Kenku

Andrietta Ebonfeather's page

832 posts. Organized Play character for Wei Ji the Learner.


Full Name

Andrietta Ebonfeather

Race

Consumables:
Lay On hands(4d6, rem. fatigued and diseased) 7/7 Channel Positive(4d6) 2/3 Smite Evil 3/3 +3 to hit +8 dam+3 defl.AC Hero's Defiance, Prot. from Evil, Bull's Strength, Effortless Armor

Classes/Levels

Stats:
Paladin 8|HP 67/76|AC:29/T:15/FF:26|F:+12/R:+9/W:+11|CMB:+11|CMD: 26/23FF|BAB: +8|In: +3|Low-Lt Vision|H. An: +7|Heal: +7|K: Rel: +6|Per.:+10|Dip.: +10|S.M.: +10|Lng: +10|Scft:+4|K: Nob: +4|Blf/Dis/Int:+3|PFS# 145296-6

Gender

Female Tengu

Size

Medium

Age

43

Special Abilities

Aura of Good, Detect Evil, Lay on Hands 6/day, Low-Light Vision, Smite Evil 3/day(1 used)

Alignment

Lawful Good

Deity

Andoletta

Languages

Abyssal, Common, Draconic, Giant, Hallit, Infernal, Orc, Senzar, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Andrietta Ebonfeather

L2:
Andrietta Ebonfeather
Female tengu paladin 2 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 21 (2d10+5)
Fort +6, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
gauntlet (from armor) +4 (1d3+2) or
heavy shield bash +4 (1d4+2) or
mwk cold iron katana +5 (1d8+2/18-20) or
quarterstaff +4 (1d6+3) or
unarmed strike +4 (1d3+2 nonlethal) or
bite -1 (1d3+1)
Ranged longbow +4 (1d8/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
At will—detect evil
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 12, Int 10, Wis 12, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Toughness
Traits altruistic diplomat, seeker
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Knowledge (religion) +5, Linguistics +5, Perception +8, Sense Motive +5, Stealth +1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Infernal, Tengu
SQ gifted linguist, lay on hands 3/day (1d6), swordtrained
Combat Gear wand of cure light wounds, wand of lesser restoration (50 charges), acid, alchemist's fire, antiplague[APG], caltrops (2), healer's kit, holy water (2), oil (3); Other Gear mwk mountain pattern armor[UC], darkwood shield, dagger, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], quarterstaff, bedroll, belt pouch, fishhook (2), flint and steel, hemp rope (50 ft.), journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silver holy symbol of Andoletta, soap, string or twine[APG], thread (50 ft.), trail rations (5), trail rations (7), waterskin, waterskin, whetstone, wooden holy symbol of Andoletta, 683 gp, 9 sp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!

Background/History:
It's not easy losing a child for any parent.

It's especially not easy if the child has children of their own that are still growing.

In the traditional tale of heroes, the child loses their parents in some sort of tragedy and grows up to avenge them, to 'make things right', and cherish their memory always.

When the parent is left, with no spouse since they died to disease years before, there's often no choice but to accept the inevitable, take care of the grandkids, and soldier on.

Andrietta lost her son Kai to stupid feather-preening and sword-waving in Kwanlai. Rather than pursue the vendetta in traditional style, striking down the offending party and perhaps even their parents, she chose Wisdom instead. She packed up her entire remaining family, cashed in the family holdings, and made the overland journey through Tian Xia, across the Crown of the World, and into Avistan.

After finding Varisia too messy and loose, Cheliax too restrictive, Galt too dangerous, and Andoran too idealistic, she finally made her way to Absalom, where she fell into a nice tengu slum, providing healing and tending the children for the neighbors.

That lasted until the one day she heard a voice calling to her. Her first thought was that she was finally showing the signs of old age, and it was only a matter of time before her own grave would be sought.

That was not the case. Grandmother Crow needed her to tend more people, better, and to go and keep an eye on young Pathfinders because they just 'didn't know any better' and to try and keep them from murdering everything in sight.

Andoletta knew of Andrietta's loss, so it was both bittersweet and entirely appropriate.

After missions to Augustana and Absalom, it became clear to Grandmother Crow that her 'agent' needed to do a bit more, shoulder a heavier load.

So it was that Andrietta with great reluctance became a paladin, fearful that she wasn't strong enough -- not realizing that it was that worry that made her so fitting for the role...

Sessions:

#6-10 The Wounded Wisp
#13 The Prince of Augustana
#06 Black Waters
#7-05 School of Spirits
PF Module: Murder's Mark
# The Sanos Abduction
#8-07 Ward Asunder

Application Form for Murders Mark of Crows:
My Application Form

Player's forum handle: Wei Ji The Learner
Character name: Andrietta Ebonfeather
PFS# 145296-6
Race/Class(es)/Level(s): Tengu Paladin 2
Faction: Silver Crusade
Day Job Roll, if any: Helping others out is it's own reward! No day job

____

1) Any special rules, boons, or corner cases you need to let me know about:

Deity Note: Andoletta (Grandmother Crow) is very much the tough old grandmother of giving second chances, but don't expect it to be easy. Nothing easy is ever worth the work you put into it. This also means if there's even a *smidgen* of good in a person that has a chance to be redeemed, that effort needs to be made, even at the potential of personal harm or injury. If something is Pure EVIL, though, the bed has been made, as it were.

TL;DR This means she is able to deal with 'evil' people IF they show a legitimate inclination towards wanting to be better people (ie. work towards becoming 'good').

2) A few sentences about your character and his or her previous adventures, both out of character and in character as your character would describe him or herself. Why are you in the society?

Andrietta started as a humble cleric of Grandmother Crow, fussing over the health and safety of her fellow Society agents. From the sewers of Augustana to the streets of Absalom, she brought her wisdom and patience to a few Society missions, including a visits to an earthquake-sunken school twice.

Along the way, Andoletta gently insisted to the aging matriarch that with her own hatchlings all grown up and away -- and they never write, even! -- it was time for Andrietta to step up and be a bit more pro-active in the 'good works' department.

She doesn't know one of her grandchildren is fighting for the cause of Freedom via Liberty's Edge, because the grand-kids never write.
This character is the brainchild of personal play experience plus insight provided by folks on the forums as the idea of making a tengu paladin grabbed me oddly one day.

A tengu with white head-feathers, black neck-feathers, and brown plumage for the rest stands before you, decidedly uncomfortable in the well-crafted mountain pattern armor adorning their person. A katana rides on their left hip, and a heavy shield rides on their back, over their backpack. A quarterstaff rides on the side of the pack, easily accessible should the need arise.

"Oh, hello there. I'm Andrietta Ebonfeather. Grandmother has sent me along to keep an eye on you kids today. If we all do good and behave, there's frozen treats for you when we're all done. Promise."

3) Why do you want to be in a wacky all-Tengu game? What makes you want to be part of the flock?

Tengu are my 'elf'. They are arguably the most favorite race I've ever had the privilege of playing in thirty-something years of tabletop/PbP/VTT gaming, despite their relative frailty. Unfortunately, as a result of said perception of frailty, they are often overlooked by other players -- in almost two years of Society play I've only had the opportunity to sit at a table with another tengu at it twice when I've been playing one, and there was hardly any time to role-play the interactions between the two characters. The chance to interact with other people playing the same race is significant and huge.

4) May I bot you in combat or for an occasional skill check to ensure a fast moving game?

Absolutely. In addition, reasonable reactions that can be assumed are also encouraged.

5) What are your go-to combat tactics for botting purposes?
If there is time to talk, Andrietta will take the time to concentrate and assess the 'spiritual health' read: Detect Evil of individuals the party is talking to.

If there's even a smidgen of good, but combat has broken out, she will shift to non-lethal attacks and attempt to encourage the party to do likewise. She's also not afraid to throw herself between the party and opponents if it looks like the situation can be salvaged during a tense situation, and she's also willing to fight with the guile and experience of a grandmother who's seen how unruly kids and grand-kids can be.

If non-lethal is ineffective or dealing with entities that refuse to stand down, lethal force will be reluctantly moved to.
She has a katana, but she'd prefer NOT to bring it out as that's usually a sign that *someone* is going to die.

(Feel free to also include this on your character sheet, where you can even have your dice rolls ready to go.)

6) Will you be able to post 2-3 times a day on average, barring occasional days off (Cons, Work, Short Vacations, etc?)

Yes. I work in retail, so my posting times are erratic for those 2-3 times per day. I have three personal days coming up in July where I may not be able to post and GenCon at the start of August. Even at conventions I try to keep up to date on my posting whenever possible.

Went with my grandmother tengu follower of Grandmother crow, as she is more of a 'group' player. There's a 'pretty bird' out there, still, but she wouldn't fit with the group as presented so far...

Enrietta(Andrietta) Ebonfeather (Commission) Some character art inspired by her first outing after becoming a paladin...

'Botting' Codes:

Initiative:
dice=Initiative]1d20+2[/dice]

Saving Throws
dice=Fort. Save]1d20+6[/dice]
dice=Ref. Save]1d20+4[/dice]
dice=Will Save]1d20+6[/dice]

Skills
dice=Diplomacy]1d20+8[/dice]
dice=K: Religion]1d20+5[/dice]
dice=Sense Motive]1d20+5[/dice]
dice=Linguistics]1d20+5[/dice]

Attacks
dice=MWK Cold Iron Katana(cr. 18-20, x2)]1d20+5[/dice]
dice=Damage]1d8+2[/dice]
dice=Quarterstaff]1d20+4[/dice]
dice=Damage]1d6+2[/dice]
dice=Gauntlet]1d20+4[/dice]
dice=Damage]1d3+2[/dice]
dice=Dagger(cr.19-20, x2)]1d20+4[/dice]
dice=Damage]1d4+2[/dice]
dice=Heavy Shield Bash]1d20+4[/dice]
dice=Damage]1d4+2[/dice]
dice=Longbow(cr.x3)]1d20+4[/dice]
dice=Damage]1d8[/dice]
dice=Beak(No Other Weapons)]1d20+4[/dice]
dice=Damage]1d3+3[/dice]
dice=Beak(With Weapon in Hand)]1d20-1[/dice]
dice=Damage]1d3+1[/dice]

Healing Type Stuff
dice=Lay on Hands(3/day)]1d6[/dice]
dice=PFS CLWW]1d8+1[/dice]
dice=Lesser Resto. Wand]1d4[/dice]

All rolls will need a [ added to the front of them to make them work.

Has 20 blunt and 20 normal arrows.

Wand of Lesser Restoration has 50 charges(unused)
Wand of Cure Light Wounds has 45/50 charges remaining

L4:
Andrietta Ebonfeather
Female tengu paladin 4 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 36 (4d10+8)
Fort +7, Ref +5, Will +7
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +7 (1d4+3/19-20) or
darkwood quarterstaff +8 (1d6+4) or
gauntlet (from armor) +7 (1d3+3) or
heavy shield bash +7 (1d4+3) or
mwk cold iron katana +8 (1d8+3/18-20) or
silver heavy mace +7 (1d8+3) or
unarmed strike +7 (1d3+3 nonlethal) or
bite +7 (1d3+4)
Ranged longbow +6 (1d8/×3)
Special Attacks channel positive energy 2/day (DC 14, 2d6), smite evil 2/day (+2 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +6)
At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +3)
1st—hero's defiance[APG]
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +7; CMD 19
Feats Power Attack, Toughness
Traits altruistic diplomat, seeker
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Handle Animal +6, Heal +7, Knowledge (religion) +5, Linguistics +6, Perception +8, Sense Motive +7, Spellcraft +4, Stealth +1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Infernal, Tengu, Tien, Varisian
SQ gifted linguist, lay on hands 4/day (2d6), mercy (fatigued), swordtrained
Combat Gear potion of cure light wounds (2), wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (50 charges), acid, alchemist's fire (5), antiplague[APG] (3), caltrops (2), healer's kit, holy water (2), oil (3); Other Gear mwk mountain pattern armor[UC], darkwood shield, dagger, darkwood quarterstaff, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], silver heavy mace, handy haversack, bedroll, belt pouch, fishhook (2), flint and steel, journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silk rope (100 ft.), silver holy symbol of Andoletta, soap, string or twine[APG], tea (per cup)[UE] (20), tea ceremony set[UE] (2), thread (50 ft.), trail rations (4), waterskin, waterskin, wooden holy symbol of Andoletta, 1,506 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!

L5:
Andrietta Ebonfeather
Female tengu paladin 5 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +2 Dex, +2 shield)
hp 44 (5d10+10)
Fort +7, Ref +5, Will +7; +1 vs. Poison or Disease
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +8 (1d4+3/19-20) or
. . darkwood quarterstaff +10 (1d6+4) or
. . gauntlet (from armor) +8 (1d3+3) or
. . heavy shield bash +8 (1d4+3) or
. . mwk cold iron katana +9 (1d8+3/18-20) or
. . silver heavy mace +8 (1d8+3) or
. . unarmed strike +8 (1d3+3 nonlethal) or
. . bite +8 (1d3+4)
Ranged longbow +7 (1d8/×3)
Special Attacks channel positive energy 2/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—hero's defiance[APG], protection from evil
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 10, Wis 12, Cha 14
Base Atk +5; CMB +8; CMD 21
Feats Power Attack, Toughness, Weapon Focus (quarterstaff)
Traits altruistic diplomat, seeker
Skills Acrobatics -1 (-5 to jump), Diplomacy +8, Handle Animal +6, Heal +7, Knowledge (religion) +5, Linguistics +7, Perception +8, Sense Motive +8, Spellcraft +5, Stealth +1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Infernal, Sylvan, Tengu, Thassilonian, Tien, Varisian
SQ divine bond (weapon +1, 1/day), gifted linguist, lay on hands 4/day (2d6), mercy (fatigued), swordtrained
Combat Gear potion of cure light wounds (2), wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (50 charges), acid, alchemist's fire (5), antiplague[APG] (3), caltrops (2), healer's kit, holy water (2), oil (3); Other Gear mwk mountain pattern armor[UC], darkwood shield, dagger, darkwood quarterstaff, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], silver heavy mace, handy haversack, ring of protection +1, bedroll, belt pouch, fishhook (2), flint and steel, journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silk rope (100 ft.), silver holy symbol of Andoletta, soap, string or twine[APG], tea (per cup)[UE] (20), tea ceremony set[UE] (2), thread (50 ft.), trail rations (4), waterskin, waterskin, wooden holy symbol of Andoletta, 3,217 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!

