Cawmirth Ravenheart's page

57 posts. Organized Play character for Song of Night.


38/38 HP, Active conditions: none

AC 19; touch 15; flat-footed 16 | F: +2; R: +8; W: +5 | CMD 16 | Init: +3 | Perception: +15

About Cawmirth Ravenheart

Cawmirth Ravenheart (born Topkek Corkoro)
Male Tengu Rogue 5 / Pathfinder Chronicler 2
N Medium Humanoid
Init +3; Senses Perception +15, LLV 60 ft.
AC 19, touch 15, flat-footed 16 (+5 Armor, +3 Dex, +1 Ring)
hp 38 (7d8)
Fort +2, Ref +8, Will +5
Speed 30 ft.
Melee Dagger +7 (d4+3; 19-20/x2), Claw/Claw/Bite +7 (d3-1, d3-1, d3-1; x2)
Ranged Dagger +7 (d4+3; 19-20/x2)
Str 8, Dex 16, Con 11, Int 20* (Nat. 18), Wis 16, Cha 7
Base Atk +4; CMB +3; CMD 16

Racial Features and Abilities:

+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
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.
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.
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 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).

Class Features and Abilities:

Finesse Training: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

Sneak Attack: +1d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion: If she succeeds at a Ref lex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent (Quick Disable): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.

Dangersense +1 : At 3rd level, a rogue gains a +1 bonus on Ref lex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Finesse Training (Dagger): Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

Sneak Attack: +2d6

Debilitating Injury (Hampered): All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Rogue Talent (Fast Stealth): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Uncanny Dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Rogue's Edge (Linguistics): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Sneak Attack: +3d6

Bardic Knowledge: A pathfinder chronicler adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Deep Pockets: A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person.

Master Scribe: A Pathfinder chronicler adds her class level as a bonus on all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items. A Pathfinder chronicler can make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks, even if distracted or endangered.

Live to Tell the Tale: At 2nd level, once per day per two class levels, a Pathfinder chronicler can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.

Pathfinding: Beginning at 2nd level, a Pathfinder chronicler develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. A Pathfinder chronicler gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Pathfinder chronicler can extend this benefit to one companion per class level.

Feats and Traits:

Skill Focus (Linguistics): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Shadow Strike: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Orator: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Esoteric Linguistics: You can attempt a Linguistics check in place of a Use Magic Device check to activate a scroll, or in place of a Spellcraft check to identify a scroll. You must still have (or emulate) the ability score required to cast a spell of the desired level, and you cannot use Linguistics on the check to emulate the required ability score.

Librarian (Faction): You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (Linguistics) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.

Clever Wordplay (Social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill (Perform: Oratory). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.



Acrobatics (Dex) (13) 7 + 3 (dex) + 3 (class skill)
Disable Device (13) 7 + 3 (dex) + 3 (class skill)
Escape Artist (Dex) (13) 7 + 3 (dex) + 3 (class skill)
Knowledge (geo.) (16) 7 + 5 (int) + 3 (class skill) + 1 (bardic knowledge)
Knowledge (hist.) (16) 7 + 5 (int) + 3 (class skill) + 1 (bardic knowledge)
Knowledge (local) (16) 7 + 5 (int) + 3 (class skill) + 1 (bardic knowledge)
Linguistics (Int) (26) 7 + 5 (int) + 4 (racial) + 3 (class skill) + 3 (skill focus) + 2 (master scribe) + 1 (trait) + 1 (ioun stone)
Perception (Wis) (15) 7 + 3 (wis) + 3 (class skill) + 2 (racial)
Perform: Oratory (15) 7 + 5 (int) + 3 (class skill)
Profession: Scribe (13) 5 + 3 (wis) + 3 (class skill) + 2 (master scribe)
Sense Motive (Wis) (13) 7 + 3 (wis) + 3 (class skill)
Sleight of Hand (13) 7 + 3 (dex) + 3 (class skill)
Stealth (Dex) (15) 7 + 3 (dex) + 3 (class skill) + 2 (racial)
Survival* (Wis) (13) 7 + 3 (wis) + 3 (class skill)

*Survival skill ranks linked to Headband of Vast Intellect.


