Kenku

Braugher the Bold Strider's page

163 posts. Organized Play character for rpblue.


Full Name

Braugher the Future Sapphire Sage

Race

Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12

Classes/Levels

Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Gender

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)

About Braugher the Bold Strider

Braugher of the Bold Striders
PFS # 73433-9
Male Tengu Unchained Monk 1 / Empyreal Wildblooded Sorcerer 8
NG Medium Outsider (Native)
Initiative +6;

Defense::

AC 30, touch 26, flat-footed 23 (+4 armor, +6 Wisdom, +6 Dexterity, +2 deflection, +1 insight, +1 dodge)
HP 77 (1d10+8d6+18+8+9)
Fort +8 (2+2), Ref +12 (2+2), Will +14 (0+6)
Favored Class +8 HP
Defensive Abilities Acid/Cold Resistance 5

Offense::

Speed 30 ft.
Melee Claw +11 (1d3+2d6+6]/x2)
Melee Bite +11 (1d3+2d6+6/x2)
Melee Gore +11 (1d4+2d6+6/x2)
Melee Unarmed Strike +11 (1d6+2d6+6/x2)

Spells::

Sorcerer - CL 9
0th: [5 Known] Read Magic, Detect Poison, Detect Magic, Touch of Fatigue, Disrupt Undead
1st: 6+2/day [5+1+1 Known] Bless*; Mage Armor; Snowball; Feather Fall; Shield; Shocking Grasp; Magic Missile
2nd: 6+2/day [3+2+1 Known] Resist Energy*; Darkvision; Slipstream; False Life; See Invisibility; Glitterdust
3rd: 5+1/day [2+1+1 Known] Magic Circle Against Evil*; Lightning Bolt; Heroism; Haste
4th: 3+1/day [1 Known] Greater Invisibility
* = Bloodline Spells

Statistics::

Str 13, Dex 22, Con 14, Int 7, Wis 22, Cha 7
Base Attack +5; CMB +5; CMD 27
Feats: Weapon Finesse [1]; Arcane Strike [3]; Riving Strike [5]; Power Attack [7]; Toughness [9]
Bonus Feats: Improved Unarmed Strike* [1]; Stunning Fist* [1]; Deflect Arrows* [1]; Eschew Materials* [2]; Dodge* [9];
* = Granted through class features.
Skills (10 Ranks)
Acrobatics [1] +10; Linguistics [3] +8; Perception [4] +15; Profession (Bodybuilder) [1] +9; Stealth [1] +12
Languages Common, Tengu, Tien, Minkaian, Draconic, Hon-La, Hwan, Minatan
Traits Magical Knack (Sorcerer): You gain a +2 to your sorcerer caster level up to your character level; Magic is Life: Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
Racial Traits Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks; Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language; Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage; Claw Attack: 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; Low-light Vision
SQ AC Bonus; Flurry of Blows; Stunning Fist; Empyreal Bloodline
Combat Gear Belt of Physical Might +2 (Dex/Con); Headband of Wisdom +4; Agile Vicious Amulet of Mighty Fists; Ring of Protection +2; Dusty Rose Prism Ioun Stone; Helm of the Mammoth Lord; Cloak of Resistance +2; Pathfinder Pouch
Other Gear Backpack, Trail Rations (x10), Heavy Blanket, Wand of Infernal Healing (45 charges)
Beverages In Tow: Ceremonial Tea Set; Galtan Coffee Press; Sczarni Espresso Bell; Vudrani Ice White Tea Leaves (1 oz.);Minkaian Green Tea (Ground); Dragon’s Breath Red Tea Leaves (3 oz.); Minatan Light Roast Millet Beans (2 oz.)

Special Abilities::

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5.

Gear-Helm of the Mammoth Lord:
This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer’s face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction.
The helm of the mammoth lord also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures.
On command, the wearer may use detect animals or plants, but can only detect elephant-like creatures. On command, the wearer may use speak with animals, but only to communicate with elephant-like creatures.

Feat-Riving Strike:
If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round.

Attacks:

Melee:
[dice=Claw] 1d20+11 [/dice]
[dice=Damage]1d3+6+2d6[/dice]
[dice=Damage to Self] 1d6 [/dice]

[dice=Bite] 1d20+11 [/dice]
[dice=Damage]1d3+6+2d6[/dice]
[dice=Damage to Self] 1d6 [/dice]

[dice=Gore] 1d20+11 [/dice]
[dice=Damage]1d6+6+2d6[/dice]
[dice=Damage to Self] 1d6 [/dice]

[dice=Unarmed Strike (Kick)] 1d20+11 [/dice]
[dice=Damage]1d6+6+2d6[/dice]
[dice=Damage to Self] 1d6 [/dice]

[dice=Arcane Strike Damage] 2 [/dice] Swift Action.

