Tengu

Avian Fletcher's page

152 posts. Alias of CloakedInSmoke.


Full Name

Avian Fletcher

Race

Tengu

Classes/Levels

Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

Gender

M

Size

M

Age

25

Special Abilities

Glide

Alignment

NG

Location

Sandpoint

Languages

Common, Tengu

Occupation

Monster Hunter / Giant Slayer / Gunsmith

Strength 10
Dexterity 18
Constitution 8
Intelligence 10
Wisdom 18
Charisma 10

About Avian Fletcher

Backstory:
Though many don't know it, a small village was nestled in the Fogscar mountains, home to a small tribe of Tengu who came from Tia Xien and settled on the mountains, away from the stares of the other humanoid races. Although it is off the beaten track, a dwarven merchant ship always detours on its way to Sandpoint from Riddleport, in gratitude for the tribe saving the life of the captain's daughter, who had run afoul of a shambling mound. Combined with civil if distant relations with neighboring villages, the village grew relatively prosperous and soon a most peculiar traveler made his way to the village from the ship and into the home of the Fletchers.

The traveler, clearly a dwarf, introduced himself as the captain's uncle, Astrug Flamesbeard, and true to his name, had fiery red hair and beard. He said he had a gift for the village--a ranged weapon that would make them invincible in war. Flamesbeard said he had journeyed from Alkenstar to visit his brother and nephew, and only then heard of his niece's rescue. He had come to share the secret of gunsmithing to one lucky apprentice. He pulled out a beaten up pistol and loaded it with bullet and black powder, and give each person who wanted it a shot with the pistol. He admitted the gun had not fared the journey well, and even he could barely hit the target. Only one boy hit the target--the 12 year old son of the local arrowsmith, Avian Fletcher. Although the "apprenticeship" only lasted a few weeks, Avian picked up on gunsmithing quickly, and was left to practice crafting ammunition and firing on his own.

By the time Avian was 15, however, disaster struck the village: a giant invasion. The giants decimated the village and killed about half of its people. Everyone fled in the end from the village, dispersing into nearby villages where there was still some goodwill. Avian's family, however, was enraged, planning a retaliatory strike against the giants. They hired gnome warriors to teach them the secrets of fighting giants. After about a year of training, however, their plans of revenge fell through when the giants' trail went cold, and by the time Avian had turned 17, all hopes of vengeance had been extinguished from the Fletchers' minds. It was at this point Avian decided to test out his gunslinging skills by travelling out into Varisia, where he wandered giving his services as a giant slayer, although he mostly just hunted monsters or escaped criminals for bounty.

Avian needed a pack animal to carry his gear and/or prisoners, but dislikes horses and wanted something more compact, so he settled for a wolfhound named Amadeus who was originally trained as a war mount for a halfling or gnome. Amadeus is a softy but is loyal to Avian and fierce to those who threaten him.

At the age of 25, he began hearing rumors from the many villagers he encountered that giants might be making a run on Sandpoint, and although he never caught up with giants directly, he found crude drawings scratched in stone suggesting a battleplan headed toward the general vicinity of Sandpoint. Seeing this, he used charcoal and paper to copy the scratchings and headed at once to Sandpoint to warn the town...

Personality:
Avian is a man of honor though not zealous about the law. He brings in escaped criminals but does not, as a rule, track people for private contractors. He also hunts monsters to spare others the fate of his village--hatred of giants runs deep. Otherwise, he is insightful and wary, slow to speak but lightning fast on his pistol and blade.

Physical Description:
Avian is about average height and weight for a tengu-- 4'5" and 80 pounds. Most humanoids are not able to tell one tengu from the next, but he is said to have his mother's eyes and his father's beak. He wears leather armor over a white tunic, tan breeches and a large black cloak with the hood covering his face. In a holster on his belt is his pistol, also on his belt two powder horns and a belt pouch with his bullets, and in a sheath on his left side is his falcata and a dagger. Amadeus is a grey and white wolfhound wearing a pack saddle and has a bit missing off his left ear, a parting gift from a dire rat swarm that attacked Amadeus and Avian.