Appraise (Int) (5)
Bluff (Cha) (-2)
Climb (Str) (-1)
Craft (Int) (5)
Diplomacy (Cha) (-2)
Disguise (Cha) (-2)
Fly (Dex) (+3)
Heal (Wis) (+3)
Intimidate (Cha) (-2)
Knowledge (arc.) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (dung) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (eng.) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (natr.) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (nob.) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (plnes) (+6) 5 (int) + 1 (bardic knowledge)
Knowledge (relg.) (+6) 5 (int) + 1 (bardic knowledge)
Ride (Dex) (+3)
Swim (Str) (-1)


Ancient Osiriani, Azlanti, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Jistka, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tengu, Tien, Varisian, Vudrani

Magical Gear:

Body Slot Magical Items

Body: Mistmail (+1 chain shirt) [2,250 gp, 25 lbs] The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while themistmail is in fog form, it reforms at the character’s feet. (The write-up for this unique armor is really quite vague about how long the fog lasts. Given that “Obscuring Mist” is the pre-requisite spell to craft it, should I assume the details on when and how that fog disperses applies here, too?)

Feet: Cat Burglar's Boots (2,000 gp, 1 lb) +2 competence on Acrobatics, Climb and Stealth. Reroll a failed Acrobatics, Climb or Stealth check 1/day. Masterwork Thieves' Tools in secret compartment, DC 22 Perception to spot.

Hands: Gloves of Reconnaisance (2,000 gp). See and hear through 15 feet of solid material 10 rounds/day. (Note: If you feel that it wouldn’t be possible to get fingerless gloves made to accommodate a tengu’s claws, I can swap this one out.)

Head:Hat of Disguise (1,800 gp) Cast disguise self.

Headband: Headband of Vast Intelligence (4,000 gp) +2 Int, +HD ranks in Survival.

L Ring: Deadeye's Spotter Ring (1,500 gp) +2 competence to Perception and Survival. Cast animal messenger 1/day.

R Ring: Ring of Protection +1 (2,000 gp) +1 deflection to AC

Miscellaneous Magic Items

Pathfinder Pouch (1,000 gp) Holds 10 pounds, 2 cubic feet in an extra dimensional space. With a command word, the space becomes inaccessible. The pouch does not detect as magical to "detect magic"

Tablet of Languages Lost (1,980 gp, 30 lbs) Comprehend languages on written texts for 30 minutes 1/day. +3 competence bonus on linguistics. This totally goes in the Haversack

Handy Haversack (2,000 gp, 5 lbs): A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Wayfinder (500 gp): A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.

Gold Nodule (Cracked) Ioun Stone (150 gp): This stone grants a +1 competence bonus on Linguistics checks. (This is installed in the Wayfinder) Resonance +1 bonus on saves against language-dependent effects.

Non-Magical Gear:

Haversack Stuff
Book of Letters (Andoran) (50 gp, 3 lbs)
Book of Letters (Cheliax) (50 gp, 3 lbs)
Braille Bracelet (25 gp)
Grooming Kit (1 gp, 2 lbs)
Heritage Book (50 gp, 2 lbs)
Pathfinder Chronicle (Geography) (50 gp, 1 lb)
Pathfinder Chronicle (History) (50 gp, 1 lb)
Pathfinder Chronicle (Arcana) (50 gp, 1 lb)
Pathfinder Chronicle (Dungeoneering) (50 gp, 1 lb)
Pathfinder Chronicle (Engineering) (50 gp, 1 lb)
Pathfinder Chronicle (Nature) (50 gp, 1 lb)
Pathfinder Chronicle (Planes) (50 gp, 1 lb)
Pathfinder Chronicle (Religion) (50 gp, 1 lb)
Periscope (20 gp, 4 lbs)
Whetstone (2 cp, 1 lb)
2 Wrist Sheathes (spring-loaded) (10 gp, 2 lbs)
Scholar’s Outfit (5 gp)
Thieves’ Tool Extenders (70 gp, 3 lbs)
Tome of Epics (50 gp, 3 lbs)
10 daggers (20 gp, 10 lbs)
Darklight Lantern (20 gp, 3 lbs)
10 Vials of Shadowcloy (250, 10 lbs)
Masterwork Survival Kit (50 gp, 5 lbs)


1298.98 gp