Detzel Tuske Character in Iranthi | World Anvil

Detzel Tuske

Erstellt von Elvoron.

Detzel Tuske

Physical Description

Körpermerkmale

Bleich, Hager, drahtig,

Physische Eigenheiten

Rechtshänder

Besondere Fähigkeiten

Nightmaskfähigkeiten, Half-Vampire Fähigkeiten

Spezialausrüstung

Bevorzugt die Handarmbrust im Kampf, ist der Gegner zu Nah setzt er zusätzlich sein Schwert ein.

Mental characteristics

Sexuality

Hetero, Detzel lebt selten seine Sexualität aus, da er schon oft seine Gespielinnen nach dem Akt umgebracht hat und je nach Aufenthaltsort die Leichenentsorgung lästig ist.

Bildung

Als Straßenkind angefangen mit Diebstählen und schnell gelernt das Töten eine bessere Einnahmequelle ist, was ihn unter die Fittiche der Nachtmasken brachte die ihm das Grundhandwerk beibrachten

Leistungen & Erfolge

Mit Ausdauer und starkem Willen hat Detzel es geschafft bei den Nachtmasken zu einem Auserwählten zu werden und einer ihrer Deathbringer zu werden.

Fehler & Misserfolge

Sein aktueller Auftrag hat Ihn weit fortgeführt von seinem Ziel einst das Oberhaupt der Nachtmasken zu werden, er fühlt sich durch die Mission die Ihm aufgetragen wurde in Abseits plaziert geworden zu sein.

Mentale Traumata

To become inducted into the deathbringer clan is to know fear and pain as you have never experienced it. The vampires have a ritual that involves bloodletting, mental domination, and phantasms from the deepest part of the subconscious. Once this ritual has been completed, a piece of the deathbringer’s mortality has been replaced with the horror of living death. While this experience does not make her an undead creature, she has to live with a measure of the suffering such creatures face

Moral & Philosophie

Macht ist das einzige was zählt, des Recht des stärkeren bestimmt den Lauf der Welt. Regeln und Gesetze gelten für die Schwachen. Außer dem eigenen zählt kein anderes Leben.

Tabus

keine

Personality Characteristics

Motivation

Seit seiner Aufnahme sehnt er sich danach die Führerschaft der Nachtmasken zu übernehmen, nicht weil er sie dann leiten will, sondern um sich zu beweisen das er es kann.

Stärken & Schwächen

Im Mordgeschäft fühlt er sich zuhause, Gesellschaftliche Anlässe sind ein Graus

Vorlieben & Abneigungen

Mag: morden, die Nacht, sich, andere sich UNwohl fühlen lassen Mag nicht: Kinder, Pärchen, Zufriedene Leute, Sonnenlicht, Feste, alle die er nicht kennt, manche die er kennt, Welpen, Riesen, Elfen, Zwerge, Orks, goblins……..50 Rassen später...Gänse

Positive Charakterzüge

Tötet ohne Grund, nur weil ihm danach so ist (Bsp. Spielzeugverkäufer). Zielstrebig

Negative Charakterzüge

Mordlustig am Rande des Wahnsinns.
  Dem Wahnsinn wird Detzel nicht verfallen. Anstelle dessen "federn" ihn die Antithesen von Sharlandra - Umbra Mortis auf.

Relationships

Kinara Falrik

Mutter (Vital)

Towards Detzel Tuske

5

Frank


Detzel Tuske

Sohn

Towards Kinara Falrik

0

Arnika die ewig Suchende

??? (Vital)

Towards Detzel Tuske

0

Subversive


Detzel Tuske

???

Towards Arnika die ewig Suchende

0

Hidron Isindal

Vater (Vital)

Towards Detzel Tuske

0
0

Detzel Tuske

Sohn (Vital)

Towards Hidron Isindal

0
0

Halindra Falrik-Isindal

Schwester

Towards Detzel Tuske

0
0

Detzel Tuske

Bruder

Towards Halindra Falrik-Isindal

0
0

History

Sie kennen sich beide nicht.

Relationship Reasoning

Geschwister

Aedaira Falrik-Isindal

Zwillingsschwester (Trivial)

Towards Detzel Tuske

0
0

Honest


Detzel Tuske

Zwillingsbruder (Trivial)

Towards Aedaira Falrik-Isindal

0
0

Subversive


History

Beide verbrachten nur ihre ersten fünf Lebensjahre miteinander, bis Detzel von Pardona entführt und in eine andere Welt gebracht wurde.