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L7.2:
Andrietta Ebonfeather
Female tengu paladin 7 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 27*, touch 13, flat-footed 24 (+10 armor, +1 deflection, +1 natural, +2 Dex, +3 shield)
hp 67 (7d10+21)
Fort +11*, Ref +8*, Will +10*
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood quarterstaff +12/+7 (1d6+5) or
. . dagger +10/+5 (1d4+3/19-20) or
. . gauntlet (from armor) +10/+5 (1d3+3) or
. . heavy shield bash +10/+5 (1d4+3) or
. . mwk cold iron katana +11/+6 (1d8+3/18-20) or
. . quarterstaff placeholder for 2h use +12/+7 (1d6+4) or
. . silver heavy mace +10/+5 (1d8+3) or
. . unarmed strike +10/+5 (1d3+3 nonlethal) or
. . bite +5 (1d3+1)
Ranged longbow +9/+4 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +7)
. . 2nd—effortless armor[UC]
. . 1st—hero's defiance[APG], protection from evil
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 16
Base Atk +7; CMB +10; CMD 23
Feats Quarterstaff Master[UM], Tengu Wings[ARG], Toughness, Weapon Focus (quarterstaff)
Traits altruistic diplomat, seeker
Skills Acrobatics -1 (-5 to jump), Diplomacy +10, Handle Animal +7, Heal +7, Knowledge (nobility) +4, Knowledge (religion) +6, Linguistics +9, Perception +9, Sense Motive +9, Spellcraft +4, Stealth +1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Draconic, Infernal, Orc, Senzar, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian
SQ divine bond (weapon +1, 1/day), gifted linguist, lay on hands 6/day (3d6), mercies (diseased, fatigued), swordtrained
Combat Gear oil of daylight, oil of levitate, potion of cure light wounds (2), potion of fly, wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (50 charges), acid, alchemist's fire (5), antiplague[APG] (3), caltrops (2), healer's kit, holy water (5), oil (3); Other Gear +1 mithral full plate, +1 darkwood heavy wooden shield, +1 darkwood quarterstaff, Cloak of Resistance +1*, Amulet of natural armor +1*, dagger, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], quarterstaff placeholder for 2h use, silver heavy mace, belt of mighty constitution +2, handy haversack, headband of alluring charisma +2, ring of protection +1, bedroll, fishhook (2), flint and steel, haunt siphon (worth 400 gp), journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silk rope (100 ft.), silver holy symbol of Andoletta, soap, string or twine[APG], tea (per cup)[UE] (20), tea ceremony set[UE] (2), tea fixings(given to orcs) (worth 101 gp), thread (50 ft.), trail rations (4), waterskin, waterskin, wooden holy symbol of Andoletta, 950 gp, 5 sp, 2 cp

Asterisk'd items are for Solstice Scar and have not been purchased
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quarterstaff Master Use a quarterstaff one-handed
Smite Evil (3/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!

L8:

Andrietta Ebonfeather
Female tengu paladin 8 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +10
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 28, touch 14, flat-footed 25 (+10 armor, +1 deflection, +3 Dex, +1 natural, +3 shield)
hp 76 (8d10+24)
Fort +12, Ref +9, Will +11
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood quarterstaff +13/+8 (1d6+4) or
. . dagger +11/+6 (1d4+3/19-20) or
. . gauntlet (from armor) +11/+6 (1d3+3) or
. . heavy shield bash +11/+6 (1d4+3) or
. . mwk cold iron katana +12/+7 (1d8+3/18-20) or
. . quarterstaff placeholder for 2h use +13/+8 (1d6+3) or
. . silver heavy mace +11/+6 (1d8+3) or
. . unarmed strike +11/+6 (1d3+3 nonlethal) or
. . bite +6 (1d3+1)
Ranged longbow +11/+6 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +8)
. . 2nd—bull's strength, effortless armor[UC]
. . 1st—hero's defiance[APG], protection from evil
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +11; CMD 25
Feats Quarterstaff Master[UM], Tengu Wings[ARG], Toughness, Weapon Focus (quarterstaff)
Traits altruistic diplomat, seeker
Skills Acrobatics +0 (-4 to jump), Bluff +3 (+5 with dwarves from Five Kingdom Mountains), Diplomacy +10 (+12 with dwarves from Five Kingdom Mountains), Disguise +3 (+5 with dwarves from Five Kingdom Mountains), Handle Animal +7 (+9 with dwarves from Five Kingdom Mountains), Heal +7, Intimidate +3 (+5 with dwarves from Five Kingdom Mountains), Knowledge (nobility) +4, Knowledge (religion) +6, Linguistics +10, Perception +10, Sense Motive +10, Spellcraft +4, Stealth +2; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Draconic, Giant, Hallit, Infernal, Orc, Senzar, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian
SQ divine bond (weapon +2, 1/day), gifted linguist, lay on hands 7/day (4d6), mercies (diseased, fatigued), swordtrained
Combat Gear oil of daylight, oil of levitate, potion of cure light wounds (2), potion of fly, wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (17 charges), acid, alchemist's fire (5), antiplague[APG] (3), caltrops (2), healer's kit, holy water (5), oil (3); Other Gear +1 mithral full plate, +1 darkwood heavy wooden shield, +1 darkwood quarterstaff, dagger, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], quarterstaff placeholder for 2h use, silver heavy mace, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +1, bedroll, fishhook (2), flint and steel, haunt siphon (worth 400 gp), journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silk rope (100 ft.), silver holy symbol of Andoletta, soap, string or twine[APG], tea (per cup)[UE] (20), tea ceremony set[UE] (2), tea fixings(given to orcs) (worth 101 gp), thread (50 ft.), trail rations (4), waterskin, waterskin, wooden holy symbol of Andoletta, 1,829 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quarterstaff Master Use a quarterstaff one-handed
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!

