Tungsten Dragon

Ti'Itza's page

71 posts. Alias of Blade.


Full Name

Tai'Itza The Outcast

Race

Lizardfolk (8 RP)

Classes/Levels

Bard (Thundercaller) 8

Gender

Male

Size

7'2"

Age

20

Special Abilities

Swim Speed

Alignment

Neutral Good

Deity

(Casual) Arshea - Only because of his nest mate Tep...

Location

Stolen Lands

Strength 18
Dexterity 14
Constitution 17
Intelligence 14
Wisdom 10
Charisma 16

About Ti'Itza

Ti'Itza The Thundercaller
Lizardfolk Bard (Thundercaller) 8/Marshal 1 (Pathfinder Player Companion: Varisia, Birthplace of Legends 0)
NG Medium humanoid (reptilian)
Hero Points 3
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 23, touch 13, flat-footed 21 (+5 armor, +2 shield, +2 Dex, +3 natural, +1 deflection)
hp 92 (8d8+28)
Fort +5, Ref +8, Will +6; -2 vs. distraction ability of swarms, and mind-affecting effects, +4 bonus vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities hard to kill
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Offense
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Speed 30 ft., swim 30 ft.
Melee bite +10 (1d3+4) and
. . 2 claws +10 (1d6+4) and
. . cold iron masterwork longsword +11/+6 (1d8+4/19-20)
Ranged +1 darkwood composite shortbow +9/+4 (1d6+2/×3)
Special Attacks bardic performance 21 rounds/day (move action; call lightning, countersong, distraction, fascinate, incite rage, inspire courage +2, thunder call), bite, mythic power (5/day, surge +1d6)
Bard (Thundercaller) Spells Known (CL 8th; concentration +9):
. . 3rd (3/day)—displacement, good hope, haste
. . 2nd (5/day)—allegro{super}UM{/super}, blur, lay of the land, silence (DC 15)
. . 1st (5/day)—charm person (DC 14), cure light wounds, grease, saving finale{super}APG{/super} (DC 14), silent image (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, prestidigitation, read magic
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Statistics
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Str 18, Dex 14, Con 17, Int 14, Wis 10, Cha 16
Base Atk +6; CMB +10; CMD 23
Feats Combat Expertise, Combat Expertise[M], Dynasty Founder, Improved Natural Attack (claw), Leadership, Lingering Performance[APG], Rending Claws[APG]
Traits armor expert, blood of dragons, natural-born leader
Skills Appraise +7, Bluff +7, Climb +8, Craft (armor) +14, Escape Artist +6, Intimidate +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (planes) +6, Knowledge (religion) +6, Perception +10, Perform (dance) +14, Perform (oratory) +14, Perform (wind instruments) +10, Profession (Blacksmith) +4, Profession (trapper) +4, Spellcraft +10, Stealth +15, Survival +10, Swim +12, Use Magic Device +14
Languages Common, Draconic, Elven
SQ haunting regret, hero points, lore master 1/day, versatile performance abilities (dance, oratory)
Combat Gear cold iron arrows (50), thistle arrows (34); Other Gear +1 darkleaf cloth lamellar (leather) armor, +1 darkwood buckler, +1 darkwood composite shortbow, cold iron masterwork longsword, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of elvenkind, efficient quiver Contains Multiple arrows and some weapons will add later..., headband of alluring charisma +2, ring of protection +1, ring of sustenance, masterwork artisan's tools, backpack, masterwork, masterwork Horn, 2,450 gp
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Special Abilities
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Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Armor Expert -1 Armor check penalty.
Bardic Performance (move action, 21 rounds/day) Your performances can create magical effects.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Combat Expertise -2/+4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Dynasty Founder Gain followers as Leadership feat.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (Base Score 15) You attract loyal companions and devoted followers.
Lightning Performance (Ex) Start bardic performance as swift action, or spend 1 power to do so as free action.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swimming (30 feet) You have a Swim speed.
Versatile Performance (Dance) +14 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Thundercaller Bard Archetype:

Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies.

The thundercaller is an archetype of the bard class.

Bound to the Land (Ex)

A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks.

This ability replaces bardic knowledge.

Bardic Performance

A thundercaller gains the following types of bardic performance.

Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.

This performance replaces inspire competence.

Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).

Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components.

This performance replaces suggestion and mass suggestion.

Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

This performance replaces dirge of doom.

