Heiracosphinx

Tooth and Claw's page

284 posts. Organized Play character for supervillan.


Full Name

Baron Tooth of Ravenmoor, and Claw

Race

Tengu (Tooth) and Fiendish Giant Mantis (Claw)

Classes/Levels

Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

Gender

active effects:

Size

M

Alignment

LN

Deity

Achaekek

Location

Ravenmoor

Occupation

Hunter, Pathfinder, Killer, Baron, Mayor, Lion Blade, Senator

Strength 16
Dexterity 18
Constitution 16
Intelligence 8
Wisdom 18
Charisma 7

About Tooth and Claw

Tooth and Claw hunt.
Tooth and Claw fight.
Tooth and Claw kill.
Society gold is good, yes?

background:
"Me is from Kwanlai. Very beautiful place. Me taken to Wanshou when still very young. Wanshou very bad place. Me slave in rice paddies. Then me taken by wako. Sail on seas. Me lucky, wako say. Me wash up on island, far away, after ship wrecked. Lucky me. Island was Mediogalti. Me find Claw. Me find God. Red Mantis not let me in though. Stupid Red Mantis. Me show them! Me kill for Society now. Also, me Mayor of Ravenmoor! Me also Baron. Me have medal!"

dragons slain:
1: a large green terror-dragon on the Isle of Terror. 2: Horralydax, a large white dragon in the Tusk Mountains. 3: a huge linnorm, newly awakened from slumber. 4: a treacherous brine dragon on the elemental plane of water. 4.5: a half-dragon cyclops in a cave in Brevoy.

Bot me!:

Tooth and Claw are very much a double act. Aim to flank enemies together and take them apart.

One the first round of combat Tooth will probably cast Mirror Image or Lead Blades, depending on perceived threat. If facing an enemy with significant DR (other than DR/slashing) cast versatile weapon instead. After that, get into flank.

Tooth has the Sudden Shift domain power, and Claw has the Surprise Shift skirmisher trick (a swift action), so between the two of them if they can reach a target they should be able to flank it by using these abilities.

Claw will use Grab and Tangling Attack to disable an enemy, whilst Tooth power attacks using his bardiche, butchering axe, or double sawtooth sabres as appropriate. (The sabres are generally reserved for use on "sinners").

In an emergency, Tooth can ride on Claw, to get away or to cast spells from a safer position.

Tooth & Claw will typically use Vermin Focus (Ant) in every combat, but use other focus abilities when appropriate or more advantageous. Claw's vermin focus will be switched to Leech on the round he maintains a grapple, to cause bleed damage. Both Tooth and Claw can have two Foci active at once. A good second Focus is Worm (50% fortification), or Beetle (+4AC) if Barkskin isn't up.

Baron Tooth of Ravenmoor
Male Tengu Hunter (divine verminous) 11
LN Medium Humanoid (Tengu)
Init +4; Senses lowlight vision, carrion sense; Perception +19
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Defense
--------------------
AC 24, touch 15, flat-footed 20 (+9 armour, +4 Dex, +1 deflection) (+2 shield)
hp 98 (11d8+41)
Fort +13, Ref +14, Will +11
+1 vs disease, +1 vs poison
+1AC vs crit confirmation

--------------------
Offense
--------------------
Base Atk +8; CMB +11; CMD 26
Speed 30 ft. (base 30 ft.)
Melee
+1 adamantine bardiche +13/+8 (1d10+5/19-20x2)
+1 dragon-bane butchering axe +13/+8 (3d6+5/x3)
+1 sawtooth sabre +13/+8 (1d8+4/19-20x2)
pair +1 sawtooth sabre +11/+6 and +11 (1d8+4/19-20x2, 1d8+2/19-20x2)
peck (bite) (secondary) +7 (1d3+1/x2)
peck (bite) (primary) +12 (1d3+4/x2)

Ranged
shortbow +13 (1d6/x3)