L8.1:
Andrietta Ebonfeather
Female tengu paladin 8 (Pathfinder RPG Bestiary 263)
LG Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +10
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 29, touch 15, flat-footed 26 (+10 armor, +2 deflection, +3 Dex, +1 natural, +3 shield)
hp 76 (8d10+24)
Fort +12, Ref +9, Will +11
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood quarterstaff +13/+8 (1d6+4) or
. . dagger +11/+6 (1d4+3/19-20) or
. . gauntlet (from armor) +11/+6 (1d3+3) or
. . heavy shield bash +11/+6 (1d4+3) or
. . mwk cold iron katana +12/+7 (1d8+3/18-20) or
. . quarterstaff placeholder for 2h use +13/+8 (1d6+3) or
. . silver heavy mace +11/+6 (1d8+3) or
. . unarmed strike +11/+6 (1d3+3 nonlethal) or
. . bite +6 (1d3+1)
Ranged longbow +11/+6 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +8)
. . 2nd—bull's strength, effortless armor[UC]
. . 1st—hero's defiance[APG], protection from evil
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +11; CMD 26
Feats Quarterstaff Master[UM], Tengu Wings[ARG], Toughness, Weapon Focus (quarterstaff)
Traits altruistic diplomat, seeker
Skills Acrobatics +0 (-4 to jump), Bluff +3 (+5 with dwarves from Five Kingdom Mountains), Diplomacy +10 (+12 with dwarves from Five Kingdom Mountains), Disguise +3 (+5 with dwarves from Five Kingdom Mountains), Handle Animal +7 (+9 with dwarves from Five Kingdom Mountains), Heal +7, Intimidate +3 (+5 with dwarves from Five Kingdom Mountains), Knowledge (nobility) +4, Knowledge (religion) +6, Linguistics +10, Perception +10, Sense Motive +10, Spellcraft +4, Stealth +2; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Draconic, Giant, Hallit, Infernal, Orc, Senzar, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian
SQ divine bond (weapon +2, 1/day), gifted linguist, lay on hands 7/day (4d6), mercies (diseased, fatigued), swordtrained
Combat Gear oil of daylight, oil of levitate, potion of cure light wounds (2), potion of fly, wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (17 charges), acid, alchemist's fire (5), antiplague[APG] (3), caltrops (2), healer's kit, holy water (5), oil (3); Other Gear +1 mithral full plate, +1 darkwood heavy wooden shield, +1 darkwood quarterstaff, dagger, longbow with 20 arrows and 20 blunt arrows, mwk cold iron katana[UC], quarterstaff placeholder for 2h use, silver heavy mace, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +2, wayfinder[ISWG], bedroll, fishhook (2), flint and steel, haunt siphon (worth 400 gp), journal[UE], masterwork backpack[APG], mug/tankard, pot, sewing needle, signal whistle, silk rope (100 ft.), silver holy symbol of Andoletta, soap, string or twine[APG], tea (per cup)[UE] (20), tea ceremony set[UE] (2), tea fixings(given to orcs) (worth 101 gp), thread (50 ft.), trail rations (4), waterskin, waterskin, wooden holy symbol of Andoletta, 818 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quarterstaff Master Use a quarterstaff one-handed
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
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).
--------------------

Why do we fight? To protect what is good and right in the world. Too much structure is as bad as not enough, though, and we must always be mindful of it.

And you kids need someone to watch over you, anyways!