Call Lightning Storm (Su): At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

This performance replaces frightening tune.

Ti'Itza Background:

Born to lead.

He is a spitting image of his father. He'd grown into what many would consider a paragon among Lizardfolk, being far more charismatic, intelligent and stronger than most in his village. He memorized their oral history, stories and traditions with ease and his voice could reach such high notes that none could mistake his battle cry. He learned their way of fighting, by tooth and claw they called it, and he quickly became a skilled warrior with naught but his natural weapons. It wasn’t long before many began to believe that when he replaced his father he would carry the tribe into greatness.

It all changed when Vritra, his father’s greatest warrior, turned on him, replacing him as cheftain and then drove Ti'Itza into the wilderness. He was so badly injured that many presumed he had died of his wounds. He would have, if not for the ministrations of his nest mate Tepti the Outcast. She found him alongside the river he had dove into to escape the Vritra warriors. She nursed him back to health and together they’ve survived in the wilderness, skirmishing with bandits, monstrous creatures and the like. In their time together they have worked on their skills becoming more in tune with the land. Unbeknownst to her though his father’s spirit lingers and has been driving him more than anything else, haunting his sleep and every waking moment as long as he isn’t chieftain of the tribe. So while Tepti’s path led her to a strange relationship with the first world and her great spirit, his became more in touch with nature. He became able to summon lightning with his very voice, even so far as to direct where it struck. His battle cry was the boom of thunder, shaking the earth as he dove into combat with his foes. However his father’s spirit remained persistent, reminding him that he needed to confront Vritra and take back the tribe…

Despite his father being a distraction Ti’Itza now believed that the prophecies were true and his time to rule was close at hand. However Tepti cautions him to not be so hasty in his judgment and to be ready for the day that he would have to work together with the Barons of the Stolen Lands, the strange scaleless from Slobada that had so recently started fighting the Stag Lord. Despite his distrust of all Scaleless he trusted Tepti completely, even though she had recently convinced him to worship a strange spirit known as Arshea.

In their travels together they have amassed great wealth, preying on the bandits and hiding the riches they acquired from them in secret locations. It was in the midst of preparing for the eventual arrival of the Barons when the Stag Lords men found one of their other hideouts and attacked in force. Despite their efforts, they were overwhelmed and captured. For several days they have endured the beatings and target practice by the foolish scaleless bandits. Ti’itza had weathered the worst of it for Tepti and when no one was watching they healed their wounds and waited. Because the bandits spoke of the Barons coming to their fort soon and how they would kill them all.

So Ti and Tepti waited, bidding their time for when it was the best moment to strike their tormentors down once and for all and that time had finally come!

Appearance:

With a powerful build and monstrous height Ti stands a full head over most humans. Despite his heavy build he is extremely agile and acrobatic, able to use his natural attacks to defeat most enemies that he faced in combat, while his magic, quick strikes and footwork keep him mostly unharmed. His golden eyes missed little in the low light and his bronze tinted scales hinted at something greater in his heritage.

Personality:

Driven He is motivated by his wish to succeed and envisions his goal daily so he doesn't get distracted.

Proud He is proud of his strength but not arrogant, knowing full well what his limits were and when to run if needed.

Cunning He strikes where his enemy is weakest, exploits when they are resting and runs when they charge before striking again once they tire.

Calm He isn't driven to emotion often, his goal's require him to be focused. Tephi has advised him many times on letting go of his weaknesses in light of their combined goal.

Lizardfolk Racial Traits:

Lizardfolk (8 RP)

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks' standoffish demeanor, staunch rejection of civilization's “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet.

Racial Traits]

Ability Score Racial Traits: Flexible (+2 Str, +2 Con) (2 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.

Defense Racial Traits

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Movement Racial Traits

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks (1 RP)
Offense Racial Traits

Natural Attacks:

Bite 1 (RP) Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories
lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Natural Attacks: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Thundercaller:

Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies.

The thundercaller is an archetype of the bard class.

Bound to the Land (Ex)

A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks.

This ability replaces bardic knowledge.

Bardic Performance

A thundercaller gains the following types of bardic performance.

Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.

This performance replaces inspire competence.

Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).

Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components.

This performance replaces suggestion and mass suggestion.

Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

This performance replaces dirge of doom.

Call Lightning Storm (Su): At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

This performance replaces frightening tune.