Spells Known (CL 11, concentration +15):

Level 0
guidance, detect magic, read magic, light, detect poison, mending

Level 1 (6/day)
summon nature's ally I, entangle, lead blades, longstrider, murderous command, resist energy, disguise self, touch of bloodletting

Level 2 (5/day)
summon nature's ally II, barkskin, raven's flight, mirror image, versatile weapon, reduce animal, sense vitals

Level 3 (5/day)
summon nature's ally III, resinous skin, fickle winds, greater magic fang, nondetection, bleed for your master

Level 4 (3/day)
summon nature's ally IV, cape of wasps, echolocation, freedom of movement

--------------------
Statistics
--------------------

Abilities:

Str 16 Dex 18 Con 16 Int 8 Wis 18 Cha 7

Feats:

Combat reflexes
Power Attack (-3/+6,+9)
Outflank
Two-weapon fighting
Quick Draw
Exotic Weapon Proficiency: Butchering Axe
Long Nose Form

Traits:

defender of time bonus trait: indomitable faith, rice runner, dirty fighting

Skills:
55 ranks + 3fcb
[11] Acrobatics 19
[2] Disguise 3
[9] Handle Animal 11 (Handle Claw 17)
[1] Heal 8
[1] Knowledge: nature 3
[11] Knowledge: nobility 13
[1] Knowledge: religion 3
[11] Perception 20
[6] Ride 15
[3] Stealth 12
[1] Survival 8 (13 for tracking)
[1] Swim 9

Armour check penalty: -1 (not applied above)

Languages:

Common
Tengu
Tien
Draconic

Equipment:

Gear from this scenario

Combat Gear
adamantine bardiche +1
Sawtooth sabre +1
Sawtooth sabre +1, menacing
quickdraw darkwood shield +1
butchering axe +1, dragon-bane
mithril breastplate +3
Buffering cap
dagger
shortbow
20 arrows
wand of cure light wounds (5/50)
wand of cure light wounds (50/50)
alchemists fire (2)
antitoxin (1)
antiplague (1)
daredevil boots
deliquescent gloves

Other Gear
backpack
hammock
50' silk rope
clay mug
fish hook
50' twine
flint&steel
3 torches
waterskin
Spell component pouch
wayfinder
ring of protection +1
cloak of resistance +2
belt of physical might +2 (CON/DEX)
headband of inspired wisdom +2
wand of mage armour (38/50)
wand of lesser restoration (16/50)
cracked pink & green sphere ioun stone (handle animal +1 competence)
cracked pale green prism ioun stone (+1 competence bonus to saving throws)
cracked pale green prism ioun stone (+1 competence bonus to attacks)
feather oil
bag of herbs
flayleaf
ribbons
flippers (masterwork tool: swim)
Silver spurs (masterwork tool: ride)
Noble's outfit + jewelry
Rod of Extend Spell, Lesser
Infiltration kit (disguise kit 9/10, skeleton key, caltrops, chalk, ear trumpet, fake footprint shoes, wrist sheath)

Left at the lodge

Potions and Scrolls
scroll of slipstream
scroll of death ward
potion of reduce person
potion of enlarge person
oil of magic weapon
oil of bless weapon

Coin
4 CP; 16 SP; 16484 GP
400gp of diamond dust

--------------------
TRACKED RESOURCES
--------------------

vermin focus (11/11)
happy stick charges remaining (5/50)
new happy stick charges (50/50)
wand of mage armour (38/50)
wand of lesser restoration (16/50)
daredevil boots (10/10)
sudden shift (7/7)
buffering cap (1/1)
lesser rod of extend (3/3)

gm reroll (1/1)
spymaster (1/1)

