Jakaw Razorbeak

Blue Jay's page

78 posts. Alias of Felix Feliciano.


Full Name

Philias "Blue Jay" Jestor

Race

Tengu

Classes/Levels

Swordmaster (rogue) 1

Gender

Male

Size

Medium

Age

19

Alignment

Neutral

Location

River Kingdoms

Languages

Aklo, Elf, Goblin, Giant, Orc, Taldane, Tengu

Strength 17
Dexterity 17
Constitution 15
Intelligence 18
Wisdom 12
Charisma 17

About Blue Jay

Racial Abilities:
  • +2 Dexterity, +2 Wisdom, –2 Constitution
  • Tengu: Tengus are humanoids with the tengu subtype.
  • Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Tengus have a base speed of 30 feet.
  • Senses: Tengus have low-light vision.
  • Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
  • Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
  • Swordtrained: Tengus are trained from birth in swordplay, and as a result 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).
  • Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
  • Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Traits:
  • Campaign Trait: Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over so you have headed south to look into getting in on it. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
  • Combat Trait: Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
  • Social Trait: Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Feats:
[list]
  • Two-Weapon Fighting
  • Skill Bonuses:
    • +7 Acrobatics
    • +8 Bluff
    • +4 Fly
    • +7 Intimidate
    • +7 Perception
    • +9 Stealth
    • +5 Survival
    • +8 Disable Device
    • +5 Knowledge Dungeoneering
    • +8 Knowledge Local
    • +8 Linguistics
    • +7 Sleight of Hand

    Equipped Gear:
    • Leather Armor
    • Double-bladed Sword
    • Peasant's Outfit
    • Patchwork Cloak
    • Scarf
    • Backpack
    • Beltpouch
    • Waterskin
    • Bullseye Lantern
    • Sack O Loot

    Class Abilities:
    • Sneak Attack +1d6
    • Trap Finding

    Combat Stats
    AC: 15
    HP: 10
    Melee Bonus: 3
    Ranged Bonus 3
    Damage: 1d8/1d8 (double bladed Sword) 1d3 (beak/bite)
    CMB: +3
    CMD: 16

    SADLY DISCONTINUED