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Tonris the Vengeful (DalkonCledwin)

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Tonris
On the blood of the fallen, vengeance will be mine!


Basic InformationEdit

      Race: Human
     Class: Witch
     Level: 6
Experience: 15036 Current // 23,000 TNL
 Alignment: Chaotic Good
 Languages: Common, Northern Isle, Elven, Dwarven, 
            Gnomish, Halfling, Orcish, Undercommon, 
            Goblin, Draconic.
     Deity: Atheistic
First Seen: The Dunn Wright Inn
  Location: Darkness Rising


AbilitiesEdit

STR: 12 +1 (02 pts)
DEX: 12 +1 (02 pts)
CON: 14 +2 (05 pts)
INT: 18 +4 (10 pts) Racial +2
WIS: 08 -1 (-4 pts) Level +1
CHA: 14 +2 (05 pts)

Combat StatisticsEdit

    (Max-2)   HP:  42 = [6d6 + CON (12) + FC (04)] (Witch)
              AC:  13 = [10 + DEX (01) + Armor (01) + Shield (00) 
                        + Natural (00) + Size (00) + Deflection (01)]
        AC Touch:  12 = [10 + DEX (01) + Size (00) + Deflection (01)
                        + Misc (00)]
   AC Flatfooted:  12 = [10 + Armor (01) + Shield (00) + Natural (00)
                        + Size (00) + Deflection (01) + Misc (00)]
AC w/ Mage Armor:  16 = [10 + DEX (01) + Armor (04) + Shield (00)
                        + Natural (00) + Size (00) + Deflection (01)
      FF Mage AC:  15 = [10 + Armor (04) + Shield (00) + Natural (00)
                        + Size (00) + Deflection (01) + Misc (00)]
            INIT: +09 = [DEX (01) + Familiar (04) + Feat (04) + Misc (00)]
             BAB: +03 = [Witch (03)]
             CMB: +04 = [BAB (03) + STR (01) + Misc (00)]
             CMD:  15 = [10 + BAB (03) + STR (01) + DEX (01) + Misc (00)]
       Fortitude: +04 = [Witch (02) + CON (02) + Misc (00)]
          Reflex: +03 = [Witch (02) + DEX (01) + Misc (00)]
            Will: +05 = [Witch (05) + WIS (-1) + Trait (01) + Misc (00)]
  Special Resist: +01 Trait Bonus to Saving Throws vs. Divine Spells.
           Speed:  30 feet
       Fly Speed:  60 feet, lasts for 6 minutes, or six 1 minute increments
                  (per day).
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

Prehensile Hair: Attack: +02 = [BAB (03) + INT (04) + 2nd Natural (-5)]
                 Damage: 1d3+2, Crit: 20/x2, Special: 10 foot reach
Quarterstaff: Attack: +05 = [BAB (03) + STR (01) + M.W. (01) + Magic (00)]
              Damage: 1d6+1 / 1d6+1, Crit: 20/x2, Special: Double, Masterwork

Racial FeaturesEdit

Ability Adjustments: +2 Intelligence
               Size: Medium
              Speed: 30'
      Favored Class: Witch (+4 Hit Points, +2 Level 2 Spell)
         Bonus Feat: Humans gain one additional feat at first level
       Bonus Skills: Humans gain one additional skill point at each level.
          Languages: Humans begin play knowing Common, and an additional
                     language of their choosing for each point of Intelligence
                     Modifier