Common buffs: Heroism (+2 to hit); Haste (+2 to hit); Invisibility (+2 to hit; Target Flat-footed AC); Shocking Grasp (+3 to hit against metal)

---
Ranged:
[dice=Snowball - Fort DC 17 or staggered] 5d6 [/dice]

Sources:

Race: Tengu - Bestiary
Alternate Racial Traits: Claw Attack - ARG
Class(es): Unchained Monk - Pathfinder Unchained; Sorcerer - CRB
Archetype(s): Wildblooded - UM; Empyreal Bloodline - UM
Feats: All CRB except Riving Strike - ACG
Traits: Magical Knack - APG; Magic is Life - UCamp
Weapons and Armor: N/A
Gear: All CRB except Helm of the Mammoth Lord - UE
0-Level Spells: All CRB
1-Level Spells: All CRB except Snowball - People of the North
2-Level Spells: All CRB except Fiery Shuriken - UC; Slipstream - APG
3-Level Spells: All CRB except Force Punch - UM
4-Level Spells: All CRB

Background:

Society Profile of Recruit - Braugher, First Squad Leader (Scales of the Beast) of the Bold Striders

History: Braugher was born to a pair of tengu acolytes at a small Nethysian temple in Minkai. The pair of non-magical acolytes spent most of their time in dedication to the fickle god despite their lack of rank within the church. On a whim, Nethys glanced down upon their child and decided that these two had earned the right for their offspring to work miracles in his name.

The child was born under a half moon in the middle of summer with his body blessed by the god. Half of his body was covered in the traditional black feathers of his raven-born tribe while the other half were white. The parents were overjoyed at their son earning the favor of the god that they served loyally and raised him in the church.

As he grew older, the fledgling child showed remarkable ability, displaying feats of raw power that even the priest and deacons could only dream. The power that was present in the child was too much for any one creature to wield, however, and the priest realized that Braugher must train his body to harness the power. The priest placed a ward on the young man, blessing him with what little power he had, expending it all in the process.

With his power locked away temporarily, Braugher was given to a passing monk of Irori to be his trainee. This was his first meeting with Karu of the Bold Striders.

Karu trained Braugher in the ways of martial arts alongside his own daughter Karina, however it became apparent that Braugher should advance his training to complement his natural gifts: his adeptness with his beak and claws as well as his innate magical prowess. Once he was sure of Braugher’s capability, Karu dispatched him to deal with the goblin threat to Sandpoint and the man performed admirably, even dispatching a rogue follower of Lamshtu that was haunting the town.

It was then that Braugher was promoted to lead the first squadron of the Bold Striders, the Scales of the Beast. After his promotion, he joined the ranks of the Society.

Personality: Braugher is a kind person, which is problematic when his kindness threatens to violate the law. He has no qualms with following his own set of morals, but will generally try to do “the right thing”. This is beneficial in most situations, however an adept negotiator might be needed to calm any irate law enforcement if he chooses to act of his own accord without regard for the circumstances.

Additionally, he finds drinks of all manners to be extremely exciting. He can most often be swayed to a certain path if there is an incentive in the form of a new or exciting revision of a beverage.

Example: Paracountess Dralneen needed a strong researcher to test a summoned devil’s strength. Braugher’s initial disagreement was stemmed once she presented him with the opportunity to taste a rare Vudrani tea leaf. He dispatched the devil within 18 seconds, much to the chagrin of Paracountess Dralneen as she left in disgust, leaving behind the pound of Vudrani Ice White Tea Leaves (estimated cost of 1,200 gold pieces/lb.).

Tactics:Braugher is the lone arcane support amongst the higher ranks of the Bold Striders, thus he has trained mostly to provide magical aid to his allies, along with bolstering his own capabilities.

The tengu’s preferred method of attack involves plenty of preparation, utilizing his raven-headed mithral rod to lengthen his bolstering spells like Heroism and Darkvision. If he is surprised, then he generally resorts to Greater Invisibility in order to give him some time to think. Despite forgoing armor, the man is surprisingly hard to strike. Between all of his magical enhancements and his natural gifts at dodging and placing himself in the right position at the right time, he is nearly unhittable by lesser creatures. Additionally, he is strong against poisons, diseases, explosions and mental attacks.

His primary weakness is that he has little in the way of ranged power and should be taken care of before any other member of the team. If he is allowed to aid his team in the first few seconds of combat, then defeat is expected for the enemies.