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Organized Play Member. 440 posts (3,351 including aliases). 10 reviews. No lists. No wishlists. 1 Organized Play character. 12 aliases.

About tribeof1


Tall and lean, Tae-Val's pale skin and white-blonde hair make her Suloise heritage obvious at a glance. Her blue eyes are cold and hard, and she dresses in clothes of gray and black. A red silk ribbon holding her holy symbol - an onyx carving of a flame-limned skull - is the only splash of color she allows herself.

Although raised among the cobbled streets of Sasserine's Noble District, Tae-Val's childhood included little luxury. Her aunt, Annah Teranaki, serves as the city's high priestess of Wee Jas. Although more than a century has passed since the Jasidan faithful faced persecution under Lord Mayor Orren Teraknian, the priesthood remains paranoid. After seeing the damage caused by Teraknian's fabricated claims of devil-worship and worse, the church has taken care to allow no shred of suspicion to fall upon the faithful. After swearing her vows to the Ruby Sorceress, Tae-Val trained under the Jasidan inquisitors tasked with monitoring the local cabals and hedge wizards, ensuring none broke the immutable laws of magic set forth by the goddess. Those who raised the unwilling dead, consorted with demons, or sought to corrupt the goddess's were to be shown no sympathy.
The work suited her analytical nature - somewhat shy, Tae-Val had never know exactly what to say among the nobility and acolytes of the quarter. That same silence, paired with a cold stare, often proved as effective as rusty blade and hot pokers when questioning blasphemers and heretics ... often, though not always.
Human Inquisitor of Wee Jas (Preacher, Witch Hunter) 2
LN Medium Humanoid (human)
Init +6; Senses Perception +8
AC 19 (21*), touch 13, flat-footed 16 (18*) (+6 armor, +3 Dex, +2 shield*)
hp 18 (2d8+5)
Fort +4, Ref +3, Will +6
Speed 20 ft. (30 ft. without armor)
Melee Morningstar + 2 (1d8+1/x2) or dagger + 2 (1d4+1/19-20x2)
Ranged Comp. longbow +5 (1d8+1/x3)
Special Attacks judgment 1/day
Spells Known (CL 2nd; concentration +5)
1st (3/day)—cure light wounds, expeditious retreat, protection from evil
0 (at will)—acid splash, detect magic, light, guidance, stabilize
Deity Wee Jas
Domain Heresy Inquisition
Str 12, Dex 16, Con 12, Int 13, Wis 16, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Knack for Magic*, Point-Blank Shot, Toughness
Skills Bluff +7, Climb -2, Diplomacy +3, Heal +7, Intimidate +9, Knowledge (arcana) +6, Knowledge (the planes) +5, Knowledge (religion) +6, Perception +8, Ride +0, Sense Motive +9, Spellcraft +8, Stealth +4, Survival +7 (+8 track)
Languages Common, Draconic
SQ cunning initiative, knowledgeable defense (+1), righteous infiltration, spell sage (+3), stern gaze (+1), track (+1)
Equipment morningstar, dagger, MW composite longbow (+1) with 40 arrows, MW breastplate, heavy wooden shield, 131 gp
Special Abilities
Proficiencies Simple weapons, hand crossbow, longbow, repeating crossbow, shortbow; light armor, medium armor, shields.
Heresy Inquisition
Righteous Infiltration (Ex) Use Wisdom in place of Charisma for Bluff and Intimidate.
Witch Hunter
Spell Sage (Ex) Add Wisdom modifier to Spellcraft rolls to identify spells and magic items or to decipher scrolls.
Knowledgeable Defense Gain +1 bonus to saving throw or +1 dodge bonus to AC against spells successfully identified with Spellcraft.
Judgment (1/day)
Destruction: +1 sacred bonus to damage (+1/3 levels)
Healing: Fast healing 1 (+1/3 levels)
Justice: +1 sacred bonus to hit (+1/5 levels). At 10th, doubled to confirm crits
Piercing: +1 sacred bonus to concentration and spell resistance checks (+/3 levels)
Protection: +1 sacred bonus to AC (+1/5 levels). At 10th level, doubled vs. crit confirmation
Purity: +1 sacred bonus to saves (+1/5 levels. At 10th level, doubled vs. curses, disease and poison
Resiliency: DR 1/magic (+1/5 levels). At 10th level, becomes DR x/evil
Resistance: Resist (acid, cold, electricity, fire, or sonic) 2 (+2/3 levels)
Smiting: Weapons count as magic vs. DR. At 6th, count as good; At 10th count as adamantine

Calder the Cursed:

“You see that fellow in the corner, the dark-haired one with the black shield but no sword-belt? That’s Calder the Cursed, used to be called just Calder Halvarsun. What do you mean you’ve never heard of him? Well, buy me a mug and I’ll tell you the tale.”
“Calder there was once the sworn sword of Sven Scale-Splitter, a raider lord who pillaged the Lost Coast from Riddleport to Magnimar. Calder was one of his favorites, not just a huscarl but one of the ulfwerener, the warriors who drink the blood-draught and take on the masks of beasts in battle.”
“Of course, old Sven might not have loved him so well if he knew the kinds of games Calder was playing with Sven’s daughter when the nights grew cold. Ingrid, she was called, and well named, blessed with beauty and the favor of the goddess Desna.”
“Well, Sven and his following were wintering in a holdfast near Jol. Calder was supposed to be watching at the wall, but he’d snuck off to find a warm hayloft with Ingrid when raiders - assassin’s sent by Opir Eightfingers, most say - came clambering over the palisade. They had old Sven stitched to his bedroom wall with his lungs pulled out his back before anyone raised the alarm.”
“Ingrid was inconsolable, blaming herself and Calder for her father’s death. She called down a curse, vowing never to look upon Calder again. With her eyes gone milky-white and blind, she hexed Calder, too, swearing any sword or axe he held would turn against him.”
“Calder didn’t believe it, at first. When Ingrid’s brother tried to claim a blood price against him, he grabbed up his sword and went on the attack. But he didn’t take two steps before he tripped on an old bone and sliced his own leg open to the bone.”
“Ingrid didn’t let them kill him, though, angry as she was. She exiled him, instead, sending him out with his armor and shield, old Sven’s sigil painted over in black. They say he’s been wandering since, trying to make amends. Killed a troll a fortnight ago with nothing but the sharp edge of his shield and some of that flaming oil the southerners make.”[/spoiler

Calder Halvarsun, Calder the Cursed
Human (Ulfen) Brawler (mutagenic mauler, shield champion) 4
CG Medium Humanoid (human)
Init +3; Senses Perception +8
AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +3 shield)
hp 52 (4d10+12)
Fort +6, Ref +7, Will +2
Defensive Abilities
Speed 30 ft.
Melee shield bash +10 (1d10+8) or flurry +8/+8 (1d10+8)
Ranged shield throw +9 (1d10+8) (-1 per 10’ increment)
Special Attacks brawler’s flurry, knockout (1/day; Fort DC 16), mutagen (standard to drink; 40 minute duration; +4 alchemical Str, -2 Int, +2 natural armor, low-light vision, +10 speed), power attack (-2/+6), throw shield
Str 18, Dex 16, Con 14, Int 12, Wis 13, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Improved Shield Bash, Improved Unarmed Strike, Power Attack, Weapon Focus (Shield Bash), Weapon Specialization (Shield Bash)
Traits Armor Expert, Bandit, Shield Bearer
Skills Acrobatics +8, Climb +9, Intimidate +8, Knowledge (local) +6, Perception +8, Ride +8, Sense Motive +6, Stealth +11, Swim +9
Languages Skald, Taldane (common)
Special qualities beastmorph, brawler’s cunning, martial training
Equipment +1 bashing spiked darkwood shield, +1 chain shirt, dagger, explorer's outfit, cold-weather outfit, fighter's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50' of hemp rope, soap, 10 torches, 5 days trail rations, waterskin), bandolier with (2) potions of cure light wounds[/i], (2) potions of divine favor, (2) potions of shield of faith, quickrunner’s shirt, +1 cloak of resistance, 163 gp, 5 sp
Special Abilities
Proficiencies Simple weapons, light armor, shields (other than tower shields).
Favored Class Brawler (+4 hit points)
Encumbrance Light-100 lbs. Medium-101–200 lbs. Heavy-201–300 lbs. Current-70 lbs.

[spoiler=Advancement Notes]
5th: Iron Will, Shield Focus
7th: Shield Smash
9: _____ + Greater Shield Focus
11: _____ + _____ + Shield Master
Later: Improved Initiative, Dodge, Toughness, Improved Crit?, Greater Weapon Focus, Greater Weapon Spec.

Curn Blackhand, Kellid slayer:

Curn was 12 years old when the demons came, tearing through the refugee camp like a summer storm through wheat. Curn's father was among the first to die, caught between the broken walls of the old town and the canvas tents of the new. His mother died next, trying to keep the screaming horrors away from her daughters and son. Curn picked up her sword when it fell, but had no chance to use it before the demon plunged its bloody claws into his chest. Like icy spikes, the nails grasped his beating heart. Then the demon disappeared in a blinding flash of light that washed over the wounded boy like a soft caress.

The paladins that saved him left Curn and his sisters at an orphanage in Kenabres, but he didn't stay long, sneaking over the walls to head into the countryside, searching for any that might remain from his clan - or sign of their demonic killers. Every few weeks brought him back to the city, often in the custody of crusaders unwilling to leave the wild boy alone in the demon-infested lands.