Class FeaturesEdit

Witch

Armor/Weapons: Proficient with All Simple weapons. Not Proficient
            with any type of Armor or Shields. Armor and Shields interfere
            with his gestures which can cause spells with somatic components
            to fail.
 Patron (Vengeance): A vague and unknowable force grants Tonris
            Powers over the forces of Vengeance. These powers give
            to him his normal spells, his hexes, his familiar,
            and several special spells that include the following:
            2nd - Burning Hands, 4th - Burning Gaze,
            6th - Pain Strike
 Familiar (Compsognathus): Tonris has called forth a beast from
            Aeons past to serve as his ally in the pursuit of
            vengeance for crimes committed by the most foul of
            criminals. This creature is a Composognathus, a type
            of prehistoric reptile. This creature grants Tonris
            a +4 bonus on all Initiative Checks. Bestiary II, p.90.
     Hexes: Tonris has at his disposal several powerful abilities
            which allow him to defy the laws of nature and aid him in
            his pursuit of justice. These abilities have a Save DC of 17
        Evil Eye (Su): Tonris can cause doubt in a foe who is within 30
                Feet which he can see. That target takes a -2 penalty to
                one of the following (Tonris' choice): AC, Ability Checks,
                Attack Rolls, Saving Throws, or Skill Checks. The Hex lasts
                for 7 rounds. A Will save reduces this to just one round.
                This is a mind-affecting effect. At 8th Level the penalty
                Increases to -4.
       Flight (Su): As Tonris gains power he grows lighter, and will 
                eventually gain the power to fly. Starting at 1st Level 
                Tonris has the ability to use Feather Fall at will and 
                gains a +4 racial bonus on swim checks. At 3rd level 
                Tonris can cast levitate once per day. At 5th Level he 
                can Fly as per the spell for a number of minutes per
                day equal to his level. These minutes do not need to 
                be consecutive but they must be spent in 1 minute 
                intervals. This hex only affects Tonris.
       Prehensile Hair (Su): Tonris can instantly cause his hair
                to grow up to 10 feet long or to shrink to it's normal
                length, and can manipulate it as if it were a limb with
                a strength score equal to his Intelligence Score. His
                hair has a reach of 10 feet, and can be used as a
                secondary natural weapon that deals 1d3 points of damage.
                The hair can manipulate objects (but not weapons) as
                dextrously as the human hand. The hair cannot be sundered
                or attacked as a separate creature. Pieces cut from the
                Elongated hair shrink to nothing. Using his hair in this
                way does not harm his head or neck even if he lifts
                something heavy with it. The Witch can manipulate his hair
                a number of minutes each day equal to his level. These
                minutes do not need to be consecutive, but must be spent in
                1 minute increments.
      Slumber (Su): Tonris can cause any creature within 30 feet of
                fall into a deep magical sleep, as per the sleep spell.
                The creature receives a Will save to negate the effect. If
                the save fails, the creature falls asleep for a number
                of rounds equal to Tonris' level. This hex can affect
                creatures of any Hit Dice level. The creature will not wake
                due to noise or light, but it can be roused by a comrade
                as a standard action. This hex ends immediately if the
                creature takes damage. Whether or not the save is
                successful, the creature cannot be the target of the Hex
                again for one full day.

FeatsEdit

Improved Initiative (Human Bonus): Tonris gains a +4 bonus on all
          Initiative rolls.
Accursed Hex (1st Level): Target a creature with a hex a second
          time that day if it made its save successfully the first time.
Combat Casting (3rd Level): Tonris is able to add +4 to his
          concentration checks when casting defensively.
Evolved Familiar (5th Level): add a Summoner Eidolon Evolution to your Familiar
          from the 1 point list of Eidolon Evolutions.

TraitsEdit

Resiliant: Will Saves (Generic, Campaign Specific): Being a member
        of an unpopular social group has allowed Tonris to gain some
        resistance to insults and other emotionally traumatizing effects.
        Tonris gains a +1 trait bonus to his Will Saving Throws.
History of Heresy (Faith): Tonris was raised with heretical views
        that make it difficult for him to accept the views of established
        churches. As long as he does not possess any levels in a class that
        Grants Divine Spellcasting Power, he gains a +1 trait bonus on all
        saving throws against Divine Spells.

SkillsEdit

Skill Points: 42 = [Base (02) + INT (04) + Race (01)] * (Witch 06)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +1     0               1     -0   +0
Appraise                +4     0               4          +0
Bluff                   +2     0               2          +0
Climb                   +1     0               1     -0   +0
Craft (       )         +4     0       0       4          +0
Diplomacy               +7     5               2          +0
Disable Device                 0               0     -0   +0
Disguise                +2     0               2          +0
Escape Artist           +1     0               1     -0   +0
Fly                    +10     6       3       1     -0   +0
Handle Animal                  0               0          +0
Heal                    +6     4       3      -1          +0
Intimidate             +10     5       3       2          +0
Knowledge (Arcana)      +8     1       3       4          +0
Knowledge (Dngnrng)            0               4          +0
Knowledge (Engnrng)            0               4          +0
Knowledge (Geography)          0               4          +0
Knowledge (History)     +8     1       3       4          +0
Knowledge (Local)              0               4          +0
Knowledge (Nature)      +8     1       3       4          +0
Knowledge (Nobility)           0               4          +0
Knowledge (Planes)      +8     1       3       4          +0
Knowledge (Religion)    +5     1               4          +0
Linguistics             +9     5               4          +0
Perception              -1     0              -1          +0
Perform    (       )    +2     0               2          +0
Profession (       )           0       0       0          +0
Ride                    +1     0               1     -0   +0
Sense Motive            -1     0              -1          +0
Sleight of Hand                0               0     -0   +0
Spellcraft             +13     6       3       4          +0
Stealth                 +1     0               1     -0   +0
Survival                -1     0              -1          +0
Swim                    +5     0               1     -0   +4 (Racial)
Use Magic Device       +11     6       3       2          +0

Spells Per Day & Difficulty ClassesEdit

Level     — SPD / Bonus / Save DC
Cantrips  —   4 /   —   / DC — 14
1st Level —   3 /   1   / DC — 15
2nd Level —   3 /   1   / DC — 16
3rd Level —   2 /   1   / DC — 17

Spells Stored on FamiliarEdit

Patron Spells              Cantrips                    Level 01
2nd: Burning Hands         * Arcane Mark              * Cure Light Wounds
4th: Burning Gaze          * Bleed                    * Ear Piercing Scream
6th: Pain Strike           * Dancing Lights           * Fumbletongue
8th: Shout                 * Daze                     * Identify
10th: Symbol of Pain       * Detect Magic             * Ill Omen
12th: Mass Pain Strike     * Detect Poison            * Inflict Light Wounds
14th: Phantasmal Revenge   * Guidance                 * Obscuring Mist
16th: Incendiary Cloud     * Light                    * Ray of Enfeeblement
18th: Winds of Vengeance   * Mending                  * Summon Monster I
                           * Message                  * Unprepared Combatant
Level 02                   * Putrefy Food and Drink   * Mage Armor
* Enthrall                 * Read Magic               * Mount
* Cure Moderate Wounds     * Resistance
* Touch of Idiocy          * Spark
* Zone of Truth            * Stabilize
* Hold Person              * Touch of Fatigue
* Unnatural Lust
* Web
* Web Shelter

Level 03
* Summon Monster III
* Spit Venom
* Bestow Curse
* Dispel Magic

Spell Lists (Prepared)Edit

Cantrips                    Level 01                   Level 02
* Guidance                  * Burning Hands            * Cure Moderate Wounds
* Resistance                * Cure Light Wounds        * Enthrall
* Detect Magic              * Ear Piercing Scream      * Touch of Idiocy
* Stabilize                 * Ray of Enfeeblement      * Web

Level 03
* Summon Monster III
* Spit Venom
* Bestow Curse

Familiar: RexEdit

Dinosaur, Compsognathus

Neutral, Tiny Animal
Init +6; Senses Lowlight Vision, Scent;
Perception +4
AC 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
HP: 21 (1d8+2 treated as if it had 6d8+2)
Fort +4; Ref +4; Will +4
Speed 40 ft, Swim 20 ft.
Melee - Bite +3, (1d3-1 + poison, 5 foot reach)
space 2.5 feet // reach 0 feet
STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
Base Attack +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +10, plus all skills that Tonris has ranks in
Eidolon Evolutions: Reach (Bite)
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 
       STR; Cure = 1 save.
Special Abilities
         Alertness: Grants Tonris the Alertness Feat while within Arms
            Reach.
         Empathic Link: Tonris and the Familiar can share general emotions
            up to a distance of 1 mile.
         Improved Evasion: When subjected to attacks that force a reflex
            saving throw, the familiar takes no damage on a successful
            saving throw, and half damage on a failed saving throw.
         Share Spells: Tonris can cast spells with a target of "you" on
            his familiar instead of on himself as if it were a touch spell.
            Tonris can cast these spells on his Familiar, even if that spell
            does not normally affect animals of this type.
         Store Spells: Starting at first level, the Familiar stores all of
            the spells that Tonris knows how to cast.
         Deliver Touch Spells: Starting at 3rd level and forward Tonris can
            use his Familiar to deliver touch spells and hexes.
         Speak With Master: starting at 5th Level the Familiar can 
            communicate verbally with it's master as if they were using 
            a common language. Other creatures do not understand the 
            Familiar.

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                          00  lb
Bracers of Armor +1              1000 gp   01  lb
Ring of Protection +1            2000 gp   ——  lb
M.W. Quarterstaff                 600 gp   04  lb
Spell Component Pouch              05 gp   02  lb
Handy Haversack (Cap. 120 lb.)  2,000 gp   05  lb
  Bedroll                          01 sp   05  lb
  Common Blanket                   02 sp   01  lb
  Winter Blanket                   05 sp   03  lb
  Cold Weather Outfit              08 gp   07  lb
  Fur Clothing                     12 gp   05  lb
  Hot Weather Outfit               08 gp   04  lb
  Flint and Steel                  01 gp   ——  lb
  10 days trail rations            05 gp   10  lb
  Loaded Gaming Dice (DC 30)       50 gp   ——  lb
  Grappling Hook                   01 gp   04  lb
  Climbers Kit                     80 gp   05  lb
  Healers Kit (10 uses left)       50 gp   01  lb
  2 bars of soap                   02 cp   01  lb
  Large Tent (4 peeps, 45 Minutes) 30 gp   40  lb
  3x Waterskins                    03 gp   12  lb
  Wand of Mage Armor (40 Charges) 600 gp   01  oz (was 645 gp when purchased
                                                   15 gp per charge)
  Wand of Neutralize Poison                       (was 2100 gp when purchased
             (5 Charges)         2100 gp   01  oz  420 gp per charge)
  Wand of Daylight (10 charges)  2250 gp   01  oz (was 2250 gp when purchased
                                                   225 gp per charge)


               Total Weight in Haversack:  98 lb & 3 oz
                    Total Weight Carried:  12 lb

             Light  Medium   Heavy   Max   Lift  Push/Drag
Max Weight:   0-43  44-86    87-130  130   260     650

Consumed ScrollsEdit

1x Scroll of Unprepared Combatant    25 gp
1x Scroll of Mount                   25 gp
1x Scroll of Mage Armor              25 gp
2x Scroll of Unnatural Lust         300 gp (failed 1st try to learn)
1x Scroll of Hold Person            150 gp
1x Scroll of Detect Thoughts        150 gp (failed to learn)

FinancesEdit

PP:   00                                    Starting GP =   6000.00
GP: 4816                              Mopping Up Payout =  +6775.00
SP:   01                                Darkness Rising =  +1705.00
CP:   08                                      DM Credit =  +1860.00
                                  =================================
Gems/Jewelry/Other:                        Total Earned =  16340.00
 0000                                 Current Inventory = -10803.82
                                  Consumed or Destroyed =   -720.00
                                  =================================
                                           Remaining GP =   4816.18

DetailsEdit

      Size: Medium.
    Gender: Male.
       Age: 20 years old.
    Height: 5 feet, 4 inches
    Weight: 150 pounds
Hair Color: Bluish Black
 Eye Color: Violet
Skin Color: Pale
Appearance: Tonris is a fairly attractive man who has managed to
            He tends to wear dark blue colors, or furs as the depending
            on the situation. He has feathered hair that is rather
            striking in area's other than Illi Esse, especially since
            it is so difficult for most people to actually get their
            hair in that style. However due to the nature of Tonris'
            hair, he has little to know trouble getting exactly the
            style he wants, when he wants it. Speaking of his hair, it
            is also a striking bluish black color, very similar to the
            clothing that he wears. Tonris' eyes are a deep violet color
            which is unusual in and of itself, but there is a distinct
            possibility that his family has a distant ancestor that is
            from another plane of existence. If so that would explain
            both his unusual hair color as well as his unusual eye color.
  Demeanor: Despite his current attitude largely being the product of
            the brutal murder of the rest of his family, Tonris is a
            genuinely curious individual. He loves knowledge for the
            sake of knowledge, and has spent a great deal of time
            learning the languages of the various other races of E'n
            and even has some experience with the cultures of other
            planes of existence. This Curiosity is largely what 
            enabled him to have the courage to move forward with his 
            life and seek out the man who killed his family instead 
            of sitting idle in Illi Esse and doing nothing productive
            with survivor's guilt. The real problem however is that
            Tonris often has a tendancy to leap before he looks, and
            will often do things that will seem stupid to others
            despite the fact that he has really put a lot of thought
            into why that particular course of action is actually a
            good idea at that exact moment. Unfortunately, this often
            results in him getting into more trouble than he started
            in to begin with.

BackgroundEdit

Tonris is a decendant of one of the very few human families to survive on the Island of Illi Esse. His family is also part of a smaller subsection of the human population that practices the form of magic known as Witchcraft. This allows them a special connection to the tapestry that weaves itself through Illi Esse that grants them a unique view regarding the nature of how the cosmos actually works.

What sets these people apart more so than just their practice of witchcraft, is their staunch belief that the "Gods" that so much of the world worships and reveres, actually do not exist. Rather that the forces that power divine magic are really no different at all from the forces that power arcane magic, it just uses a different polarity field from arcane magic. This belief is much the same as their belief of why the opposite sides of a magnet repel each other.

