Tengu

Tcreese's page

45 posts. Organized Play character for MisterSlanky.


Full Name

Tcreese

Race

| HP: 66/66 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8*, R: Curr +11*, W: +5* (*+6 vs. Poisons & Disease) | Init: +4 | Perc: +16* (+4 vs. traps), SM: +1

Classes/Levels

| Speed 30ft | Shirt Reroll: 1/1, Alkahest Bombs: 13/13 (DC 18), Spontaneous Healing 20/20 | Spells: See Sheet | Active conditions: Yes - See Profile

Gender

Male Tengu

Size

Medium (Curr Small)

Age

20

Alignment

CG

Deity

Desna

Languages

Ancient Osiriani, Aklo, Azlanti, Dwarven, Common, Elven, Gnome, Halfling, Halit, Hon-La, Hwan, Jistka, Kelish, Minkaian, Osiriani, Polyglot, Shoanti, Skald, Tekritanin, Tengu, Thassilonian, Tian, Varisian, Vudrani

Occupation

Osirionologist

Homepage URL

Character Sheet

Strength 14
Dexterity 18
Constitution 12
Intelligence 19
Wisdom 12
Charisma 8

About Tcreese

Formula Book
Abilities & Equipment

Current Spell & Special Ability Effects

  • Preserve Organs (Always On): 25% chance to negate Critical Hit or Sneak Attack
  • Spontaneous Healing (Always On): 20/20 Healing triggers automatically when reduced to <0 HP
  • Breath Mastery (Minimum 4.5 hours when provided at least 1 minute of downtime after talking): Breath held for duration when provided a full-round action.
  • False Life (9 hours): 1d10+9 (Roll in game)

