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Champion Ra's page

4 posts. Organized Play character for DoubleGold.


Full Name

Champion Ra

Race

Hyacinth Macaw, Awakened Flying Animal

Classes/Levels

Fighter 1 Acrobat Archetype: Speed:20, Fly:15, AC:16, HP:21/21, Fort:6, Ref:9, Will:5, Perception:7

Gender

Male

Size

Large

Age

10

Special Abilities

Greensteeples Manor; Benedet; Varian Jeggare: Special Missions

Alignment

Holy

Deity

Pulura

Location

Jinin

Languages

Common

Occupation

Friend of GreenSteeples

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Champion Ra

XP:5

Background
Deception
Worms Lore
Assurance Deception

Racial Stuff
Awakened Form
Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.
Awakened Mind
Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal.
PFS Standard
Flying Animal
Source Howl of the Wild pg. 24 2.0
You are an animal that can take flight for long or sustained bursts, such as an eagle, bat, bee, or flying squirrel. The awakening process has disrupted your ability to fly as freely as you once did. What used to be an automatic process is now one that you must apply some thought to until it becomes automatic once again. You can still slow your descent, so you take no damage from falling, regardless of the distance you fall. Most flying awakened animals choose the Take Flight ancestry feat at 1st level to regain a limited ability to fly.
You have a land Speed of 20 feet and one animal attack of your choice (typically beak, claw, jaws, talon, or wing; see the sidebar).
Level 1 Feat: Take Flight: Though it's not fully effective, much of your ability to fly has stayed with you. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall.
Wing Attack

Class
Expert in Fortitude
Expert in Reflex
Trained in Will
Expert in Perception
Expert in simple weapons
Expert in martial weapons
Trained in advanced weapons
Expert in unarmed attacks
Trained in your choice of Acrobatics or Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Trained in all armor
Trained in unarmored defense
Trained in fighter class DC
Reactive Strike
Shield Block
1st Level Fighter Feat: Point Blank Stance

Feats
Class Free Feat: Shield Block
Class Free Feat: Reactive Strike
Background Feat: Assurance Deception
1st Level Class Feat: Point Blank Stance
1st Level Ancestry Feat: Take Flight: 15 Fly Speed

Skills
Acrobatics-Trained (6), Crafting-Trained (3), Deception-Trained(3)(Assurance), Medicine (5), Thievery (6). Worms Lore (3), Perception (7).

Equipment
1. Sling: 0 GP
2. 10 Sling Bullets: 0.01 GP
3. Elven Branched Spear: 3 GP
4. Ordinary Clothes: 0.1 GP
5. 3 Sheathes: 0.03 GP
6. BackPack: 0.1 GP
7. Thieves' ToolKit: 3 GP
8. Gakgung: 6 GP
9. 20 Arrows: 0.2 GP
10. 22.16 GP

Attacks
1. Sling: +9 to hit. 1d6+1 Blunt Damage. 50 Foot Range. Reload 1.
2. Elven Branched Spear: +9 to hit. 1d6+2 Piercing Damage. Finesse, Reach. Deadly D6.
3. Wing Attack: +9 to hit. 1d4+2 Blunt Damage. Agile, Finesse
4. Gakgung: +9 to hit. 1d6+1 Piercing. 100 Foot Range. Deadly D8.