Tengu

Ayaki's page

542 posts. Organized Play character for Lordzum.


Full Name

Ayaki

Race

Tengu | HP 57/68 | AC 21, touch 13, FF 18 | Fort +7 | Ref +9 | Will +5 | CMB +8 | CMD 22 | Spd 30' | Init +3 (+5 Underground/Urban) | Perception +14

Classes/Levels

Ranger 8

Gender

Male

Size

M

Age

18

Special Abilities

Level 1 spells 1/2 Level 2 spell 0/2 Woodland stride

Alignment

CG

Deity

Serenrae

Location

Last seen in the River Kingdoms

Languages

Common, Minkaian, Tengu, Tien, Infernal, Abyssal, Necril, Undercommon

Occupation

akuma 51/51

Homepage URL

Character number 44666-4 34 fame / 32 prestige

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Ayaki

Ayaki is a young run of the mill and non descript and just plain average looking Tengu from Goka. He arrived in Absalom with Amara Li after the Ruby Phoenix Tournament. A devoted Ranger of Serenrae, Ayaki prefers staying out of metropolitan areas and enjoys watching the sun rise and set when he can. He feels that he did not earn the right to be a Pathfinder, and constantly attempts to compensate for his eased admission.

History:
My grandfather has been a friend of Amara Li’s for some time, and I have always admired her. A few years ago Grandfather and I were both invited to be her guests and attend the Ruby Phoenix tournament with her. It was fantastic, I watched as some pathfinders from the Far West won the tournament with teamwork and guile. I asked Amara how I could become one of these “Pathfinders”. Amara smiled at me and said I already took my first steps. Due to me knowing her and an honor debt she owed to my grandfather, Amara Li made me a pathfinder on sight. I was told that a ship would be leaving back to Absalom from Goka in the morning and that the both of us would then be departing. The crew, a ragtag bunch of pirate looking fellows seemed thrilled to have me onboard; they kept talking about how lucky they were that I was on their ship. I guess they really love Tengus for some reason.

Before becoming a Pathfinder, in my youth grandfather taught me how to be a trapper and highwayman, and how to just get by in the wild. “Survive, by any means necessary” was always his motto. Grandfather was not the most honest man, and he taught me a bit about banditry, Humans were generally our mark as they were abundant in the outskirts of Goka. When I eventually made it to the Grand Lodge I met a wonderful half human cleric girl named Lyryiah, who taught me about her sun goddess, I was very interested in an efigy of her and asked if I could worship her as well, Lyryiah told me as long as the sun rises and sets I could be a follower of Sarenrae. I love a deity with feathered wings, but that is just my taste I guess. I have learned through my adventures that Venture-Captain Ambrus Valsin does not care much for me, he feels I did not have to earn my title, and I suppose he is correct.Time and time again, I have proven myself as a capable pathfinder but it never seems to be enough. As long as Amara is a Venture-Captain I have nothing to fear from Ambrus. I pride myself on my ability with the Greatsword and my bow. I can also spot, and disarm traps with the best of them due to Grandfathers training. I will do my best to honor my grandfather and Amara Li in all my pathfinder endeavors.

Update: Sadly Amara Li has returned to Goka, and has left me under the guidance of Ambrus Valsin. I know that he reserves the hardest missions for me, but I keep succeeding despite his best efforts in seeing me disappear. I will not delve into the politics of the society and will try my best to honor both Amara and my grandfather on my missions.


Stats:
Ayaki
Male Tengu Ranger 8
CG Medium Humanoid (tengu)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural)
hp 68 (8d10+16)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +5
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Offense
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Speed 30 ft.

Melee +1 Greatsword +13/+8 (2d6+7/19-20/x2) and
Bite (Tengu) +6 (1d3+2/x2)

Power Attack Melee +1 Greatsword +10/+5 (2d6+16/19-20/x2) and
Bite (Tengu) +4 (1d3+3/x2)

Melee +1 Large bastard sword +11/+6 (2d8+7/19-20/x2) and
Bite (Tengu) +6 (1d3+2/x2)

Power Attack Melee +1 Large bastard sword +8/+3 (2d8+16/19-20/x2) and
Bite (Tengu) +4 (1d3+3/x2)

Melee Morningstar +11/+6 (1d8+4)
Bite (Tengu) +6 (1d3+2/x2)

Manyshot always active

Ranged Longbow, Comp. (Str +3) +11/+6 (1d8+3/x3)

Rapid Shot Ranged Longbow, Comp. (Str +3) +9/+9/+4 (1d8+3/x3)

Deadly Aim Longbow, Comp. (Str +3) +8/+3 (1d8+9/x3)

Deadly Aim Rapid Shot Longbow, Comp. (Str +3) +7/+7/+2 (1d8+9/x3)

Special Attacks favored enemies (humans +4, undead +2)

Ranger Spells Prepared (CL 2):
2 (1/day) Hunter's Eye,
1 (2/day) Lead Blades, Longstrider
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Statistics
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Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +8; CMB +8; CMD 23

Feats Boon Companion (Animal Companion), Deadly Aim -2/+4, Endurance, Power Attack -2/+4, Quick Draw, Rapid Shot, Many Shot

Traits Mind over Matter, Vagabond Child (urban) (Disable Device)

Skills Acrobatics +2, Bluff +0 (+4 vs. humans, +2 vs. undead), Disable Device +16, Escape Artist +2, Fly +2, Handle Animal +11, Knowledge (dungeoneering) +6 (+10 vs. humans, +8 vs. undead), Knowledge (geography) +4 (+8 vs. humans, +6 vs. undead, +6 while in underground/urban terrain ), Knowledge (local) +2 (+6 vs. humans, +4 vs. undead), Knowledge (nature) +4 (+8 vs. humans, +6 vs. undead), Linguistics +7, Perception +14 (+18 vs. humans, +16 vs. undead, +16 while in underground/urban terrain), Ride +2, Sense Motive +2 (+6 vs. humans, +4 vs. undead), Stealth +13 (+15 while in underground/urban terrain), Survival +13 (+17 vs. humans, +15 vs. undead, +15 while in underground/urban terrain, +16 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion); Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth

Languages Common, Minkaian, Tengu, Tien, Abyssal, Infernal, Necril, Undercommon

SQ animal companion link, combat styles (archery), favored terrain (underground +2), hunter's bonds (akuma, cheetah), share spells with companion, track, wild empathy

Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds(30), Caltrops, Sunrod (3); Other Gear +1 Mithral Agile breastplate, +1 Greatsword, Arrows (8), Longbow, Comp. (Str +3), Amulet of natural armor +1, Backpack (5 @ 10 lbs), Bedroll, Thieves' tools, masterwork, Waterskin, Ioun Torch, morningstar, Efficient Quiver, Noble Outfit. Arrows Cold Iron (5), Noble's outfit +1 Large bastard Sword) Potion of enlarge Person.
5,698 GP, 4 SP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.

Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.

Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.

Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).

Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).

Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground), & (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Quick Draw: Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD)

Woodland Stride (Ex) Move through undergrowth at normal speed

Quests:

Intro 1: First Steps—Part I: In Service to Lore (PFRPG)
Intro 2: First Steps—Part II: To Delve the Dungeon Deep (PFRPG)
#47: The Darkest Vengeance (PFRPG)
Pathfinder Online: Thornkeep (PFRPG) - The Accursed Hall
Pathfinder Module: Dawn of the Scarlet Sun (PFRPG)
Pathfinder Adventure Path #61 Shards of Sin(Shattered Star 1/6) (PFRPG)
#4-21 Way of Kirin (PFRPG)
Pathfinder Online: Thornkeep (PFRPG) - The Forgotten Laboratory
Pathfinder Online: Thornkeep (PFRPG) - The Enigma Vaults
#5-03: The Hellknight's Feast
#2-25: You Only Die Twice (PFRPG)
Pathfinder Society Special: Ruins of Bonekeep—Level One: The Silent Grave
Pathfinder Online: Thornkeep (PFRPG) - The Dark Menagerie

Animal Companion Akuma:

Akuma
Male Cheetah
N Medium Animal
Init +5; Senses low-light vision, scent; Perception +6
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Defense
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AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 51 (+24)
Fort +8, Ref +10, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft., sprint (1/hour)
Melee Bite (Cheetah) +9 (1d6+4/x2) and
Claw x2 (Cheetah) +9 x2 (1d3+4/x2)
Special Attacks trip
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Statistics
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Str 18, Dex 21, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 23 (27 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Toughness +6, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +10 (+18 jump), Perception +6, Stealth +10 (+14 in Tall Grass)
Languages
SQ +4 stealth in tall grass, attack [trick], attack any target [trick], come [trick], defend [trick], devotion +4, down [trick], fetch [trick], guard [trick], heel [trick], stay [trick]
Other Gear You have no money!
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Special Abilities
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+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Stay [Trick] The animal will stay where it is.
Trip (Ex) You can make a trip attempt on a successful attack.

Boons:

Image of Imminent Opportunity: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you gain a +2 bonus on any single initiative check or attack roll, applied before the roll is made. You may use this boon once per dungeon level within the complex.

Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.XXX USED XXX
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.XXX USED XXX

Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.

Sihedron: You may have the influence of one shard of the Sihedron active on your character at a time, and may only change your selected shard once per day. This Chronicle sheet provides you with access to the following two shards’ powers

Shard of Greed: When active, this shard’s influence grants you the selected ability, and imparts upon you the listed penalty.

• Gain haste as a spell-like ability usable 1/day.

Penalty: You become greedy, and are sickened whenever you are not wearing nonmagical jewelry and fine clothing worth at least 500 gp per Hit Die in total. Each time you sell a belonging or give one away, you must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage.

Shard of Pride: When active, this shard’s influence grants you the selected ability, and imparts upon you the listed penalty.

• Gain a +2 insight bonus on all skill checks.

Penalty: You suffer delusions of grandeur, and are sickened whenever you must serve another creature as a subordinate of any sort for as long as that arrangement persists. You can neither gain the benefit of the aid another action, nor take the aid another action.

Triumph of the Lantern Lodge: +1 Con

Noqual Ore: Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor

Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.

Impressive Influence During the course of the feast at Fiddlemourn Manor, you impressed all of the guests in attendance. I have ingratiated myself with the following influential members of Absalom Society. Lady Dyrianna of House Avenstar, Lord Rothos of House Vastille, Scion Lord Kerkis of House Damaq, Lady Darchana of House Madinani, and Grand Ambassador Dremdhet Salhar