    Tcreese:
    Male tengu alchemist (crypt breaker, internal alchemist) 9 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 263, Pathfinder RPG Ultimate Magic 18)
    CG Medium humanoid (tengu)
    Init +4; Senses low-light vision; Perception +16
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    Defense
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    AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)
    hp 66 (9d8+18)
    Fort +8, Ref +11, Will +5; +6 vs. disease, +6 bonus vs. poison
    Defensive Abilities fortification 25%, uncanny dodge; Resist disease resistance
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    Offense
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    Speed 30 ft.
    Melee mwk katana +9/+4 (1d8+2/18-20) or
    . . bite +8 (1d3+3)
    Ranged +2 adaptive composite longbow +12/+7 (1d8+4/×3) or
    . . bomb +10 (5d6+4 Fire) or
    . . sling +10 (1d4+2) or
    . . tanglefoot bomb +10 ()
    Special Attacks bomb 13/day (5d6+4 fire, DC 18)
    Alchemist (Crypt Breaker, Internal Alchemist) Extracts Prepared (CL 9th; concentration +13)
    . . 3rd—amplify elixir[APG], channel vigor, displacement, monstrous physique I[UM]
    . . 2nd—alchemical allocation[APG] (2), alter self, barkskin, false life
    . . 1st—cure light wounds, expeditious retreat, heightened awareness[ACG], reduce person (DC 15), shield (2)
    --------------------
    Statistics
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    Str 14, Dex 18, Con 12, Int 19, Wis 12, Cha 8
    Base Atk +6; CMB +8; CMD 23
    Feats Additional Traits, Extra Discovery[APG], Point-Blank Shot, Precise Shot, Rapid Shot
    Traits accelerated drinker, child of the temple, pragmatic activator, rice runner, tomb raider
    Skills Acrobatics +17, Appraise +8, Craft (alchemy) +15 (+24 to create alchemical items), Disable Device +22, Heal +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +10, Knowledge (nature) +9, Knowledge (religion) +9, Linguistics +17, Perception +16, Sleight of Hand +8, Spellcraft +16, Stealth +6, Survival +5, Use Magic Device +16; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
    Languages Aklo, Ancient Osiriani, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Hon-la, Hwan, Jistka, Kelish, Minkaian, Osiriani, Polyglot, Shoanti, Skald, Tekritanin, Tengu, Thassilonian, Tien, Varisian, Vudrani
    SQ alchemy (alchemy crafting +9), breath mastery, crypt breaker's draught, discoveries (explosive missile[UC], precise bombs [4 squares], preserve organs[UM], spontaneous healing[UM], tanglefoot bomb[UM]), gifted linguist, poison use, swordtrained, trapfinding +4
    Combat Gear adamantine blanch arrows (10), boro bead (1st level)[UE], boro bead (1st level)[UE], boro bead (2nd level)[UE], cold iron arrows (50), cold iron sharpstone bullet (50), fugitive's grenade, ghost salt blanch arrows (10), oil of bless weapon, oil of grease, potion of cure light wounds (2), potion of cure moderate wounds, potion of draconic reservoir, potion of fly, potion of good hope, potion of lesser restoration, wand of cure light wounds, acid (2), adamantine pellet grenade[UE], air crystal (2), alchemical glue[UE], alchemical grease[APG], alchemical solvent[APG], alchemist's fire (2), antiplague[APG], antitoxin, armor ointment[UE], artoku's fire, blanch bomb, adamantine, blanch bomb, cold iron, blanch bomb, silver, bloating solution, bloodblock[APG] (2), bottled lightning[UE] (2), burst jar[UE], cold iron pellet grenade[UE], congealer spray, desiccating lubricant, ghast retch flask[UE], holy water (2), holy weapon balm[ACG], iron pellet grenade[UE], liquid ice[APG] (2), scent blocker, shard gel[UE], silver pellet grenade[UE], slime grenade, smelling salts[APG] (2), smoke pellet[APG] (2), smoke pellet, smog (2), soothe syrup[APG], stormstone, tanglefoot bag (2), thunderstone (2), troll styptic, vermin repellent[UE] (2), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +2 mithral chain shirt, +2 adaptive composite longbow (+4 Str), mwk katana[UC], sling, belt of incredible dexterity +2, bracers of archery, lesser, cloak of resistance +1, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], pathfinder pouch, ring of protection +1, alchemist starting formula book, arcanolembic (imbued potion +2 minimum level) (worth 2,000 gp, 2 lb), bandolier[UE], bedroll, belt pouch, blanket[APG], bullseye lantern, waterproof[UE], chalk (2), charcoal stick (2), cold weather outfit, earplugs[APG], fishhook, grappling hook, hot weather outfit[APG], ink, inkpen, journal[UE], masterwork thieves' tools, portable alchemist's lab[APG], signal whistle, silk rope (50 ft.), smoked goggles[APG], spell component pouch, swarmsuit[APG], tindertwig (10), trail rations (4), travelling formula book[UE], twine (50')[APG] (2), waterskin, whetstone, 3,809 gp, 8 sp, 1 cp
    --------------------
    Tracked Resources
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    Acid - 0/2
    Adamantine Blanch arrows - 10/10
    Alchemical glue - 0/1
    Alchemical grease - 0/1
    Alchemical solvent - 0/1
    Alchemist's fire - 0/2
    Antiplague - 0/1
    Antitoxin - 0/1
    Armor ointment - 0/1
    Artoku's fire - 0/1
    Blanch bomb, adamantine - 0/1
    Blanch bomb, cold iron - 0/1
    Blanch bomb, silver - 0/1
    Bloating solution - 0/1
    Bloodblock - 0/2
    Bomb 5d6+4 (13/day, DC 18) (Su) - 0/13
    Boro bead (1st level, 1/day) - 0/1
    Boro bead (1st level, 1/day) - 0/1
    Boro bead (2nd level, 1/day) - 0/1
    Bottled lightning - 0/2
    Burst jar - 0/1
    Cold iron arrows - 26/50
    Cold iron sharpstone bullet - 2/50
    Congealer spray - 0/1
    Desiccating lubricant - 0/1
    Ghast retch flask - 0/1
    Ghost Salt Blanch arrows - 10/10
    Holy water - 0/2
    Holy weapon balm (10 ammunition or 1 weapon) - 0/10
    Liquid ice - 0/2
    Oil of bless weapon - 0/1
    Oil of grease - 0/1
    Pellet grenade, adamantine - 0/1
    Pellet grenade, cold iron - 0/1
    Pellet grenade, iron - 0/1
    Pellet grenade, silver - 0/1
    Potion of cure light wounds - 0/2
    Potion of cure moderate wounds - 0/1
    Potion of draconic reservoir - 0/1
    Potion of fly - 0/1
    Potion of good hope - 0/1
    Potion of restoration, lesser - 0/1
    Scent blocker - 0/1
    Shard gel - 0/1
    Slime grenade - 0/1
    Smelling salts - 0/2
    Smoke pellet - 0/2
    Smoke pellet, smog - 0/2
    Soothe syrup - 0/1
    Spontaneous Healing (20 HP/day) - 0/20
    Stormstone - 0/1
    Tanglefoot bag - 0/2
    Thunderstone - 0/2
    Tindertwig - 0/10
    Trail rations - 0/4
    Vermin repellent - 0/2
    Wand of cure light wounds - 16/50
    Weapon blanch (adamantine, 10 ammunition or 1 weapon) - 0/10
    Weapon blanch (cold iron, 10 ammunition or 1 weapon) - 0/10
    Weapon blanch (ghost salt, 10 ammunition or 1 weapon) - 0/10
    Weapon blanch (silver, 10 ammunition or 1 weapon) - 0/10
    --------------------
    Special Abilities
    --------------------
    Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Bomb 5d6+4 (13/day, DC 18) (Su) Thrown Splash Weapon deals 5d6+4 fire damage.
    Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
    Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
    Disease Resistance +6 (Ex) +6 to save vs. Disease.
    Explosive Missile Use bomb with ranged weapon.
    Fortification 25% You have a chance to negate critical hits on attacks.
    Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
    Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Spontaneous Healing (20 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
    Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
    Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
    Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
    Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.