Spouses
Siblings
Aedaira Falrik-Isindal (Zwillingsschwester)
Children
Gender
Male
Zitate & Floskeln
Mir war danach. Ist es nicht schön zu sehen wie das Leben einen Körper verlässt?
Zugehörige Organisation

Charakterbogen - Detzel Tuske

Detzel Tuske
Male human unchained rogue 8/Trickster 4 (Pathfinder Unchained 20)
CE Medium humanoid (human)
Init +18; Senses Perception +15
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Defense
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AC 22, touch 16, flat-footed 16 (+4 armor, +6 Dex, +2 natural)
hp 107 (8d8+64)
Fort +9, Ref +16, Will +6; +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures
Defensive Abilities danger sense +2, evasion, hard to kill, improved uncanny dodge; DR 5/magic or silver; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 shortsword +13/+8 (1d6+9/19-20) or
. . unarmed strike +14/+9 (1d3+2 nonlethal)
Ranged +2 blackwood hand crossbow +15 (1d4+2/19-20)
Special Attacks children of the night, mythic power (11/day, surge +1d8), sneak attack (unchained) +4d6
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Statistics
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Str 14, Dex 27, Con 21, Int 10, Wis 15, Cha 19
Base Atk +6; CMB +8; CMD 26
Feats Combat Stamina, Extra Path Ability[M], Extra Rogue Talent[APG], Improved Initiative, Mythic Paragon[M], Rapid Reload, Two-weapon Fighting (scaling), Weapon Finesse, Weapon Focus (hand crossbow)
Traits the dragon coast (human region), hass (der Ältere der Äonen), killer, selbstsucht (der Ältere der Äonen), spirit touched
Skills Acrobatics +24 (+32 to jump), Appraise +4, Bluff +8, Climb +10, Diplomacy +4 (+2 vs. creatures of a different race or culture), Disable Device +23, Disguise +8, Escape Artist +12, Intimidate +15, Knowledge (local) +7, Linguistics +5, Perception +15, Sense Motive +6 (+4 vs. creatures of a different race or culture), Sleight of Hand +19, Stealth +26, Use Magic Device +15; Racial Modifiers +2 Perception, +2 Stealth
Languages Akashic, Chondathan, Custom Language, Trade Tongue
SQ affirmation: chaotic, affirmation: evil, amazing initiative, charm gaze, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, divine source[MA], fickle attack[MA], improved initiative, no one of consequence[MA], rapid reload, recuperation, rogue talents (deadly range[UC], expert leaper, ledge walker, slow reactions, trap spotter, weapon training), shadow stealth[MA], surprise strike[MA], trapfinding +4, vanishing move[MA], weapon finesse, weapon focus, xenophobic
Other Gear +2 leather armor, +1 shortsword, +2 blackwood hand crossbow, - custom magic item -, - custom magic item -, belt of incredible dexterity +2, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, headband of inspired wisdom +2, 22,690 gp
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Tracked Resources
--------------------
Affirmation: Chaotic - 0
Affirmation: Evil - 0
Amazing Initiative (1/round) (Ex) - 0/1
Children of the Night (1/day) (Su) - 0/1
Harrow Points - 0
Mythic Power (11/day, Surge +1d8) - 0/11
Spirit Touched (1/adventure) - 0/1
Stamina Points - 0/11
--------------------
Special Abilities
--------------------
Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Affirmation: Evil You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desi
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Damage Reduction (5/magic or silver) You have Damage Reduction against all except Magic or Silver attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +8 to jump, and can negate more fall distance.
Fickle Attack (1s as max value) (Su) Treat natural 1s on damage rolls for attacks with weapons or alchmical items as highest possible number.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
No One of Consequence (DC 20) (Ex) Creatures must succeed at a Will save to remember information about you.
Rapid Reload (Hand crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload [Combat Trick] 5 stamina points to reduce reload time of a crossbow or firearm by one step. If already a free action, 2 stamina for +1
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Wein (Su) Charm humanoid or monstrous humanoid as the charm monster spell.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
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Domänen:
Darkness und Trickery
This article has no secrets.

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