--------------------
Special Abilities
--------------------

Special Qualities:

lowlight vision
carrion sense: functions as scent, but only against anything that has less than 50% of its full hit points
swordtrained: proficient in all sword and swordlike weapons
vermin companion
vermin focus, 11 mins per day
nature training: hunter levels count as ranger and druid levels
vermin empathy, 1d20+9
precise companion (outflank)
track
domain: deception
domain power: sudden shift, 7/day. As an immediate action when you are missed by a melee attack, you may teleport up to 10' to a square inside the reach of the enemy that missed you.
domain power: master's illusion. Veil in 30' radius, 11r/day, Will DC18 to disbelieve
otherworldly companion: vermin companion gains fiendish template
improved empathic link
swarm stride
swift tracker (half the penalties for moving faster whilst tracking)
raise animal companion
speak with master

vanities:

Hunting Lodge membership
Noble Title: Baron of Ravenmoor
Lion Blade
Personal Guard (Ulfen Guard)

vermin focus:
This ability functions as Animal Focus except as noted below.

At 1st level, a verminous hunter can take on the aspect of a vermin as a swift action. She must select one type of vermin to emulate, gaining a bonus or special ability based on the type of vermin emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one vermin at a time; at level 8 he can emulate two vermin.

The hunter can also apply one of these aspects to her vermin companion (two at level 8). Unlike with the hunter herself, there is no duration on the vermin aspect applied to her vermin companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the vermin foci on both herself and her vermin companion as part of the same swift action.

If the hunter’s vermin companion is dead, the hunter can apply her companion’s vermin focus to herself instead of her companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Beetle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)

Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.

Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.

Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.

Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.

Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent. These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.

Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.

Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.

Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.

Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.

Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.

Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Worm: The creature gains a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to 50% at 8th level, and 75% at 15th level.

Vermin Companion:

Claw
Male Fiendish Giant Praying Mantis (9HD)
N Large Vermin
Init +3; Senses darkvision; Perception +5
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 19 (+11 natural armour, +3 Dex, -1 size)
hp 67 (9d8+27)
Fort +8, Ref +8, Will +6; devotion; evasion; SR 14; DR5/good; resist fire 10; resist cold 10
--------------------
Offense
--------------------
Base Atk +6; CMB +13; CMD 26; +8 vs trip, +4 grab, +1 with claws
Speed 30 ft. fly 40 ft (average). climb 30 ft

Melee
2 x claw +12, 1d6+6/x2 plus grab
mandibles (vs grabbed opponent) +9, 1d6+3/x2
or
lunge, claw +16, 1d6+6/x2 plus grab (full attack)

Abilities
Str 22
Dex 16
Con 14
Int 1
Wis 12
Cha 7

Feats
Toughness
Outflank
narrow frame
weapon focus (claw)
combat reflexes
iron will

Skills
Acrobatics 7
Climb 14
Escape artist 4
Fly 9
Perception 5
Stealth 3

Tricks
attack all, defend, stay, flank, sudden shift*, entangling strike*, down

*Skirmisher tricks 5/day

Special abilities
link, share spells, lunge (make a single claw attack at double reach as a full attack action with +4 to hit), evasion, devotion, multiattack, smite good 1/day; sudden strike = full attack in surprise round; vermin focus:

Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Beetle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)

Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.

Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.

Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.

Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.

Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent. These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.

Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.

Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.

Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.

Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.

Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.

Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Worm: The creature gains a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to 50% at 8th level, and 75% at 15th level.

Equipment
training harness

pfs chronicles:

XP: 31 Fame: 58 Prestige: 26

1. The Confirmation; 1XP, 2PP
2. Master of the Fallen Fortress; 1XP, 1PP
3. The Consortium Compact; 1XP, 2PP
4. Trouble in Tamran; 1XP, 2PP
5. Decline of Glory; 1XP, 2PP
6. Portent's Peril; 1XP, 2PP
7. True Dragons of Absalom; 1XP, 2PP
8. The Segang Expedition; 1XP, 2PP
9. Feast of Ravenmoor; 3XP, 4PP
10. The Third Riddle; 1XP, 2PP
11. From the Tome of Righteous Repose; 1XP, 2PP
12. Graves of Crystalmaw Pass; 1XP, 2PP
13. Wrath of the Fleshwarped Queen; 1XP, 2PP
14. City of Golden Death; 3XP, 4PP
15. Solstice Scar B; 1XP, 2PP
16. The Jarlsblood Witch Saga; 1XP, 2PP
17. Torrent's Last Will; 1XP, 2PP
18. The Lion's Justice; 1XP, 2PP
19. Oath of the Overwatched; 1XP, 2PP
20. Clash in Kaimuko Wood; 1XP, 2PP
21. On the Border of War; 1XP, 2PP
22. Tapestry's Toil; 1XP, 2PP
23. Death on the Ice; 1XP, 2PP
24. Blood Under Absalom; 1XP, 2PP
25. The Elven Entanglement; 1XP, 2PP
26. Refugees of the Weary Sky; 1XP, 2PP
27. Where Mammoths Dare Not Tread; 1XP, 2PP

pfs boons:

Confirmed Field Agent
Friend of Janira Gavix: +1 bonus to knowledge checks made at Grand Lodge, Absalom
Inside Knowledge: +2 on know (local) vs Aspis, and can roll untrained. Burn the boon to take 20 on a know (local) check about the Apsis.
Lord Avid's recommendation: +2 circumstance bonus to all CHA-based skill checks against nobility on the Isle of Kortos. Cross off this boon to get a +4 bonus instead, against anyone on the Isle of Kortos.
Karela's Gratitude: you can buy some limited quantities of magic ammunition
Zurnzal's foe
Draconic Sidekick: gain the services of a pseudodragon for 1 adventure. Its sting bypasses DR/silver and it doesn't count as a companion creature.
Fortune's Return: gain a +1 luck bonus on an attack roll, saving throw, skill check or ability check associated with four ability scores. The bonus is +2 instead if you are attempting a specific use, as follows; STR - sundering or breaking an object; DEX - picking a lock; CON - fort saves or Con checks vs fatigue or exhaustion; CHA - speaking to a person in a position of authority
Trapmaker: attempt a craft check to make a swinging axe trap.
Alkenstar prototype: get a gun that you can use for 1 scenario
Ragdya's Blessing: 1 only, gain a climb speed of 20 for 1d4 rounds. for 1 round afterwards you are affected by feather fall if you would fall for failing a climb check, as long as you are adjacent to a wall or similar.
The court grows: show a reference letter to a noble from the Inner sea region to gain +2 to diplomacy against that noble; in Alkenstar, give up the letter to get an item worth up to 400gp.
Resisting the Gossamer King: +1 bonus to saves vs disease and poisons (permanent, listed above).
Hero of Magnimar; when wearing your medal you get +2 bluff, diplo, intimidate in Magnimar and towns allied with Magnimar
Righteous Redemption: free stuff (not yet redeemed)
Worthy foe (tusks): vs orcs and/or magical beasts, 3 only, as a swift action, gain: +2 to attack and weapon damage rolls, +2 dodge bonus to AC OR +2 bonus on CL checks to overcome spell resistance, +1 to DC for your spells against these creatures, +2 to your saves against their spells and abilities. These bonuses last until the beginning of your next turn.
Clockwork insight: 2 1 only, add +1d6 to disable device vs a trap, attempt to disable a magical trap, get +1d6 to AC vs a trap or to a saving throw against a trap.
Earth Affinity 1
Runewarden's teachings.
Thassilonian Archivist: 3 only, before attempting a knowledge check, add +1d4 to the result. If the check relates to Thassilon, sin magic, fleshwarping or similar, add +1d8 instead.
Confidante: 2/adventure, attempt a knowledge check as though you had ranks in the skill equal to your ranks in Diplomacy (zero) or gain a +2 on the check. This takes 1 minute, and if not in an urban environment requires two uses of the ability.
Advocate: When purchasing a spellcasting service, vanity or other prestige award that costs 5 or more Prestige, reduce the cost by 1 Prestige.
Martial Tradition: As a free action on your turn, gain one of the following feats for 3 rounds. Deadly Aim, Exotic Weapon Prof: Firearms, Quick Draw. If you are adventuring in Geb, Katapesh, The Mana Wastes or Nex, you can use this once per scenario without expending the boon. (Ordinary uses are expended, boon now only works in the specified countries).
Expedition Manager: +6 to one knowledge (arcane, history, planes, religion) check.
Frozen Fortitude: swift action 1 only, gain Resist Cold (5 + level) for 1 minute. OR activate as an immediate action gaining only Resist Cold (level). If you already have Resist Cold from a racial trait or class feature, instead gain hp equal to your cold resistance. If you are immune to cold, gain 30hp.
Martyr's Shard 2: as a free action, 1 only, grant one weapon you wield a +1 enhancement bonus (doesn't stack with existing bonus) and the ability to overcome DR and regeneration as if it was cold iron and good-aligned for 1 minute.
Triumph Over Scales: spend 2PP to learn Draconic. 1 only, when you threaten a crit against a dragon or reptilian humanoid gain a +10 insight bonus to the confirmation attack roll. OR, 1 only, gain Heavy Fortification vs a confirmed crit by a dragon or reptilian humanoid.
Linnormhide armour: 1 only, purchase a suit of dragonhide armour or a dragonhide shield at a 500gp discount. This is linnormhide armour (or shield) and is immune to fire, with discounted fire resistance possible.
Personal Guard: gain a loyal Ulfen Guard bodyguard (a special kind of Vanity). He increases your AC by 1 against crit confirmation rolls. If you are hit by a sneak attack or critical hit your bodyguard can absorb 20hp of incoming damage from the attack. This kills the bodyguard. You may replace a dead bodyguard between adventures for 4PP. Like other Vanities, the follower does not occupy any space on the map.
Rare Weapons: gain access to the Orc Hornbow and the Butchering Axe.
Water Affinity 1
Welcome in the Boundless Sea: +1 diplo vs undines, creatures with Water subtype; requisition 3 elixirs of swimming OR 1 potion of water breathing OR discounted purchase of a necklace of adaptation, helm of underwater action, or nautilus coral armour.
Elixir of Brine Dragon Breath: access to a 1/only elixir of dragon's breath that does more damage than typical.
Nautilus Coral Armour: access to some coral heavy armour.
Always Welcome in Breezy Creek (Legacy)
Glorymane Resplendent: any of your characters that possess Glorymane can upgrade it.
Political Aspirations: Senatorial Candidate completed; you become a senator of Taldor, and can check up to three boxes to reduce the cost of a prestige purchase by 4PP per box.
Adaptable Blades: you may purchase a variant magic blade (swapping out a weapon from the light or heavy blades fighter weapon groups)
Peacemaker of Brevoy: access the Noble Born trait for all characters, cheaper country estate in Brevoy.
Sky Key Component
Tanbaru's Respect: either gain a spirit oni as a legal familiar, or once only cast one of the following as an SLA (CL=character level): dispel magic, fog cloud, invisibility, mirage arcana, stone shape.
Wayang's Favour: +2 to CHA checks to influence wayangs.
Unravel magic: expend this boon as a swift action. A pathfinder ally enters the fight and casts Dispel Magic with a Caster Level equal to your character level. If you are at least level 13, you ally casts Greater Dispel Magic instead.
Spymaster: 1/adventure, choose a skill. You may coach up to 7 creatures who gain a +3 bonus to that skill (=half number of faction card goals) and half their armour check penalty using that skill.
Combat Boon: 3 only, reroll an attack roll as an immediate action.
Accumulating an Army: Elven Uprooters
Accumulating an Army: Mammoth Riders