Toban Tangletop's page

261 posts. Organized Play character for TrinketMike.

Full Name

Toban Tangletop | Male Gnome Inquisitor of Shelyn 3 |


| Speed 20 ft. | Spells: 1st: 4/4 | Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1 | Judgement: 0/1, Prepared Agent: 1/1, Resistant Touch: 5/5, Teamwork: 2/2 |


Active Conditions: Elixir of Hiding (1 hr, +10 stealth)


| HP: 24/24, Temp HP: 0/0 | AC 28 (T13, FF 16) (+2 dodge AC vs. aberrations, oozes, vermin)| CMB: +2 CMD: 14 | F:+7 R:+4 W:+6* | Init +4 | Perc +10, SM +7, Diplomacy +6, Intimidate +6












Common, Dwarven, Elven, Gnome, Sylvan


Cook, Pathfinder

Strength 12
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 14
Charisma 12

About Toban Tangletop


PFS # 293444-3
Faction: Grand Lodge
Experience 8
Fame 12, Prestige Points 6

Toban Tangletop
Male Gnome Inquisitor 3
N Small Humanoid (gnome)
Init +4; Senses Low-light vision, Perception +10

AC 18, touch 13, flat-footed 16 (+5 armour, +2 Dex, +1 size)
...+2 dodge bonus to AC against aberrations, oozes, and vermin
hp 24 (3d8+6)
Fort +7, Ref +4, Will +6
…+2 vs. Illusions
...+1 vs. spells and spell-like abilities cast by evil outsiders

Speed 20 ft.
Melee +1 glaive +6 (1d8+2/x3)
…dagger +4 (1d3+1/19-20)
Ranged acid splash +5 (1d3 acid)
…dagger +5 (1d3+1/19-20)

Special +1 attack vs. aberrations, oozes, vermin; +1d6 damage if flanking

Spells Known (CL 3rd, Concentration +5)
1st—4/day—bless, comprehend languages, cure light wounds, shield of faith
0—At Will—acid splash, detect magic, light, sift, stabilize, virtue

Spell-like Abilities (CL 3rd, Concentration +4)
1/day (each)—dancing lights, ghost sound, prestidigitation, speak with animals
At Will--detect chaos, detect evil, detect good, detect law

Str 12, Dex 14, Con 14, Int 13, Wis 14, Cha 12
Base Atk +2; CMB +2; CMD 14
Traits Resilient, weathered emissary
Feats Breadth of Experience, Precise Strike, Weapon Focus (glaive)
Skills Diplomacy +5 (+2 in Riddleport to gather information, 1R), Heal +3 (1R), Intimidate +6 (+2 in Riddleport, 1R), Knowledge (arcana) +7 (+2 in Riddleport, 1R), Knowledge (dungeoneering) +7 (1R), Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +9 (3R), Knowledge (nobility) +3, Knowledge (planes) +7 (1R), Knowledge (religion) +9 (3R), Linguistics +6 (+2 in Riddleport, 1R), Perception +10 (3R), Profession (cook) +12 (3R), Sense Motive +7 (1R), Spellcraft +5 (1R), Stealth +5* (+6-1 CP), Survival +9 (+1 higher to track, 3R)
(Monster Lore: +2 on all knowledge checks to identify creatures)(+1 on all knowledge checks while in the Grand Lodge)
(8 points; 6 class, 1 INT, 0 race, 1 favoured class) (Check Penalty -1*)
Abilities cunning initiative, detect alignment, domain (protection), domain power (resistant touch, +1), gnome magic, illusion resistance, judgement (1/day, swift), keen senses, monster lore, orisons, stern gaze, track (+1), solo tactics, teamwork feats, warden of nature
Languages Common, Dwarven, Elven, Gnome, Sylvan

Special Abilities:


Breadth of Experience (Feat): You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Cunning Initiative (Ex): An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Domain: Protection Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5/day, +1)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Judgment (Su): An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. (+2)

Resilient (trait): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Solo Tactics (Ex): All of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
...As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
...Precise Strike Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Track (Ex): An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Warden of Nature (alternate gnome racial trait): Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.