Years passed and the boy grew into a hardened scout, prized by the other crusaders for his ability to track the demonic hordes that roam the ruined kingdom. Wielding cast-off weapons, he learned to slay the fiends and their mortal allies by watching the more seasoned warriors, cobbling together a fighting style fusing Ulfen shieldwork, Taldan swordwork and close-range thrusts.

Curn is tall and heavily-muscled, his hands and arms covered in intricate tattoos that curl around his back and chest. Armed with weapons and armor scavenged from failed crusaders, he has made a habit of collecting small fetishes and holy symbols from those he meets and using them to adorn his equipment. Superstitious by nature, he is convinced that the spirits summoned by the dead Sarkorian god-callers have been imprisoned in the Worldwound. Seeing little difference between those spirits and the gods of the southern lands, he promises the crusaders he meets that he'll try to find their gods, as well.

Curn Blackhand
Human (Kellid) Slayer 1
CG Medium humanoid (human)
Init +5; Senses Perception +5
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
Defensive Abilities
Speed 30 ft.
Melee Longsword +5 (1d8+4/19-20) or longsword +3 (1d8+4/19-20) and shield bash +3 (1d6+2)
Ranged handaxe +4 (1d6+4) or longbow +4 (1d8/x3)
Special Attacks studied target (+1; move action)
Str 18, Dex 16, Con 15, Int 9, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Iron Will, Two-Weapon Fighting
Traits Reactionary, Shield-Trained
Skills Climb +8 (+7), Intimidate +3, Knowledge (geography) +3, Perception +5, Stealth +7 (+6), Survival +5
Languages Hallit, Taldane (common)
Special qualities track +1
Equipment heavy darkwood shield with cold iron spikes, chain shirt, dagger, handaxe, longsword, longbow w/ 40 arrows, explorer's outfit, cold-weather outfit, fighter's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50' of hemp rope, soap, 10 torches, 5 days trail rations, waterskin), 2 gp
Special Abilities
Proficiencies Simple and martial weapons, light and medium armor, shields (other than tower shields).
Favored Class Slayer (+ 1/6th slayer talent)
Encumbrance Light-100 lbs. Medium-101–200 lbs. Heavy-201–300 lbs. Current-70 lbs.

Cathran Dahlia:

Slim and fine-boned, Cathran's elven heritage is evident in her graceful movements even when her dark locks cover the slight points of her ears. A fine scar runs the length of one cheek but does little to mar her delicate features.[/spoiler

Born to a minor Chelish noblewoman and an elven envoy who looked nothing like her mother's husband, Cathran lived the first few years of her life hidden within the walls of her scandalized family's estate. Shipped off to Ustalav soon after her mother's death, she was raised in Ardeal with her mother's kin, the Venecdahlias. Life was little better among her conniving cousins and Cathran leaped at the chance to attend university in Lepidstadt. Other than fencing and Andoran philosophy, she found little of interest in her studies, however, and was soon living the bohemian lifestyle of a duelist for hire in Caliphas. It was there that she chanced upon Professor Lorrimor, rescuing him from a pack of Szcarni thugs. Not long after, she fell in with a radical sect of Pharasmin worshippers, the Covenant of the Inevitable Knife, who are obsessed with uncovering and destroying those who extend their lives unnaturally. At first studying with the covenant's inquisitors as a diversion, she recently took vows as a member of the order after feeling the stirring of a purpose she had not known she was seeking.
Cathran Dahlia
Half-elf Swashbuckler (Inspired Blade) 1
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +8
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 12 1d10+2)
Fort +1, Ref +5, Will +4
Defensive Abilities Immune to sleep effects; +2 vs. enchantments
Speed 30 ft.
Melee Rapier + 5 (1d6+3/18-20) or dagger + 0 (1d4-1/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks deeds, inspired panache (4 points)
Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 14
Base Atk +1; CMB +0; CMD 13
Traits Chance Savior, Magical Knack
Feats Fencing Grace, Weapon Finesse*, Weapon Focus (rapier)*
Skills Acrobatics +6, Bluff +6, Intimidate +6, Knowledge (religion) +3, Perception +8, Stealth +3
Languages Common, Dwarven, Elven, Varisian
SQ dual-minded, elf blood, elven immunities, inspired finesse, keen senses, multi-talented
Equipment rapier, dagger, light crossbow with 20 bolts, studded leather, masterwork buckler, explorer's outfit, fighter's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50' of hemp rope, soap, 10 torches, 5 days trail rations, waterskin), potion of cure light wounds, copy of The Bones Land in a Spiral as well as various tracts from the Covenant of the Inevitable Knife, 2 gp
Special Abilities
Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.[/spoiler
Proficiencies Simple and martial weapons, light armor and bucklers.

Level 2: inquisitor (sanctified slayer) with the repose (souls) domain or maybe a cleric (separatist) with repose (souls) and trickery (deception)[/spoiler