Valeros

Yatin the Entomancer's page

40 posts. Alias of Fabian Benavente.


About Yatin the Entomancer

Yatin the Entomancer
Male human Entomancer 2
N Medium Type
Init +3 (+1 dex, +2 reactionary trait); Vision; Perception +7
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DEFENSE
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AC 17, touch 11, flat-footed16
HP 22
Fort +5, Ref +1, Will +5
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OFFENSE
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Speed 20 ft.

Melee
claw, +6, 1d8+5, x2, S
claw/claw, +6/+6, 1d8+5/1d8+5, x2, S
hunting knife, +5, 1d4+4, 10', S/P

Ranged
javelin (4), +2, 1d6+5, x2, 30', P
hunting knife, +5, 1d4+4, 10', S/P

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Vermin empathy (roll d20 + CHA mod)
Insect mastery
Way of the Mantis
Claws (extend as move action, 2 natural attacks, 1d8+STR, -4 to fine manipulation, move to retract)
Verminous scout (see below)
Feat: Hive prodigy (Honed: claws are +1)

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SPELLS
Level 0, 5 known, DC=12
Light
Detect Magic
Read Magic
Guidance
Create Water

Level 1, 5/day, 2 known, DC=13
Cure light wounds (1d8+lvl)
Nauseating dart (25’+5’/2lvl, 1d2 damage, fort save or become nauseated for 1 round)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 11, Wis 14, Cha 12

Base Atk +1; CMB +5; CMD16

Traits:
Reactionary – +2 trait bonus on initiative

Feats:
Hive prodigy (honed on claws)
Toughness

Skills (5/lvl), only those with ranks shown:
Climb +4 (1 rank, 4 str, -4 ACP, 3 class)
Handle animal +6 (2 rank, 1 cha, 3 class)
Heal +6 (1 rank, 2 wis, 3 class)
Intimidate +5 (1 rank, 1 cha, 3 class)
Knowledge nature +4 (1 rank, 3 class)
Perception +7 (2 rank, 2 wis, 3 class)
Ride +5 (insects)/+1 (1 rank, 1 dex, -4 ACP, 3 class)
Survival +6 (1 rank, 2 wis, 3 class)

Racial Modifiers: +1 feat, +1 skill point/level, +2 on ability score (str)

Languages: Western Common, Kyall
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GEAR/POSSESSIONS
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Location: On Person
4 javelins (4 gp)
1 hunting knife (2 gp)
scroll of bull's strength (150 gp)
scroll of vomit swarm (150 gp)
carapace breastplate (400 gp)
explorer kit (10 gp)
285 gp left over

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VERMINOUS SERVANT SCOUT (WASP)
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Fine sized vermin
Init +4; Senses darkvision 60’, Perception +5
Defense
AC 22, touch 22, flat-footed 18 (+8 size, +4 Dex, +0 natural)
Hd 2 (as entomancer)
hp 10 (1/2 as entomancer)
Fort +3, Ref +5, Will +1
Offense
Speed 20 ft., climb 20’, fly 30’ (good)
Melee sting +10
CMB=-6, CMD=0
Special Attacks: poison Type: injury; Save: Fortitude; Frequency: 1/round for 3 founds; Effect: 1d2 Dexterity damage; Cure: 1 save.
Statistics
Str 1, Dex 18, Con 10, Int 6, Wis 10, Cha 2
Base Atk +2;
Feats n/a
Skills Fly +17, Perception +5, Climb +5, Stealth +25
Telepathy with entomancer, understand entomancer’s languages

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Concept:

A creepy, quick to anger, entomancer. He was somewhat of a loose cannon and was sent away to gather information about the world.

He provides excellent melee power (innate weapons) and decent ranged support. He will be able to ride into battle (ground and air) by 4th level.
He can be a part-time healer. His social skills will likely be intimidation. He has good knowledge nature, survival (create water), and handle animal skills. He’ll also be good at perception (both him and telepathic verminous scout).

Whenever possible, I’ll ‘color’ his actions to mimic insect-like functions. For example, his cure light wounds spell will entail coating the wound with maggots that eat away the damaged flesh and coat it with a soothing salve, etc.

Appearance:

Yatin is a true scion of the Crawling Jungle; he has tanned skin, dark hair and eyes. He’s built like a beetle rather than a butterfly, standing at 5’5’’ but almost just as broad. A massive upper torso is supported by legs the width of tree trunks. His half-plate made from the carapace of sturdy beetles is smooth and shiny black.

He carries a small quiver on his back with four javelins. Each javelin is tipped with an ilithix stinger killed by Yatin while on patrol. Likewise, his leather armor is studded with carapace from the hated race. Once the javelins are out of the way, Yatin gets to fight like he enjoys it most, up close and personal. For this, he was blessed with a pair of retractable mantis claws. The claws are serrated and razor sharp and Yatin likes to use his strength to his advantage and leave deep gashes on his enemies.

The entomancer would be considered creepy, even by natives of Kyan, as he usually has some sort of spider or insect on his person.

Background:

Yatin comes from a long line of Swarmers and he knows that he is next in line. His father died on a border skirmish when his patrol was ambushed by ilithix in the Southern Wall Mountains. The ilithix had always been formidable opponents but had become reckless, vile, and vicious after the Darkfall.

However, Yatin was identified early on as being gifted and was recruited for the newly formed Academia Entomologia by the queen’s brother, Nelesh, in Crichton. He will never forget when he met the Queen Mother Selanna while at Crichton. His studies were going very well until he heard about his father’s demise. He disobeyed orders and set off on his own, revenge on his mind. He came back a few weeks later. Tales of his reckless forays were told in hushed tones but it was clear that perhaps his talents were being wasted in Academia. To top it off, Yatin still wanted to one day serve the Queen as a Swarmer and ride and fight by her side.

His instructors released him and allowed Yatin to become a Petitioner, one step before becoming a full-fledged Swarmer. During that time, he became accustomed to fighting in small groups, something he excelled at. He was stationed near Urbana for a few months and was able to ride giant spiders and mantis into battle. His training then took him to the Southern Wall Mountains. It was there that his wild side was truly seen - and feared -. His reckless attacks had endangered his squad mates. The last drop was when half of his patrol was killed due to his ‘tactics’.

His superiors knew of his family’s background with the Swarmers but had no choice but to expel him. He was about to be thrown out from the organized military when his grandfather, a former Swarmer, intervened arguing about how an angry young man could become a great asset to a military organization. Instead of expelling Yatin, they gave him an extended leave. He was to travel outside the Crawling Jungle to gather information about the world at large. He was to come back as a man in charge of his emotions and ready to lead other men and women in a proper military force.

Hating the decision and still not seeing what was wrong with his tactics, he nonetheless thanked his grandfather before he left. He’s now traveling abroad, hiring himself out as a mercenary, and terribly missing his home.

Personality:

The entomancer has an acute case of ‘everything is better in the Crawling Jungle’. He is haughty and looks down on the way others do things. The best way for everything is to use insects in an organic manner in tune with nature.

He is creepy; keeping a pet tarantula, rubbing slugs on his face, and talking to insects are just some of his mannerisms that strangers will find odd.

He is quick to anger, especially when this deals with any perceived insult to his person, his country, or his way of life.

He misses his home terribly and rues the lack of proper insect mounts so he can start riding once again.

NOTE: That’s all I got for him now but I’m sure he’ll take on a more defined personality once I start playing him.