Crunch:
AVIAN FLETCHER
Male Tengu Gunslinger (Pistolero) 3
NG Medium Humanoid (tengu)
Init +6 (+4 if 0 grit left); Senses Low-light vision; Perception +13
Favored Class Gunslinger
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DEFENSE
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AC 17, touch 15, flat-footed 12, CMD 17. . (+3 Dex, +1 Dodge)
hp 22 (3d10-3, +3 FCHP)
Fort +2, Ref +7, Will +5
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OFFENSE
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Spd 30 ft.
Melee Natural Attack (Bite) +3 (1d3 P/x2) and
. . Pistol-Whip (1 grit pt) +4 (1d6 B/x2) (on a hit, can make free CM check to knock target prone)
. . Falcata +3 (1d8 S/19-20/x3)
. . Dagger +3 (1d4 P or S/19-20/x2)
. . Unarmed Strike +3 (1d3 nonlethal/x2)
Ranged +1 Pistol +8 (1d8+1 B&P/x4/20 ft/misfire 1) and
. . dagger +8 (1d4 P or S/19-20/x2/10 ft)
Point-Blank Shot adds +1 to hit and damage for ranged attacks within 30 feet
--------------------
STATISTICS
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Str 10, Dex 18, Con 8, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +3; CMD 18
Feats Gunsmithing, Rapid Reload (pistol)
Traits Giant Slayer, Stealthy Escape, Varisian Wanderer
SKILLS
Acrobatics +8 (4 Ability +1 Rank +3 Trained)
Bluff +1 (0 Ability + 1 Trait)
Craft (alchemy) +4 (0 Ability + 1 Rank + 3 Trained)
Fly +10 (4 Ability + 3 Rank + 3 Trained)
Kn (local) +4 (0 Ability +1 Rank + 3 Trained)
Handle Animal +4 (0 Ability + 1 Rank + 3 Trained)
Perception +13 (4 Ability + 3 Rank + 3 Trained + 2 Racial + 1 Trait)
Sense Motive +5 (4 Ability + 1 Trait)
Sleight of Hand +9 (4 Ability + 1 Rank + 3 Trained + 1 Trait)
Stealth +6 (4 Ability + 2 Racial)
Survival +8 (4 Ability + 1 Rank + 3 Trained)
Languages Common, Tengu
SQ Low-light Vision, Glide, Swordtrained
Combat Gear masterwork pistol, falcata, dagger, Thandion's longsword, leather armor (light armor/+2 AC/0 ACP/+6 Max Dex/10%)
Other Gear backpack, belt pouch, gunsmith's kit, powder horn, Ioun torch, silent whistle, signal whistle, antitoxin
Total Weight Carried 30.1 lbs (light load)
Light Load 33- lbs Medium 66- lbs Heavy 100- lbs
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SPECIAL ABILITIES
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Natural Weapons (Bite) (racial trait) Tengu have a bite attack that deals 1d3 damage.
Swordtrained (racial trait) Tengu are automatically proficient with swordlike weapons.
Glide (racial trait) Tengu can make a DC 15 Fly check to fall safely from any distance. While falling safely, Tengu can make a DC 15 Fly check to move 5 feet laterally for every 20 feet fallen. The tengu must be carrying no heavier than a light load and wearing no heavier than light armor.
Sneaky (racial trait) +2 to Perception and Stealth checks
Giant Slayer (campaign trait) +1 to Bluff, Perception, and Sense Motive checks and +1 on attack rolls and damage rolls against creatures of the giant subtype.
Stealthy Escape (equipment trait)
Varisian Wanderer (regional trait)
Gunsmithing (bonus feat)
Rapid Reload (pistol) (1st level feat)
Point-Blank Shot (3rd level feat)
Grit (class feature) At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds (class feature)
  • Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
  • Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
  • Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
  • Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

  • Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

    Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

  • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Nimble (class feature) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Tracked Resources:
16/16 HP
0 non-lethal damage
2/4 grit
Money on Hand 38 gp 10 sp 8 cp
24 alchemical cartridges (paper)
4 alchemical cartridges (flare)
10 doses, black powder 1 lbs
8 bullets 0.3 lbs
6 bullets, cold iron 0.3 lbs
7 days, trail rations 7 lbs (Carried by Monty)
5 days, feed 50 lbs (Carried by Monty)

Monty Stat Block:

Light Riding Horse (war-trained) CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6

Amadeus Stat Block:

Riding Dog
CR 1
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Gear Carried By Monty:

  • Avian Fletcher 80 lbs
  • Avian's gear 33 lbs
  • compass 0.5 lbs
  • military saddle 30 lbs
  • saddlebags 8 lbs
  • bit and bridle 1 lb
  • pathfinder's kit 21 lbs
  • signal kite kit - lbs
  • cooking kit 2 lbs
  • feed (5 days) 50 lbs
  • powder horn (10 doses) & bullets (10) 2.2 lbs

Total Weight Carried 227.7 lbs (light load)
Light Load 228- lbs Medium 459- lbs Heavy 690- lbs

Gear Carried By Amadeus:

  • pack saddle 15 lbs

Total Weight Carried 15 lbs (light load)
Light Load 99- lbs Medium 199.5- lbs Heavy 300- lbs