Jakaw Razorbeak

Chrust's page

2 posts. Alias of sarpadian.


Full Name

Chrust

Race

Tengu

Classes/Levels

Wizard (phantasm illusionist 1)

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Evil

Languages

Abyssal, Common, Draconic, Elven, Goblin, Orc, Tengu

Strength 13
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 12
Charisma 9

About Chrust

Init +3; Senses carrion sense, low-light vision; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (d6+2);
Fort +1; Ref +3; Will +3;
OFFENSE
Speed 30 ft.
Melee bite +3 (d3+1), 2 claws +3 (d3+1)
Ranged light crossbow +3 (d8/19-20)
Special Attacks terror 7/day
Illusionist Spells Prepared (CL 1st; concentration +4)
1st—burning hands (Reflex DC 14), color spray (Will DC 14), mage armor
0—acid splash, detect magic, prestidigitation
Opposed Schools Abjuration and Enchantment
STATISTICS
Str 13, Dex 16, Con 12, Int 17, Wis 12, Cha 9
Base Atk +0; CMB +1; CMD 14
Feats School Strike, Scribe ScrollB
Traits Dirty Fighter, Focused Mind
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (dungoneering) +7, Perception +4, Spellcraft +7, Stealth +5; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Draconic, Elven, Infernal, Tengu
SQ arcane bond (amulet), claw attack, extended illusions, natural weapons, sneaky
Combat Gear bolts (10), scroll of vanish; Other Gear light crossbow, spellbook [all non-abjuration/enchantment cantrips and spells prepared, comprehend languages, grease, vanish], wizard’s kit, 5 sp

SPECIAL ABILITIES:

Arcane Bond (Ex or Sp)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Carrion Sense
Many tengus have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.
Claw Attack
Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Natural Weapons
A tengu has a bite attack that deals 1d3 points of damage.
Sneaky
Tengus gain a +2 racial bonus on Perception and Stealth checks.
Terror (Su)
As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Background:
Chrust grew up on the streets of a large city. He had no family, so he had to take care of himself by pursuing a life of crime. He proved to be fairly adept at beating people up for money, and the local crime lord decided to send him for instruction in "special tactics." His new skills involve illusionary magic, but most of all using the fear it brings out of people to make them leave themselves open for his dirty tricks.