Jakaw Razorbeak

Chak Onyxfeather's page

4 posts. Alias of Almonihah.


Full Name

Chak Onyxfeather

Race

Tengu

Classes/Levels

Unchained Rogue 4/Swashbuckler (Inspired Blade) 7|Witch (Beast-Bonded) 11|Trickster 3

Gender

M

Size

M

Age

32

Alignment

NG

Languages

Tons

Strength 11
Dexterity 22
Constitution 10
Intelligence 22
Wisdom 12
Charisma 12

About Chak Onyxfeather

Chak Onyxfeather
Male tengu unchained rogue 4/swashbuckler (inspired blade) 7/gestalt 11/witch (beast-bonded) 11/Trickster 3 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 263, Pathfinder RPG Ultimate Magic 83, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +11; Senses low-light vision; Perception +17
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Defense
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AC 30, touch 23, flat-footed 21 (+6 armor, +2 deflection, +6 Dex, +3 dodge, +2 enhancement, +1 natural)
hp 125 (11d10+23)
Fort +6, Ref +16, Will +11
Defensive Abilities charmed life 4/day, danger sense +1, evasion, hard to kill, improved uncanny dodge, nimble +2
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Offense
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Speed 40 ft.
Melee mwk cold iron dagger +17/+12 (1d4/19-20+7 Precision) or
. . mithral dagger +17/+12 (1d4/19-20+7 Precision) or
. . mithral dagger +17/+12 (1d4/19-20+7 Precision) or
. . mithral dagger +17/+12 (1d4/19-20+7 Precision) or
. . mithral dagger +17/+12 (1d4/19-20+7 Precision) or
. . wit's end (adamantine rapier) +20/+15 (1d6+10/15-20+7 Precision) or
. . bite +16 (1d3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), hexes (beast eye[UM], feral speech[UM], healing[APG]), mythic power (9/day, surge +1d6), panache (7), sneak attack (unchained) +3d6, wild arcana[MA]
Witch (Beast-Bonded) Spells Prepared (CL 11th; concentration +19)
. . 6th—cloak of dreams[APG] (DC 22), unwilling shield[APG] (DC 22)
. . 5th—beast shape III, hold monster (DC 21), wreath of blades[UC] (DC 21)
. . 4th—beast shape II, black tentacles, dimension door, wandering star motes[APG] (DC 20)
. . 3rd—call the void (DC 19), fly, lightning bolt (DC 19), polymorph familiar[ACG], stinking cloud (DC 19)
. . 2nd—aggressive thundercloud[ACG] (DC 18), beastspeak[ACG], greater detect magic[UI], glitterdust (DC 18), see invisibility, touch of idiocy
. . 1st—blend with surroundings, cure light wounds, ear-piercing scream[UM] (DC 17), ray of enfeeblement (DC 17), unbreakable heart[ISWG], unerring weapon[UC]
. . 0 (at will)—dancing lights, detect magic, mending, read magic
. . Patron Transformation
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Statistics
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Str 11, Dex 22, Con 10, Int 22, Wis 12, Cha 12
Base Atk +10; CMB +10; CMD 31
Feats Accomplished Sneak Attacker, Combat Reflexes, Dodge, Dual Path[M], Improved Familiar[M], Quicken Spell, Tengu Wings[ARG], Weapon Finesse, Weapon Focus (rapier)
Traits fencer, focused mind
Skills Acrobatics +20 (+24 to jump), Bluff +15, Climb +7, Diplomacy +15, Disable Device +20, Fly +13, Knowledge (arcana) +20, Linguistics +24, Perception +17, Perform (oratory) +11, Ride +13, Sense Motive +15, Sleight of Hand +13, Spellcraft +20, Stealth +22, Swim +7, Use Magic Device +15; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Ancient Osiriani, Azlanti, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Hallit, Hon-la, Infernal, Kelish, Orc, Osiriani, Polyglot, Shoanti, Skald, Sphinx, Sylvan, Tengu, Thassilonian, Tien, Vanaran, Varisian, Vudrani
SQ amazing initiative, deadly dodge[MA], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, enduring armor[MA], enhanced familiar, familiar form, fleet charge[MA], gifted linguist, greater familiar link[MA], inspired panache, recuperation, rogue talents (combat trick, fast stealth), swordtrained, trapfinding +2, twin soul, witch's familiar (faerie dragon named Ebonwing)
Combat Gear potion of bull's strength (3), potion of cure light wounds, potion of cure moderate wounds, potion of neutralize poison, potion of remove blindness/deafness, potion of remove disease, quick runner's shirt[UE], wand of cure light wounds; Other Gear wit's end (adamantine rapier), mithral dagger, mithral dagger, mithral dagger, mithral dagger, mwk cold iron dagger, boots of striding and springing, heavyload belt[UE], ring of force shield, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], noble's outfit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 972 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beast Eye (11 minutes/day, DC 21) (Su) The witch can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal's actions. She can project her senses from that animal to another within 100 feet of it as a standard action, and can continue
Charmed Life +1 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deeds
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Armor +6 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Enhanced Familiar (Su) At 4th level, the beast-bonded witch's connection with her familiar strengthens. For the purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability re
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Form (Sp) At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire ra
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Feral Speech (Su) This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or re
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Greater Familiar Link (Su) If you or familiar takes damage, you may divide damge evenly between you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Improved Familiar [Mythic] Familiar's abilities improve based on mythic tier
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swordtrained Tengus 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).
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Twin Soul (Su) At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other's body. The two souls share the surviving body peaceably, can communicate freely, and both retain their abili
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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Ebonwing CR –
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
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Defense
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AC 27, touch 16, flat-footed 23 (+3 Dex, +1 dodge, +11 natural, +2 size)
hp 62 (3d12+3)
Fort +5, Ref +11, Will +10
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 20
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +11 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 17 negates, usable every 1d4 rounds), deliver touch spells
Spell-Like Abilities (CL 3rd; concentration +7)
. . 3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—liberating command[UC], protection from evil, silent image (DC 15)
. . 0 (at will)—acid splash, detect magic, open/close (DC 14), ray of frost, read magic
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Statistics
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Str 9, Dex 17, Con 13, Int 17, Wis 14, Cha 18
Base Atk +10; CMB +11; CMD 21 (25 vs. trip)
Feats Acrobatic, Dodge, Flyby Attack, Persuasive
Skills Acrobatics +18 (+10 to jump), Bluff +18, Climb +10, Diplomacy +22, Disable Device +12, Fly +24, Intimidate +6, Linguistics +17, Perception +16, Ride +7, Sense Motive +16, Sleight of Hand +7, Spellcraft +17, Stealth +25, Swim +18, Use Magic Device +18
Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.
SQ empathic link
Combat Gear potion of cure light wounds, scroll of communal protection from evil, scroll of expeditious retreat, scroll of expeditious retreat, scroll of grease, scroll of grease, scroll of grease, scroll of grease, scroll of major image, scroll of minor image, scroll of remove disease, wand of enlarge person (50 charges), wand of invisibility, wand of magic missile; Other Gear handy haversack, ring of spell knowledge i (unbreakable heart)[UE], 500 gp
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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 17 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (20) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

