Saint Kargoth

Tyranius Tekushikume's page

197 posts. Alias of Tyranius.


Full Name

Tyranius Tekushikume

Race

Human Ninja/Warpriest 4 | HP 36/36 | AC 17(18 w/ Tekko-Kagi); T 13; FF 14 | F +5(+2 disease/poison); R +7; W +6 | CMB +5(+2 disarm/sunder slender blade weapon); CMD 18 | Init +5 | Perc +6

Classes/Levels

Consumables:
Ki Pool 2/5; Blessings 5/5; Fervor 0/4 (1d6); CPE 2/2 (1d6)| Arrows 19/20; CI 50/50; Silver 50/50

Gender

Male

Size

Medium

Deity

Nethys

Languages

Common

Strength 14
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 14
Charisma 16

About Tyranius Tekushikume

Tyranius Teckushkume

Human ninja 4/gestalt 4/warpriest of Nethys 4 ( Pathfinder RPG Advanced Class Guide 60, Pathfinder
RPG Ultimate Combat 13)
N Medium humanoid (human)
Init +5; Senses Perception +6

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 36 (4d8+4)

Fort +5 (+2 trait bonus vs. disease and poison), Ref +7, Will +6

Defensive Abilities uncanny dodge

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Offense
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Speed 30 ft.

Melee cold iron cestus +6 (1d4+2/19-20) or

cold iron short sword +7 (1d6+2/19-20) or

mwk short sword +6 (1d6+2/19-20) or

mwk tekko-kagi +6 (1d6+1/×3) or

morningstar +5 (1d8+2) or

silver cestus +6 (1d4+2/19-20) or

unarmed strike +6 (1d3+2 nonlethal)

Ranged mwk composite shortbow +7 (1d6+2/×3)

Special Attacks blessings 5/day (Magic: hand of the acolyte, Protection: increased defense), channel
positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), sneak
attack +2d6

Warpriest Spells Prepared (CL 4th; concentration +6)
2nd—bull's strength , bull's strength
1st—bleeding strike , bless, bless, divine favor
0 (at will)— detect magic , guidance, light, read magic

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Statistics
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Str 14, Dex 16, Con 12, Int 8, Wis 15, Cha 16

Base Atk +3; CMB +5; CMD 18

Feats Exotic Weapon Proficiency (tekko-kagi), Power Attack, Two-weapon Fighting, Weapon Finesse,
Weapon Focus (short sword), Weapon Focus (tekko-kagi)

Traits hagfish hopeful, reactionary

Skills Acrobatics +10, Bluff +7, Climb +7, Craft (traps) +6, Diplomacy +7, Disable Device +9, Disguise +8,
Escape Artist +7, Heal +6, Intimidate +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +0,
Knowledge (engineering) +3, Knowledge (geography) +0, Knowledge (history) +0, Knowledge (local) +3,
Knowledge (nature) +0, Knowledge (nobility) +3, Knowledge (planes) +0, Knowledge (religion) +3,
Linguistics +3, Perception +6, Sense Motive +6, Spellcraft +3, Stealth +8, Swim +7, Use Magic Device +8

Languages Common

SQ ki pool (5 points), ninja tricks (vanishing trick UC, weapon training), no trace +1, poison use

Combat Gear cold iron arrows (50), oil of magic weapon , potion of cure light wounds (2), silver arrows
(50), acid (3), alchemist's fire (3), antiplague APG, antitoxin, caltrops; Other Gear mithral chain shirt, arrows
(20), cold iron cestus APG, cold iron short sword, morningstar, mwk composite shortbow (+2 Str), mwk short
sword, mwk tekko-kagi UC, silver cestus APG, ioun torch ioun stone APG, backpack, bedroll, belt pouch, chalk
(10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork tool, masterwork trapmaking tools,
mess kit UE, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, wooden holy
symbol of Nethys, 1,327 gp, 5 sp

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Tracked Resources
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Acid - 0/3
Alchemist's fire - 0/3
Antiplague - 0/1
Antitoxin - 0/1
Arrows - 0/20
Blessings (5/day) (Su) - 0/5
Cold iron arrows - 0/50
Fervor (1d6, 4/day) (Su) - 0/4
Ki Pool (5/day) (Su) - 0/5
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/2
Sacred Weapon +1 (4 rounds/day) (Su) - 0/4
Silver arrows - 0/50
Torch - 0/10
Trail rations - 0/5
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) - 0/2

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Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.

Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift
to cast spell on self.

Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.

No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and
not acting.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain
powers.

Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability
functions as invisibility. Using this ability uses up 1 ki point.

Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.

