soap, traveler's outfit, belt pouch containing 23 pp 64 gp

Change Shape:

A rougarou can change shape once per day into a wolf as a standard action, as beast shape I. A rougarou can revert to its true form as a swift action.

Beast Shape I
School transmutation (polymorph)
Effect
Range personal
Target you
Duration 1 min./level (D)
Description
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Medium animal (WOLF ONLY): If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Traits:

RECKLESS
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

COMPETITIVE
You grew up and were raised around fabulous sporting events, and your youth was consumed with a driving need to be better than everyone else. Any hint of a contest spurs you to your greatest heights of potential. Whenever another creature within 30 feet attempts a skill check and you attempt a check with the same skill before the start of that creature’s next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature).

Suggested Characters: Brevans, Kurgess worshipers, Sargavans.

Feats:

ARMOR PROFICIENCY, HEAVY - Given by Class
Requirements: Light Armor Proficiency, Armor Proficiency, Medium.
See Armor Proficiency, Light.

ARMOR PROFICIENCY, LIGHT - Given by Class
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

ARMOR PROFICIENCY, MEDIUM - Given by Class
Requirements: Light Armor Proficiency.
See Armor Proficiency, Light.

DEADLY AIM - Elephant in the Room
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

DOUBLE SLICE - Level 8 Fighter Bonus Feat
Requirements: Dex 15, Two-Weapon Fighting.
Add your Strength bonus to damage rolls made with your off-hand weapon.

FURIOUS FOCUS - Level 5
Requirements: Str 13, Power Attack, base attack bonus +1.
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

GREATER TWO-WEAPON FIGHTING - Level 6 Fighter Bonus Feat (MERGED W/ IMPR. EitR)
Requirements: Dex 17, Two-Weapon Fighting, base attack bonus +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

POWER ATTACK - Elephant in the Room
Requirements: Str 13, base attack bonus +1.

You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.

SHIELD PROFICIENCY - Given by Class
Requirements: None

When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength and Dexterity based skills.

SPEAR DANCING REACH - Level 7
Requirements: Dex 17, Spear Dancing Spiral, Spear Dancing Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus with the chosen weapon.
While using Spear Dancing Style and making a full attack using the chosen weapon as a double weapon, you can grant the reach special weapon feature to one or both of the weapon's ends until the end of your turn as a swift action.

SPEAR DANCING SPIRAL - Level 3
Requirements: Dex 15, Spear Dancing Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus with the chosen weapon. While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon.

SPEAR DANCING STYLE - Level 2 Fighter Bonus Feat
Requirements: Dex 13, Two-Weapon Fighting, Weapon Focus with the chosen weapon.
Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features.

TOWER SHIELD PROFICIENCY - Given by Class
Requirements: Shield Proficiency.
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.

TWO-WEAPON FIGHTING - Level 1
Requirements: Dex 15.
Your penalties on attack rolls for fighting with two weapons are reduced. the penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

WEAPON FINESSE - Elephant in the Room(Technically replaced by Finesse Weapons)
Requirements: None
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

WEAPON FOCUS - Level 1 Fighter Bonus Feat
Requirements: Proficiency with selected weapon, base attack bonus +1.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

WEAPON PROFICIENCY, MARTIAL(ALL) - Given by Class
Requirements: Awarded by class.
Proficiency with all martial weapons.

WEAPON PROFICIENCY, SIMPLE - Given by Class
Requirements: None You make attack rolls with simple weapons without penalty.

WEAPON SPECIALIZATION - Level 4 Fighter Bonus Feat
Requirements: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Background Questions:

1. What is your character’s name? The name given to me by my parents is Tekaronhió:ken. The people of Avistan call me The Dümfloofer and my friends call me Düm.
2. How old is your character? I am nearly twenty-eight years old.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Most people tend to notice my fur first.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Once the initial shock of meeting a rougarou wears off, people usually find that I am quick to warm up to people. And it won’t be long before I’m making jokes.
5. Where was your character born? Where were you raised? By who? I was born in a small village on the western coast of Arcadia. I grew up fishing in the Okaiyo Ocean and hunting the Arcadian forests.
6. Who are your parents? Are they alive? What do they do for a living? My mother is Kaiennenhawi and my father Sa:k. As far as I am aware, my parents are still living in our village. My mother is a talented seamstress and my father sold skins to the Andorans in Elesomare.
7. Do you have any other family or friends? My mother was expecting another child when I left home eight years ago. I asked my love, Ojistah, to treat my younger brother or sister as her own sibling.
8. What is your character’s marital status? Kids? No one has tamed The Dümfloofer yet.
9. What is your character’s alignment? I believe in doing what is right now matter who that may upset. NG
10. What is your character’s moral code? Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor. I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own. I will defend liberty, even when it challenges established community and family standards. Those who are true to themselves forge the strongest relationships with others, and I must protect them so long as they do no harm and do not infringe on others’ liberty in turn.
11. Does your character have goals? One day I will find the Chelishman who kidnapped several of my village’s pups.
12. Is your character religious? Do I honor the gods? Yes, of course. Do I actively seek their guidance in prayer? No...no, I gave that up a long time ago.
13. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? I tend to come off as too demanding of my friends or allies, but I really just want everyone to live up to their full potential.
14. Why does your character adventure? I originally left home to find the Chelishman who orchestrated the abduction of dozens of children in Arcadia, including several in my own village, but when the trail went cold in Taldor I ended up joining up with a group. I’m still hopeful that one day I’ll have the opportunity to save those stolen from their homes. But...it’s been nearly ten years and my hope is waning.
15. How does your character view his/her role as an adventurer? It is a means to an end. But that doesn’t mean I can’t enjoy myself and the good company it brings.
16. Is there anything that your character hates? Failing to speak out against an evil act. Betrayal and the pain that comes with it. Slavery.
17. Is there anything that your character fears? That I was never going to be able to find the Chelishman.