Jakaw Razorbeak

Bukkah's page

145 posts. Organized Play character for Gerald.


Race

Male Tengu Shaman 2 | AC 15/12/13 | HP 17/17 | CMB +2 | CMD 14 |

Classes/Levels

F+2,R+4,W+6 | Init. +2; Perception +5 | Low Light vision | Speed 40' |

About Bukkah

Bukkah
Male Tengu Shaman 2
N Medium Humanoid
Loosely follows Ymeri, Queen of the Inferno
Init. +2; Perception +5
Low Light vision

PFS Info:

Spoiler:
PFS # 12445-18
XP: 3
PP: 3/6 (1 spent on Wayfarer, 2 spent on CLW wand)
Fame: 6
Completed scenarios:
1. The Confirmation.
2.The Wounded Wisp
3. 7-05 School of Spirits

Boons:
1. Explore, Report, Cooperate. (The Confirmation)
2. Confirmed Field Agent. (The Confirmation)
3. Friend of Janira Gavix. (The Confirmation)
4. Explore Report, Cooperate (Wounded Wisp)
5. Prized Find (Wounded Wisp)
6. New Recruit: J. Daciline (Schools of Spirits). J can cast a spell from the Spiritualist's spell list. Caster level is your levelminus 3. Spell level is 1/3 of your level. J's Wisdom is 17. Use once and cross off your sheet.

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Defense
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AC 15, touch 12, flat footed 13
HP: 17/17 (2d8 + 2 Con + 2 Favored Class)
Saves
Fort: +2 (Base +0, +1 Con + 1 Trait)
Ref: +4 (Base +0, +2 Dex +2 Animal Companion)
Will +6 (Base +3, +3 Wis)
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Offense
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Speed40'
Melee
+2 Claw, 1d3+1/x2 damage, and +2 Claw, 1d3+1/x2 damage, and +2 Bite, 1d3+1/x2 damage.

Ranged
+3 Light Crossbow, 1d8, 19-20/x2, 80 ft.
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Statistics
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STR12, DEX15, CON12, INT10, WIS16, CHA14

BAB: +1 CMB +2, CMD 14

Feats

Spoiler:
1. Elemental Focus: Fire

Skills

Spoiler:
(4 ranks per level):
Diplomacy +7 (2 rank + 2 Cha + 3 Class)
Heal +8 (2 rank + 3 Wis + 3 Class)
Know. Nature +5 (2 Rank + 0 Int + 3 Class)
Know. Religion +5 (2 Rank + 0 Int + 3 Class)
Perception +5 (+3 Wis + 2 racial)
Stealth +4 (+2 Dex + 2 Racial)

Traits

Spoiler:

Resilient: +1 to Fort saves
Affinity for the Elements: Fire+1 to spell DC's that have the fire descriptor

Languages Common, Giant, Tengu

Shaman Special Abilities:

Spoiler:
*Orisons
*Spells
*Spirit: Flame.
*Spirit Animal: The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage. Animal chosen is Tavi, a mongoose.
Mongoose
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (2d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
*Spirit Ability: Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
*Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).
*Hex: Cinder Dance

Spells Known:

Spoiler:

0 level--Daze (DC 13), Detect Magic, Guidance, Light
1 level--Bless, Burning Hands (DC 16), Cure Light Wounds

Money 439 gold, 3 silver, 7 copper plus 430 gold plus 504 gold.

Gear:

Spoiler:

Wand of CLW (x50), 2 PP

Armor: Studded Leather, 25 gold
Weapons:

Dagger, 2 gp
Light Crossbow, 35 gp
10 bolts, 1 gp

Everyday Worn Items:

Traveler's Outfit w/ apron, free, no weight.
Deluxe Essentials Kit: 55.63 gold
backpack 2 gp
bedroll 1 sp
1-pint flask 3 cp
7 days' trail rations 3.5 gp
healer's kit 50 gp
Waterskin, 1 gold
Belt Pouch, 1 gold
Flask of acid (x2), 20 gold
Wayfarer, 1 PP

Racial Traits:

Spoiler:

*Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
*Type: Tengus are humanoids with the tengu subtype.
*Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
*Speed: Tengus have a base speed of 30 feet.
*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). See the Linguistics skill page for more information about these languages.
*Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
*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.
*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.
*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.