Tonris was raised in a loving family, much as most young men would be. However about 7 years ago, a stranger from a far away land came to Illi Esse. This man wore the vestments of a Priest of some unknown order. He stormed into Tonris' families home, then killed everyone that was there. At the time, Tonris had been out doing an Errand for his mother and thus was spared the death that he would surely have suffered if he had been home. However upon arriving home, he discovered the deaths of his family and swore vengeance upon the one who killed them and he will not rest until he achieves this goal.

NOTE: The Priest was at least the same level as the highest level member of Tonris' family when he killed them. Additionally I would say that swearing to take vengeance out on someone would effectively make that person my character's rival. Which if the Trope I have seen in just about every Role Playing based Web Comic is true, would mean that this Priest effectively levels up every time my character levels up XD

Adventure LogEdit

Replacing: Veniarus Toliar

Mopping Up

      Starting XP: 6000
      XP Received: 5516 (3250 Enc XP / 2266 TBXP)
Treasure Received: 6775 (4200 Enc GP / 2575 TBGP)
                   0000 Gems/Jewelry
                        Items
                      Purchased the following during the Adventure:
                      1x Wand of Mage Armor (43 Charges)  645 gp
                      1x Scroll of Mage Armor              25 gp
                      2x Scroll of Unnatural Lust         150 gp
                      1x Scroll of Hold Person            150 gp
                      1x Scroll of Detect Thoughts        150 gp

Darkness Rising

      Starting XP: 11516
      XP Received: 1840 (300 Enc XP / 1,540 TBXP) 
Treasure Received: 1705 (none Enc GP / 1705 TBGP)
Time Based rewards are calculated as of November 30th, 2012
                   0000 Gems/Jewelry
                        Items
                      Purchased the following during the Adventure:
                      Wand of Daylight (10 Charges)         2250 gp
                      Wand of Neutralize Poison (5 charges) 2100 gp

DM Credit

      Spent 2 DMC
      Starting XP: 13356
      XP Received: 1680 (1680 TBXP) 
Treasure Received: 1860 (1860 TBGP)

Level UpsEdit

 Level 5:
   Class: Witch
     BAB: +2 to +2
    Fort: +1 to +1
     Ref: +1 to +1
    Will: +4 to +4
    Feat: Evolved Familiar
      HP:  36 = [5d6 + CON (10) + FC (04)] (Witch) (Max-2)
Skill Pts: 7 =(+2 (Class) +1 (Race) +4 (INT)) + 28 (Old Total)
           = 35 (New Total)
   Skills: +1 Diplomacy, +3 Fly, +1 Knowledge (Religion), +1 Linguistics
           +1 Spellcraft
Spell Slots: +2 Level 3 Slots (1 for Leveling, 1 Bonus)
   Spells: Summon Monster III, Spit Venom
Favored Class: +1 Level 2 Spell (Web)

Level 5 to Level 6 Next, and so on . . .
 Level 6:
   Class: Witch
     BAB: +2 to +3
    Fort: +1 to +2
     Ref: +1 to +2
    Will: +4 to +5
    Hex Slumber
      HP:  42 = [6d6 + CON (12) + FC (04)] (Witch) (Max-2)
Skill Pts: 7 =(+2 (Class) +1 (Race) +4 (INT)) + 35 (Old Total)
           = 42 (New Total)
   Skills: +3 Fly, +1 Intimidate, +1 Spellcraft, +2 Use Magic Device
Spell Slots: +1 Level 2 Spell Slot, +1 Level 3 Spell Slot
   Spells: Pain Strike (Patron Spell), Bestow Curse, Dispel Magic
Favored Class: +1 Level 2 Spell (Web Shelter)

Special Notation Level 6 obtained via DM Credit that was calculated based on 
the Time XP and Encounter XP that was given to me as of November 30th, 2012.
Unfortunately due to the malware issue that occurred on Enworld shortly there
after I was unable to notify the Judges at that time that I had intended to
level my character up using my DM Credit. As such I was hoping that I can
retroactively apply the Time Based XP from December 1st and forward as if my
character were level 6 instead of having to apply it as if my character were
level 5 still, seeing as how my intention was to apply for level 6 at that 
time anyways?
  Level 7:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 
          (FC Bonus if Chosen) = 00 (New Total)

Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (May 11th, 2012) (Satin Knights) level 4
  • Approval (May 14th, 2012) (Sunshadow21) level 4
  • Approval (Sept 3rd, 2012) (Satin Knights) level 5
  • Approval (Dec 16th, 2012) (Mowgli) level 6

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