Tengu

Aoyagi's page

39 posts. Organized Play character for Ietsuna.


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Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Thanks very much.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Thanks all

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Will: 1d20 + 1 ⇒ (3) + 1 = 4

Aoyagi falls to the ground.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi stabs her rapier at Jiang Fei.

Rapier: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d6 ⇒ 2
Crit Confirm?: 1d20 + 6 ⇒ (11) + 6 = 17 Extra Damage: 1d6 ⇒ 6

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi likes Yue Xin of Po Li's offer the best. It seems to offer the most money.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Perhaps

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Bump

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

yes

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Let's go

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi stands quietly. She has no questions and is more of a take it as it comes person.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi is no stranger to secrets. She will keep this to herself, but she cannot speak for the others.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi squeezes through the window at the same time as Raevin. She slips her slender frame through the narrow gap.

Escape Artist: 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi is willing to sneak, if no-one else is daring enough to try

If No One is Brave Enough:

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

I had a rough weekend between the website issues and some personal issues I was absent for a bit. Sorry

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

You asked for my attack roll from round 1. If you don't need it anymore then please disregard it

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Attack Roll Round 1: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Crit Confirm?: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Reflex Save: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Sorry to hear Raevin

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi draws her rapier as she moves toward the closest enemy. I will attack if I am within range

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi uses her considerable charm to try to gain information.

Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16

Po Li’s obsession with the artifacts and practices of Lung Wa extends to jealously guarding any imperial ruins within its borders. Soldiers who guard these ruins are particularly diligent during the day, but known to be somewhat lax by night.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Speedy recovery to your husband.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi snores softly and twitches a little.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Fair enough. I guess I am punching and kicking for the rest of this fight.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi steps up to Blue and thrusts with her rapier.

Rapier: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d6 ⇒ 3

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi advances toward the Scorpions

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi puff herself up and helps taunt the scorpions.

Bluff: 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi has nothing to add

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi is curious about the southern doorway and moves to peer through it.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi will lunge at the bear again with her rapier.

Rapier: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d6 ⇒ 3
Crit confirm: 1d20 + 6 ⇒ (18) + 6 = 24 Extra Crit Damage: 1d6 ⇒ 1

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi closes on the bear, her rapier at the ready and stabs at it.

Rapier: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d6 ⇒ 5

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Initiative: 1d20 + 6 ⇒ (4) + 6 = 10

Aoyagi moves cautiously into the room, unsure about this bear and not wanting to be alone with the bear.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi looks around. Can she see the estate?

Preception: 1d20 + 7 ⇒ (10) + 7 = 17

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi shares her discoveries with the group. She has no use for the longbow and cannot read that well.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Aoyagi tries to ascend. She is fast, not strong so this may be a struggle for her.

Climb: 1d20 - 1 ⇒ (18) - 1 = 17

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

To you Tian Xia it will seem strange, as Absalom seems strange to me

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Sorry. I am here. Just a quick note, I got my PFS number wrong. Should be 204997-7 for Aoyagi. Sorry.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

A Tengu enters. She is black feathered which really makes her colourful grab stand out. She looks piratical with a coloured headscarf and voluminous sleeves extending from beneath new and shiny studded leather. A rapier swings at her belt and she seems at ease with the wight of it.

It took me some time to find you. Not that I got lost or anything. I knew you wouldn't start without me. Aoyagi.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

I have a fresh paladin and a fresh bolt ace gunslinger if those fit better, or happy to make a new character.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

I believe they are Caps.

Grand Lodge

12/12 Max || AC:17 T:14 FF:13 CMD:15 || Fort:+1 Refl:+6 Will:+1 || Init:+6 Perception:+7 || Chaotic Good Female Tengu Swashbuckler (1) || Panache 2/2

Player Name: Adam Horne (Ietsuna)
Character Name: Aoyagi
PFS #: 204997-6
Faction: Grand Lodge
Day Job (If applicable): None
Slow or Regular Advancement: Regular

Full Name

The Fitcher

Race

Human

Classes/Levels

Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2

Gender

male

Size

medium

Age

23

Special Abilities

Night Sight (low-light vision), Sneak Attack (+1d6), Evasion

Alignment

Neutral

Deity

Wyrd (Green Faith)

Location

Stolen Lands

Languages

Common, Druid

Occupation

Forester

Strength 13
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About The Fitcher

The Fitcher is a lean and rangy Kellid, with a deep tan and black, wiry hair. He is dressed in primitive hides, and with his thick beard and unwashed, clumpy hair, it is difficult to tell where his clothes stop and where his hair starts.
Beads and other small charms are woven throughout his hair and beard, and he prominently displays a Zoic fetish necklace bundle of animal hair and strung teeth, and wears a musky smelling hat of polcat fur.

initiative: +4
Speed: 30 ft
AC: 17 (+4 armor, +2 dex, +1 dodge)
HP: 37 (+5 con, +3 favored class)

F: +4 (+3 base, +1 con) R: +6 (+4 base, +2 dex) W: +6 (+3 base, +3 wis)

BAB: +3
+1 Cold Iron Sickle attack: +5, 1d6+2
+1 Cold Iron Sickle [dice]1d20+5[/dice]
damage [dice]1d6+2[/dice]
dagger attack: +4, 1d4 19–20/×2 P or S
dagger [dice]1d20+4[/dice]
damage [dice]1d4+1[/dice]
composite shortbow attack: +5, 1d6 x3 70 ft. P
shortbow [dice]1d20+5[/dice]
damage [dice]1d6+1[/dice]

Traits:
Pioneer: +1 trait bonus on Perception skill, begin play with a horse
Your family might even claim holdings in the Stolen
Lands, with elders telling stories of being driven from or
robbed of a lost ancestral homestead, fertile farmlands,
bountiful orchards, or a hidden mining claim. Whether
because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land,
you’ve joined the expedition into the Stolen Lands.

Spiritual Forester: +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks
- Knowledge (planes) becomes a class skill
You grew up in a small settlement and have learned much about the woods
as well as about their supernatural inhabitants.

Feats: Dodge, Mobility (+4 AC against AoO), Aspect of the Beast (Wild Instinct (Ex): +2 init and +2 Survival),
Canny Tumble (+2 circumstance bonus on next melee attack roll and that opponent is denied its Dexterity bonus to AC, when you use Acrobatics to avoid attacks of opportunity)

Rogue Special Abilities:

Sneak Attack (+1d6) attack deals extra damage (not multiplied on crits)
- anytime target would be denied a Dex bonus to AC
- when flanking
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Rogue Talents:
Bleeding Attack (Ex) sneak attack causes living opponents to bleed 1 dam / rnd for each die of the rogue's sneak att (start of their turn)
- Bleeding damage from this ability does not stack with itself.
- Bleeding damage bypasses any damage reduction the creature might possess.

Expert Acrobat (Ex) - 1st level, no armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor.
When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
This ability replaces trapfinding.

Evasion (Ex) - avoid even magical and unusual attacks with great agility.
Reflex save against attack that normally deals half damage takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor.

Druid Special Abilities:

Nature Bond - Panther Domain - You share the power of the Hunter in Darkness.

Hunter's Senses (Ex): You gain the ability to augment your senses on command.
Standard action, gain scent special ability and improved vision. Dismiss as free action.
If you have normal vision, you gain low-light vision.
If you have low-light vision, you gain darkvision out to a range of 30 feet.
If you have darkvision, the range of your darkvision increases by 30 feet.
Min / day equal to druid level, in 1 min increments. Dismiss these as free action.

Nature Sense (Ex) +2 bonus on Knowledge (nature) and Survival

Night Sight (Ex) - Mooncaller 2nd level, gain low-light vision.
If she already has low-light vision, she gains darkvision with a range of 30 feet.
If she already has darkvision, the range of her darkvision is increased by 30 feet.
This ability replaces woodland stride.

Mediator's Ear (Ex) - Green Faith initiate 3rd level, gain bonus on Diplomacy and Sense Motive checks equal to half druid level.
Respected for neutrality and even-handed attitude toward all people as well as other living things.
She quickly develops some sense for others' attitudes, much as she does with animals.
This ability replaces trackless step.

Class Skills (8+0+1=9x2)+(4+0+1=5x3)=33

Acrobatics (Dex) +10 (5, +3, +2)
Climb (Str) +6 (2, +3, +1)
Diplomacy (Cha) +1 (0, +0, +0, +1 ex)
Disable Device (Dex)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Cha)
Heal (Wis) +9 (3, +3, +3)
Kn (geography) (Int)
Kn (local) (Int) +4 (1, +3, +0)
Kn (nature) (Int) +9 (3, +3, +0, +1 trait, +2 class)
Kn (planes) (Int) +5 (1, +3, +0, +1 trait)
Perception (Wis) +11 (4, +3, +3, +1 trait)
Ride (Dex) +7 (2, +3, +2)
Sense Motive (Wis) +12 (5, +3, +3, +1 ex)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex) +7 (2, +3, +2)
Survival (Wis) +13 (3, +3, +3, +2 class, +2 feat)
Swim (Str) +6 (2, +3, +1)
Use Magic Device (Cha)

Spells
0th (4, unlimited casting): Create Water, Detect Poison, Know Direction, Stabilize
1st (2 / day): CLWx2, Faerie Fire (bonus), true strike (domain)
Faerie Fire - evocation [light];(400 ft. + 40 ft./level) creatures and objects within a 5-ft.-radius burst
Duration 1 min./level, Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles.
Creatures outlined by faerie fire take a -20 penalty on all Stealth checks.
Outlined creatures do not benefit from the concealment normally provided by darkness
(though a 2nd-level or higher magical darkness effect functions normally),
blur, displacement, invisibility, or similar effects.
The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.
The faerie fire can be blue, green, or violet. The faerie fire does not cause any harm to the objects or creatures thus outlined.
2nd (1 / day): Flaming Sphere, Wilderness Soldiers
Nearby plants aid you in combat. PRG:UCdarkness (domain)
Rolling ball of fire deals 3d6 fire damage.

Panther Domain Spells:
3rd—deeper darkness, 4th—moonstruck, 5th—commune with nature, 6th—mislead, 7th—true seeing, 8th—nine lives, 9th—greater spell immunity.

1332 gp

Outfit, Explorer's 10 gp 8 lbs.
Hide shirt 20 gp AC +3 max dex +4 check pen -1 30 ft. 18 lbs (add 150 gp for MW)
Shield, light wood (MW) 153 gp AC +1 check pen -0 — 5 lbs.
+1 Cold Iron Sickle 4006 gp 1d6 ×2 — 2 lbs. S trip
Sap 1 gp 1d6 ×2 — 2 lbs. B nonlethal
Dagger 2 gp 1d4 19–20/×2 10 ft. 1 lb. P or S
Shortbow, composite 75 gp 1d6 x3 70 ft. 2 lbs. P
Arrows, common (20) 1 gp — — — 3 lbs. P
Backpack, masterwork 50 gp 4 lbs.
Bedroll 1 sp 5 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Rations, trail 5 sp 1 lb.
Bandolier 5 sp
Acid (3 flasks) 10 gp 1 lb.
Grease, alchemical (2 flask) 5 gp 1 lb.
Antiplague (2 vials) 50 gp
Antitoxin (2 vials) 100 gp