Jakaw Razorbeak

Torquat "Kyojin-Kira"'s page

9 posts. Organized Play character for TheEverbloodFighter.

Full Name

Torquat "Kyojin-Kira"




Fighter (Two-Handed Fighter)/3 Inquisitor (Sanctified Slayer)/1 Brawler (Exemplar)/1







Special Abilities

Low-light Vision








Common, Tengu, Tien, Elven



Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 7

About Torquat "Kyojin-Kira"

"Some say size matters not. Some say size is everything. I believe I embody both aspects, with my small stature and my large blade working together to create a powerful force."

Torquat's Stats:

Torquat "Kyojin-Kira"
Male tengu brawler (exemplar) 1/fighter (two-handed fighter) 4/inquisitor (sanctified slayer) of Yamatsumi 1 (Pathfinder RPG Advanced Class Guide 23, 86, 99, Pathfinder RPG Advanced Player's Guide 38, 108, Pathfinder RPG Bestiary 263)
N Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +12
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 49 (6 HD; 1d8+5d10+10)
Fort +9, Ref +5, Will +6
Speed 30 ft.
Melee adamantine tetsubo +10 (1d10+8/×4) or
. . mwk cold iron nodachi +10 (1d10+8/18-20) or
. . (L) mwk katana +9 (2d6+10/18-20) or
. . (L) mwk sap +8 (1d8+8 nonlethal) or
. . wakizashi +9 (1d6+4/18-20) or
. . bite +4 (1d3+2)
Ranged mwk composite longbow +8 (1d8+4/×3)
Special Attacks martial flexibility 4/day, overhand chop, shattering strike, studied target +1 (1st, move action)
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—divine favor, protection from evil
. . 0 (at will)—detect magic, light, read magic, stabilize
. . Domain Conversion inquisition
Str 19, Dex 14, Con 12, Int 10, Wis 12, Cha 7
Base Atk +5; CMB +9 (+10 sunder); CMD 21 (22 vs. sunder)
Feats Furious Focus[APG], Iron Will, Power Attack, Step Up, Weapon Focus (katana), Weapon Specialization (katana)
Traits adopted, lingshen's finest, warrior of old
Skills Climb +7, Disable Device +0, Intimidate +2, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +4, Linguistics +6, Perception +12, Profession (scribe) +5, Sense Motive +6, Spellcraft +4, Stealth +3, Survival +5, Swim +7; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Elven, Sylvan, Tengu, Terran, Tien
SQ brawler's cunning, call to arms, gifted linguist, martial training, monster lore +1, stern gaze +1, swordtrained
Other Gear mithral mountain pattern armor[UC], adamantine tetsubo[UC], mwk cold iron nodachi[UC], mwk composite longbow (+4 Str), mwk katana[UC], mwk sap, wakizashi[UC], cracked dusty rose prism ioun stone, ioun torch ioun stone[APG], bedroll, crowbar, grappling hook, masterwork backpack[APG], silk rope (50 ft.), 589 gp, 9 sp
Special Abilities
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Call to Arms (move action) (Ex) As a move action use 1 martial flexibility, allies in 30 ft are no longer flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Inquisitor (Sanctified Slayer) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknessess of creatures.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Torquat's Scenarios:

Scenario 02: The Hydra's Fang Incident
5-08: The Confirmation
5-22: Scars of the Third Crusade
The Cyphermage Dilemma
6-08: The Segang Expedition
6-99: Siege of Serpents
3-02: Sewer Dragons of Absolam
7-02: Six Seconds to Midnight
7-06: To Judge a Soul Part 1: The Lost Legacy (Slain and Raised)
7-08: To Judge a Soul Part 2: Karma Reclaimed
3-08: Among the Gods
5-99: The Paths We Choose
7-15: The Deepmarket Deception

Appearance: Torq stands at a lofty (for a Tengu) 5’0” and weighs 90lbs. For a Tengu he has a powerful build, with thick arms, a broad upper torso, and strong legs. His posture implies power, speed, and agility, with an emphasis on power. His beak is shorter than the average Tengu’s, and seems to have a moderate “overbite”. He has sharp blue eyes and sports several scars on his face, which are more easily seen due to feathers not growing back in patches on his face. Torq has a primarily black coat of feathers, with a naturally white collar along the rear three-quarters of his neck that arches down to the pectoral region of his chest.

His flesh is a deep shade of grey, with the aforementioned scars appearing closer to white. His hand talons are usually trimmed, a consideration he makes for other so as to not injure them when exchanging physical formalities, such as shaking hands. His feet talons are kept at a respectable length, and usually blunted so as to fit properly in his sabatons, as otherwise he experiences the Tengu equivalent of hangnail.

Public Apparel: When not on duty as a Pathfinder, Torq wears loose linens that appear to function as a gi, and has several outfits of various dark colours. Unlike the typical Tengu, he does not sport a large amount of jewellery (primarily because he doesn't have any), and refrains from outfits with ornate or excessively exotic designs. He also sports matching coloured linens wrapped around his lower legs, usually using a lighter coloured cloth to hold them in place. He also keeps his wakizashi sheathed at his side, tucked into a fold of his linens, but quickly and easily accessible should the need arise.

