Tengu

Omoro's page

150 posts. Alias of Misroi.


Race

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

About Omoro

OMORO CR 2
XP: 2060
Male Tengu Ninja 2
TN Medium Humanoid (tengu)
Init +3; Senses Perception +9 (low-light)
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DEFENSE
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AC 16, touch 13, flat-footed 13. (+3 armor, +3 Dex)
hp 16 (2d8+3)
Fort +1, Ref +6, Will +2
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OFFENSE
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Spd 30 ft., climb 20 ft.
Melee +2 bite (1d3+1, 20/x2)
Melee +4 wakizashi (1d6+1, 18-20/x2, deadly)
Melee +5 masterwork silver dagger (1d4, 19-20/x2)
Ranged +4 shortbow (1d6, 20/x3, 60' RI)
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STATISTICS
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Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)

Base Atk +1; CMB +2; CMD 15

Feats Weapon Finesse (use Dex bonus instead of Str bonus to hit with certain weapons)

Traits Exchange Agent (gain 1 bonus language, +1 trait bonus to Survival checks, Survival is a class skill), Blade of the Society (+1 trait bonus to sneak attack damage), Adopted (may choose Human Race traits, and gain an immediate Race trait), Scholar of Ruins (+1 trait bonus to Knowledge (dungeoneering) and Knowledge (geography) checks, Knowledge (dungeoneering) is a class skill).

Skills Acrobatics (2) +7, Climb (2) +5 (+13), Craft (alchemy) (2) +6, Disable Device (2) +7, Disguise (1) +6, Escape Artist (1) +6, Knowledge (dungeoneering) (1) +6, Knowledge (local) (1) +5, Linguistics (1) +9, Perception (2) +9, Stealth (2) +9, Survival (1) +7.

Languages Common, Draconic, Giant, Tengu, Thassalonian, Tien.

Combat Studded leather armor, wakizashi, shortbow and 20 arrows, masterwork silver dagger, 2 acid flasks, 2 alchemist's fire, 2 holy water flasks.
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SPECIAL ABILITIES
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Favored Class: Ninja (Extra HP: 1, Extra SP: 1)

Poison Use: Cannot accidentally poison himself when applying poison to a weapon.

Sneak Attack +1d6

Ki Pool: Gain a number of ki points equal to half ninja level + Cha modifier (current 3). Ki points are regained after 8 hours of rest or meditation, which do not need to be consecutive. Ki points can be used to do the following things:
- Leaping (passive): As long as there is at least one ki point remaining, all Acrobatics rolls are treated as though they were made with a running start.
- Flurry (swift action): By spending 1 ki point before a full attack, gain an additional attack at highest attack bonus.
- Speed (swift action): By spending 1 ki point, increase speed by 20' for 1 round.

Ninja Tricks: Wall Climber (gain a 20' climb speed, but only up vertical surfaces)
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EQUIPMENT
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Studded leather armor, wakizashi, shortbow and 20 arrows, 1 dose of small centipede poison, thieves' tools, 50' silk rope, grappling hook, 3 sunrods, explorer's outfit, backpack, waterskin.