Jakaw Razorbeak

Whisper of Longing's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Whisper of Longing

Whisper of Longing
Male tengu unchained monk 7/ninja 3 (Pathfinder RPG Bestiary 263, Pathfinder RPG Ultimate Combat 13, Pathfinder Unchained 14)
LN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +15
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Defense
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AC 25, touch 23, flat-footed 19 (+2 armor, +2 deflection, +5 Dex, +1 dodge, +1 monk, +4 Wis)
hp 75 (10 HD; 3d8+7d10+14)
Fort +11, Ref +17 (+2 competence to avoid falling (including falling prone)), Will +11; +2 vs. enchantments
Defensive Abilities evasion, fortification 25%; Immune disease; Resist negative energy 10, positive energy 10
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Offense
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Speed 50 ft.
Melee +1 keen ki focus nine-ring broadsword +12/+12/+7 (1d8+3/19-20/×3) or
. . mwk cold iron temple sword +12/+12/+7 (1d8+2/19-20) or
. . unarmed strike +11/+11/+6 (1d8+2) or
. . bite +11 (1d3+2)
Ranged shuriken +14/+14/+9 (1d2+2)
Special Attacks flurry of blows (unchained), sneak attack +2d6, stunning fist (7/day, DC 19), style strike
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Statistics
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Str 14, Dex 20, Con 12, Int 10, Wis 18, Cha 10
Base Atk +9; CMB +11; CMD 34 (36 vs. trip)
Feats Combat Reflexes, Crane Style[UC], Deflect Arrows, Dodge, Following Step[APG], Improved Unarmed Strike, Step Up, Step Up And Strike[APG], Stunning Fist, Tengu Wings[ARG]
Traits candidate for perfection (jalmeray), honored fist of the society
Skills Acrobatics +16 (+24 to jump), Disable Device +16, Disguise +1, Escape Artist +10, Fly +12, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +9, Perception +15, Sleight of Hand +10, Stealth +20, Survival +4 (+6 to avoid becoming lost), Use Magic Device +5; Racial Modifiers +2 Perception, +2 Stealth
Languages Azlanti, Common, Elven, Orc, Osiriani, Tengu, Tien, Vudrani
SQ fast movement (unchained), glide[ARG], ki pool (10 points cold iron, magic, silver), ki powers (elemental fury, water sprint), ninja trick (offensive defense[APG]), no trace +1, poison use, style strike (flying kick), swordtrained
Combat Gear potion of cure light wounds, potion of darkvision, wand of cure light wounds (30 charges), alchemist's fire, antiplague[APG], bottled lightning[UE]; Other Gear +1 keen ki focus nine-ring broadsword[UC], mwk cold iron temple sword[APG], shuriken (15), +2 deathless light fortification bracers of armor, acrobat slippers[UE], belt of incredible dexterity +2, cloak of resistance +4, handy haversack, headband of inspired wisdom +2, ring of protection +2, wayfinder[ISWG], bandolier[UE], bandolier[UE], bedroll, belt pouch, cold weather outfit, flint and steel, grappling hook, masterwork thieves' tools, mug/tankard, signal whistle, silk rope (50 ft.), trail rations (5), unlife gem 5 charges (see chronicle #26) (0.5 lb), waterskin, 4,310 gp
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Special Abilities
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Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Elemental Fury (1d6 acid, 3 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Fortification 25% You have a chance to negate critical hits on attacks.
Glide DC 15 Fly check to fall safely from any height.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike With Step Up or Following Step, use one atk of opp to make attack against followed target.
Stunning Fist (7/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
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).
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Water Sprint (7 minutes) (Su) As a swift action, use 1 ki to walk on water for minutes.

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