Adventuring Apparel: When on duty as a Pathfinder, Torq wears mountain pattern armour to protect him. This armour consists of hundreds of small interlocking pieces of steel shaped to resemble an ancient symbol for the word "mountain". These pieces of steel are attached to a backing made from a mixture of cloth and leather to optimize comfort, the armour itself offers a fair amount of protection, though it does hamper his speed and restricts his movements quite a bit. Torq keeps his large katana in a sheath and strapped to his back and wears his backpack over the sheath. He keeps his tetsubo and longbow on his backpack’s sides, his quiver at the right side of his hip, and his wakizashi on the left side. His armour, unlike most Tengu, does encompass the entirety of his legs and feet.

Personality: Torq is largely difficult to approach. He is stoic and distant, preferring to let others talk in his place when as part of a group. Because of his past, he finds it hard to forge lasting relationships, and prefers to watch over others and defend them as necessary, but refrains from conversing with them. He is slow to anger, but can be very nasty once his temper has broken. He has a low tolerance for alcohol, and has a bad habit of acting out when drunk. He is also much more easily provoked when drunk, and will quickly resort to violence.

When in combat Torq is calculating but quick to action. He will often make efforts to lead the charge, knowing that he is best suited to melee combat. This often makes him a large threat to his enemies, and as much as he hates to admit it, he prefers to have the support of someone who can keep him alive as he brings down the opposition.

Biography: Torq was born in secret to his single mother, a Tengu slave to an Ogre lord of Chu Ye. Torq’s mother perished not long after, and he was soon adopted by a newer sympathetic Elven slave. Torq was raised to be quick on his feet and strong of arm, often delegated to tasks of labour, lifting, carrying, and moving heavy goods.

By age ten, Torq found freedom at the hands of his adoptive mother’s tribe, who killed the Ogre and his minions, and liberated the slaves. His adoptive mother took him back with her to Amanandar, where he was given a proper education, and trained with both Elven and Tengu warriors who resided in the village. He eventually was chosen by an elder Elven warrior to be taken on as a protégé. On his fourteenth birthday, Torq received his first weapon, a Tetsubo, from his mentor, a gift signifying the end of Torq’s training under the Elven warrior. It was soon afterwards that Torq heard of a call to arms for another raid against a bandit camp in an outlying forest, and took heed to it, wielding his Tetsubo.

When Torq returned from the raid he found the village in shambles, corpses strewn everywhere, entire buildings destroyed and left in ruin, and neither his mentor nor his adoptive mother could be found. Torq took what few supplies he could find and set off to wander the countryside as a mercenary-for-hire. For a couple years he lived off of the small jobs he was offered, clearing out vermin, defending merchants on the road, etc.

He eventually was hired alongside several groups of mercenaries to take out an Ogre whose minions where plaguing the border of Wanshou and Kwanlai. Torq and the mercenary bands made their way into the Ogre’s fortress, slaughtering his goblinoid minions, though the mercenaries suffered heavy losses, and only had a half-dozen, Torq included, when they confronted the Ogre himself. The fight ended after several arduous minutes of combat, with Torq brining his Tetsubo down upon the Ogre’s head, killing him outright. However this victory was bitter-sweet, as the five other mercenaries had perished in the fight, leaving Torq the sole survivor. Torq claimed the Ogre’s sword as his own, as a trophy of his hardship. After setting fire to the Ogre’s fortress, Torq returned to his employer, hoping to claim the full pay for the entire group of mercenaries. He left his employer’s land with his cut, and no more.

Torq made his way west through Tian-Xia, still offering his services as a mercenary, and promoting himself with the title: Kyojin-Kira, or “Giant Killer”. He found fewer and fewer jobs, and by the time he ended up in Goka, he had only a couple gold pieces left. It didn’t take him long to get in trouble with the law from there, having severely injured two fellow patrons at a bar whilst drunk. While in prison awaiting his trial, Torq was visited by an Elven man of foreign nature.

During his trial, Torq was presented with two fates; execution, or material/financial compensation to the families whose members he had attacked. Before the jury could choose Torq’s fate, the Elven man presented a third option to the court. If Torq were allowed to present a display of skill and prowess in combat, and succeed the Elven man would pay all reparations to the families, but Torq would have to accompany the man back to the Inner Sea Region, where he would have to serve the man until Torq had effectively compensated the man for his generosity. The jury chose this fate for Torq, as it seemed the most appropriate, though rather unconventional.

Torq proved himself a skilled warrior, and the man, an Elven Wizard by the name of Inspel Veskel, took Torq back with him to Taldor. Inspel made it clear to Torq that Torq would have to learn Taldane, as well as the customs of Taldor. The trip to the Inner Sea was long, but Torq had little time to appreciate the journey overseas as he was deep in studies. By the time he arrived in Taldor with Inspel, Torq had a fair understanding of Taldan customs and language, but spoke with an odd accent. Torq was enlisted in the Pathfinder Society, Inspel serving as his sponsor and contact. Torq’s main instruction that he was to operate as a Pathfinder Society Field Agent representing Taldor until either he was issued instructions otherwise, or until he had paid his debts to Inspel. Inspel also withheld Torq’s sword for several months, promising its safe return provided Torq had completed several tasks in the Society.

In a mission in his homeland, Torquat was abruptly shown his mortality, having been slain by a pair of Daemons. Being raised from the dead and having to part with a fair amount of his gear to cover the cost has left Torq grim and angry. His martial training has turned to focus on ensuring he can track and bring down his enemy, regardless the cost.