Weathered Emmisary (trait): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you. (linguistics)


Combat Gear +1 glaive, dagger, acid (3), antitoxin (2), holy water (2 1), smokestick, potion of lesser restoration, wand cure light wounds (31)
Possessions +1 chain shirt, handy haversack, MW backpack, traveller's any-tool, sack, waterskin, whetstone, iron pot, bucket, flask, flint and steel, scroll case, parchment, ink, inkpen, artisans tools (cook), wooden holy symbol, explorer’s outfit, top hat, wayfinder, cold weather outfit
Carrying Capacity
Light 0-37.5 lb. Medium 37.6-75 lb. Heavy 75-112.5 lb.
Current Load Carried 31.75 lbs.
Money 1,427 GP 5 SP 5 CP

Temporary Gear:

Dust of Disappearance - Rosie
Cloak of Elvenkind - Cerryl?
Hat of Disguise - Lovissa
Ring of Improved Climbing - Toban +10 climb checks

gems, gold, notes, knick-knacks

New Purchase:


Celestial Traveller: Between your mission for the Pathfinder Society, you seek opportunities to connect with the Upper Planes. You may spend your downtime and 4 PP to travel to either Nirvana or Elysium. If you do so you may select one of the following benefits, crossing the other off you Chronicle sheet. (PAID THE PP)
[] Celestial Spark: You gain a +1 bonus on saving throw against the spells and spell-like abilities of outsiders with the evil subtype. Additionally, you may check the box that precedes this boon to send forth a surge of channeled energy that harms evil outsiders, as if you were a cleric of your level with the alignment channel feat. If you already possess the Alignment Channel feat, you may instead check this box to increase the damage you deal by 2d6.

Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Explore, Report, Cooperate (x2) You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending and NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (neither contributes nor opposes). If none of these three options accurately reflects the action's impact on the PCs fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Haunt Sense: Having encountered many different haunts during your adventuring career, you have a knack for reacting quickly and knowledgably to their harmful effects. You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects. When you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

PREPARED AGENT You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.


Toban is an experienced gnome with an eclectic past. Over the past decade Toban has been a devotee of Shelyn. Toban enjoys finding artifacts that will be showcased in museums. Toban is an artist. He creates art through fantastic meals. Toban is always looking for rare ingredients and new recipes. Toban enjoys cooking for friends and strangers alike. He is not shy. He will approach strangers and give them a meal unlike any other. Toban is adventurous in his cooking and willing to try new exotic foods. Because of this Toban has developed a strong stomach.

Appearance and Personality:

Toban is short even for a gnome. He is barely over 3 feet tall and weighs 37 pounds. Toban has a rather large bottom lip that flaps when he speaks. He has black hair and a wildly long moustache. When Toban is in thought he often taps a finger on the bottom of his lip which makes a popping sound. Toban's tophat clashes somewhat with the rest of his leather outfit.

NPCs and Contacts:

Master of Scrolls Kreighton Shaine - ran his Confirmation
Janira Gavix - Pathfinder, Toban nearly died trying to save her life in the Confirmation
Magaali Delroya - Ex-Aspis Agent, now a Pathfinder

Fellow Pathfinders:

Lady Naysha and Miss Whiskers, good friends, she likes yams, took their Confirmation together, on Toban's first mission
Finvarra Acorntosser, halfling, liked Toban's cooking, took Confirmation together, on Toban's first mission
Harkus, slayer of minotaurs, took Confirmation together, on Toban's first mission
Sekell Wriggleroot, half-elf with odd skin tone, really liked caves
Zaraah Katsu, sleepy, talks about dreams, took Confirmation together, on Toban's first mission
Sir Lansle Eine Scared all the time, paladin of Iomedae

Completed Scenarios:

#5-08: The Confirmation
#7-10: Consortium Compact
#4-01: Rise of the Goblin Guild
Haunting of Harrowstone
In Progress: Veteran's Vault