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Templates
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Main hand only with Tekko-Kagi used as a shield

[dice=MWK Shortsword]1d20+7-1[/dice]
[dice=Damage]1d6+2+2[/dice]
[dice=Sneak Attack Damage]2d6[/dice]

Power Attack

Two-Weapon Fighting

[dice=MWK Shortsword]1d20+5-1[/dice]
[dice=Damage]1d6+2+2[/dice]
[dice=Sneak Attack Damage]2d6[/dice]

[dice=MWK Tekko-Kagi]1d20+6-1[/dice]
[dice=Damage]1d6+1+2[/dice]
[dice=Sneak Attack Damage]2d6[/dice]

Weapon Focus on Tekko-Kagi; Power Attack

Level Progression:

Tactics-
-Use Fervor as a swift action to cast spells on myself for battle.
-Use Vanishing trick as a swift action to gain more Sneak attacks.
(Invisibility gains a +2 to attack against sighted creatures)
-use Magic as much as possible to buff self / party as per Nethys.

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Gear Wishlist:
-Belt of Physical Might Str & Dex +2- 10000 gp
-Headband of Mental Prowess Wisdom & Charisma- 10000 gp
-Ring of Protection +1- 2000 gp
-Cloak of Resistance +1- 1000 gp
-Scabbard of Vigor- 1800 gp- Belt slot-???
-Boots of Elvenkind 2500 gp
-Enchant Shortsword with Shock (2000 for +1; 6000 for Shock)
-Enchant Takko-Kagi with Holy in reverence to Nethys (2000 for +1; 16000 for holy)
-Enchant Takko-Kagi for +1 shield side also (2000 gp)
-Handy Haversack-2000 gp
-Quick Runer's Shirt- 1000 gp
-Snakeskin Tunic- 8000 gp
-Stalker's Mask- 3500 gp

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Gear Slots

-Headband
-Head
-Face/Eyes
-Neck
-Shoulders
-Armor (MWK Mithral Chain Shirt)
-Chest
-Body
-Waist
-Hands
-Primary Weapon (MWK Shortsword)
-Offhand/Shield (MWK Tekko-Kagi)
-Arms/Wrist
-Finger 1
-Finger 2
-Feet

*************************************
-Ki Pool increases by 1 at every even level and with Charisma Modifier
-Blessings increase by 1 at every even level
-Fervor increases with every even level and with Wisdom modifier
-Sacred Weapon increases By 1 each level. Equal to level
-Sacred Armor Increases by 1 each level. Equal to level

*************************************

Improved Critical on both weapons at level 9
Dodge after level 9
At level 7-9 go Ninja / Horizon Walker (Astral) for Dimensional Agility-Dimensional Dervish Feats

Level 4

Stats:
9 HP
Ability Score +1 Wis
BAB +1 (+1 Att; CMB; CMD)
Reflex +1; Fort +1; Will +1

Ninja Class Abilities Gained:
-Ninja Trick- Weapon Training (Weapon Focus Shortsword);
-Uncanny Dodge;
-Ki Pool increases to 5/5

Warpriest Class Abilities Gained:
-Channel Energy (Variant Channel-Disease. Half heal on dice but heal number of points of ability damage to ability score or healers choice equal to channel bonus);
-Sacred Weapon +1 (4/4 rounds)
-Blessings increase to 5/5
-Fervor increases to 4/4

3x Warpriest 2nd level spells:
-Protection from Evil Communal
-Bears Strength
-Bears Strength

Skills:(9 + Craft):
-Craft Traps (1)
-Acrobatics (1)
-Bluff (1)
-Disguise (1)
-Escape Artist (1)
-Heal (1)
-Knowledge (arcana)(2)
-Sense Motive (1)
-Use Magic Device. (1)

*************************************

Level 5

Stats:
9 HP
Feat-Combat Reflexes

Ninja Class Abilities Gained
-Sneak Attack increases to +3d6

Warpriest Class Abilities Gained:
-Fervor increases to +2d6
-Sacred Weapon (Takko-Kagi) damage increases from 1d6 to 1d8)

Gain 1x Warpriest 1st level spell:
-Divine Favor
1x Warpriest 2nd level spell:
-Ghostbane Dirge

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Level 6

Stats:
9 HP
+1 BAB (+1 Att; CMB; CMD)
+1 Fort; +1 Ref; +1 Will

Ninja Class Abilities Gained:
Gain Light Steps; Ninja Trick (Bleeding Attack); No Trace +2
Warpriest Bonus feat- Step Up
Gain 1x Warpriest 0 level spell
Gain 1x Warpriest 2nd level spell

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Level 7
9 HP
+1 BAB
Sneak Attack Increases to +4d6
Gain Sacred Armor +1
Gain 1x Warpriest 3rd level spell- Prayer
Feat Blind Fight

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Level 8
9 HP
Ability Score +1 Wis
+1 BAB (+6/+1)
Gain Improved Uncanny Dodge; Ninja Trick (Pressure Points)
Fervor increases to 3d6; Sacred weapon increases to +2
Fort +1; Ref +1; Will +1
Gain 1x Warpriest 2rd level spell-
Gain 1x Warpriest 3rd level spell-

*************************************

Level 9

Stats:

Ninja Class Abilities Gained:

Warpriest Abilities Gained:

Warpriest Spells Gained:

Skills: