female tengu warpriest of Lamashtu 2 / ranger 1 (guildbreaker) | HP 24/24, blessings 4/4, fervor 5/5 | AC 18, T 12, FF 16 | F +7, R +5, W +8 | CMB +5, CMD 17 | Spd 20' | Perc +7 | Init +6
Strength
16
Dexterity
15
Constitution
12
Intelligence
7
Wisdom
18
Charisma
7
About Bokkah
Bokkah
female tengu warpriest of Lamashtu 2 / ranger 1 (guildbreaker, shapeshifter)
chaotic neutral medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +7
XP 7 Fame 14 Prestige 12
PFS # 161871-17 Faction The Exchange
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
HP 24 (2d8 +1d10 +3 Con +2 FC)
Fort +7, Ref +5, Will +8
Special Defenses double, glide
OFFENSE
Speed 20 ft
Melee 2 claws +5 (1d6+5) PA included + bite (1d3+1)
Ranged shortbow +4 (1d6, x3, 60 ft)
Special Attacks read the city, favored organization (Aspis Consortium), power attack, fervor 5/day, blessings 4/day (strength surge +1/1 rd, double 2 rds), spontaneous casting
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 12 (+1), Int 7 (-2), Wis 18 (+4), Cha 7 (-2)
BAB +2, CMB +5, CMD 17
Feats
Weapon Focus (Claw): Bonus feat You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Initiative: You get a +4 bonus on initiative checks.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Skills2/level warpriest + 6/level ranger -2/level Int = 6
Diplomacy +2 (+4 vs Kortos nobility), Intimidate +0, Knowledge (local) +2 (+4 vs Aspis Consortium), Knowledge (nature) +2, Perception +7, Spellcraft +2, Survival +8 (+9 to follow tracks), Stealth +1, Use Magic Device +3 AC Penalty -3
Languages
Common, Tengu
Racial Abilities
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.
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
SQ
Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spell Casting (Divine): A warpriest casts divine spells drawn from the cleric spell list. A warpriest must choose and prepare his spells in advance. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Spontaneous Casting: An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Aura: Faint evil aura.
Blessings: STRENGTH and TRICKERY A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Sacred Weapon: CLAW At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Fervor: At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Class Skills: A guildbreaker adds Bluff, Disguise, and Knowledge (local) to his list of class skills, instead of Handle Animal, Heal, and Knowledge (geography). This alters the ranger’s class skills.
Favored Organization: When a guildbreaker selects a favored enemy, he can opt to select a specific organization, such as a particular thieves’ guild, in lieu of a specific creature type. The guildbreaker must select this option for his first favored enemy, but he can choose either option for his later favored enemies. The guildbreaker’s bonuses from favored enemy apply against official members of this organization regardless of their creature type, but not against the organization’s allies, paid mercenaries, or forced labor. This ability only applies if the guildbreaker knows that the target is a member of the organization. This ability alters favored enemy.
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Read the City: A guildbreaker spends most of his time in cities and large population centers. As a result, he gains an innate sense of comings and goings in the hustle around him. When in an urban environment, a guildbreaker can use the Survival skill to gather information, but only about the movements of creatures and what sort of people (races, social classes, predominant professions, and the like) occupy the community. Unlike with the normal way to gather information, the guildbreaker studies the signs of the city instead of asking around, so it doesn’t spread word about the nature of his questions to others. This ability replaces wild empathy.
Other Gear potion of invisibility, scroll of bull's strength, wand of cure light wounds (46 charges), wand of endure elements (CL 1, 28 charges), cloak of resistance +1, explorer's outfit, Mask of the Tiger's Eye +2 to Intimidate checks, warpriest's kit (includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (15 days), a waterskin, and a wooden holy symbol)
Money 2007.5 gp
FLUFF
Description Bokkah's features are more like that of an owl or hawk than a crow like most of her kind. Her bright, watchful eyes make her clearly a tengu nonetheless. Lately she has taken to wearing a Mask of the Tiger's Eye regularly as a tribute to her deity.
History Her unusual look made Bokkah an outcast among "normal" tengu. Being shunned by a racial community which commonly is treated similarly by the rest of the world made Bokkah fiercely unique and independent, rather than bitter. She gravitated toward the worship of Lamashtu, the patron of the deformed. However, she does not adhere to the evil qualities of her deity.
Her independence and desire to make it on her own eventually led her to join the Exchange. She gains satisfaction from undermining the kinds of social institutions which had spurned her, and if she can earn some gold at the same time so much the better.
Age 21
Deity: Lamashtu "Grandmother Nightmare"
Chronicles:
7-10 The Consortium Compact:
XP 1
Fame/PP 2
Gold 430
Day Job none
BOONS
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
ITEMS AVAILABLE FOR PURCHASE
cloak of resistance +1 (1000 gp)
drow poison (75 gp, limit 6)
feather token (whip) (500 gp)
oil of arcane lock (325 gp)
potion of cure moderate wounds (300 gp)
potion of invisibility (300 gp)
wand of cure moderate wounds (5 charges, 450 gp, limit 1)
wand of grease (11 charges, 165 gp, limit 1)
6-15 The Overflow Archives:
XP 1
Fame/PP 2
Gold 506
Day Job none
ITEMS AVAILABLE FOR PURCHASE
bird feather token (300 gp)
potion of haste (750 gp)
scroll of bull's strength (150 gp)
scroll of dimension door (700 gp)
scroll of magic circle against chaos (375 gp)
scroll of slow (375 gp)
sleep arrow (132 gp)
2-01 Before the Dawn, Part 1: The Bloodcove Disguise:
XP 1
Fame/PP 2
Gold 506
Day Job none
Total Awareness Points Generated: 9
BOONS
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
ITEMS AVAILABLE FOR PURCHASE
greenblood oil (limit 1; 100 gp)
potion of invisibility (300 gp)
wand of inflict light wounds (21 charges) (limit 1; 325 gp)
2-02 Before the Dawn, Part 2: Rescue at Azlant Ridge:
XP 1
Fame/PP 2
Gold 515
Day Job none
ITEMS AVAILABLE FOR PURCHASE
scroll of cure moderate wounds (150 gp)
2-11 The Penumbral Accords:
XP 1
Fame/PP 2
Gold 507
Day Job none
ITEMS AVAILABLE FOR PURCHASE
bracers of armor +1 (1000 gp)
cloak of resistance +1 (1000 gp)
potion of cure moderate wounds (300 gp)
wand of endure elements (CL 1, 28 charges; 420 gp)
1-33 Assault on the Kingdom of the Impossible:
XP 1
Fame/PP 2
Gold 553
Day Job none
BOONS
If Zamir is coerced into joining the Pathfinder Society: Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
ITEMS AVAILABLE FOR PURCHASE
Mask of the Tiger's Eye (55 gp)
8-18 Champion's Chalice, Part 1: Blazing Dangerous Trails:
XP 1
Fame/PP 2
Gold 1189
Day Job none
BOONS
Chalice Champion: You were part of the team that secured the Sargava Chalice for the Pathfinder Society's use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.
Infused Extracts: You claimed a number of a dead alchemist's infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.
ITEMS AVAILABLE FOR PURCHASE
hand of the mage (900 gp)
oil of animate dead (CL 5th [10 HD]; 1000 gp)
Faction Journal Card
The Exchange season 8:
(X) (_) Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level).