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Description
Like most tengu, Chak resembles a humanoid crow, with glossy black feathers and charcoal-grey scales on his hands and feet. When in comfortable circumstances he dresses colorfully, preferring bright colors, though trying not to clash *too* badly with his feathers. On the road, he dresses in much more practical leather and muted colors. He stands about 4' 9" tall, with a lean, athletic build.

Personality
Chak prefers to enjoy life, having fun with unexpected remarks and clever wordplay. He grows deadly serious in the presence of injustice and evil, however--though he may disguise his revulsion long enough to get in position for a decisive blow. In general, however, he prefers to resolve conflicts without violence.

Ebonwing Description
Ebonwing looks like some bizarre cross between a raven and a small dragon, with a dark beak, a long, feathered neck, a pair of raven wings on a slender serpentine body, four short legs scaled and taloned like a raven's but with opposable digits on the forelegs, and a long feathered tail.

Ebonwing Personality
Ebonwing serves as something of a voice of chaos on Chak's shoulder, advocating innocent but amusing mischief as often as not. After more than a decade with his master, however, Ebonwing has come to share Chak's hatred for slavery and evil, and is just as capable of sudden, serious focus as his master.

Background:
The basic outline of his life is that his parents were former members of pirate crews who met in the Shackles, got married, decided they'd rather raise their kids somewhere else, and managed to get to Sargava without anyone suspecting their true identities. Chak grew up there enamored with the 'romanticism' of the pirate life, for his parents never spoke of their experiences. They did, however, teach him their skills--his father the ways of the blade, his mother the secrets of witchcraft--including getting his lifelong friend, his raven familiar Ebonwing.

Eventually his fascination with the sea got him in trouble, as he was jumped at the dock and forced into a pirate crew as a 'jinx eater'. Chak found real pirate life much less pleasant than in stories--especially the killing people part. He almost immediately started plotting his escape, eventually accomplishing it when he learned to turn himself invisible and swam to shore on a dark night when they were near the shore.

He found himself in Cheliax, which he found little to his liking, between the devil worship and the slavery, and so he managed (after some misadventures) to make his way to Korvosa. He found the city somewhat less distasteful, but still not to his liking until he found purpose in joining the Bellflower Network, secretly helping to make a new route for slaves to escape into Varisia.

This activity eventually brought trouble to him again, and he had to flee the city, heading for Kaer Maga in hopes of losing his pursuers. It was here that he heard of Aergoreth's new nation, and deciding he liked the sound of it better than Kaer Maga's near-anarchy. Here he found his wide variety of talents well-appreciated, eventually taking the test to become a Gem Knight. It was not only he who was changed by the Starstone--his familiar and friend, Ebonwing, changed from a raven to a creature resembling a cross between a raven and a faerie dragon He takes Improved Familiar at 7th level when he gets his first mythic rank, but wants to keep his same familiar, so his raven became a faerie dragon, basically.

Since then he has served with distinction in the nation of Xin Shalast, using his talents with stealth, subterfuge, swordplay, and witchcraft to identify threats, learn about them, and eliminate them before they can damage the nation. He has also tried to re-establish contact with the Bellflower Network, hoping to bring escaped slaves here, far beyond the reach of Chelish slavecatchers.