Jakaw Razorbeak

Chkirri's page

393 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Chkirri

Race

HP 246, AC 42*, F30/R30/W32*

Classes/Levels

Male tengu bard 20

Age

25

Strength 18
Dexterity 18
Constitution 18
Intelligence 16
Wisdom 14
Charisma 22

About Chkirri

[ spoiler=Status]
HP 246/246
AC 42 (43-45, plus physical resistance 5, when inspired), sonic resistance 10
Fort +30, Ref +30, Will +32 (+1 status vs. magical effects and/or +1-3 status to all with inspire defense)
Hero points: 3
Focus Points: 3/3; Affinity Ablaze: []; Antimagic rune []
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [][][]; 7th [][][]; 8th [][][]; 9th [][][]; 10th []
Effects: inspired (defense)
[/spoiler]

--
Activate Armor [reaction] Interact Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.

Activate Armor [two-actions] Interact Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist.

[dice=Performance to inspire heroics vs. DC 45 (very hard level 20)]1d20+ 36 +2[/dice] [ ooc] Critical Success: The status bonus from your inspire courage or inspire defense increases to +3!
Success: The status bonus from inspire courage or inspire defense increases to +2!
Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. [/ooc]

[dice=Performance for lingering composition vs. DC 40 (standard level 20)]1d20+ 37 +2[/dice] [ ooc] Critical Success The composition lasts 4 rounds!
Success The composition lasts 3 rounds!
Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. [/ooc]

[dice=Sky-piercing bow (+3 greater striking ghost touch composite shortbow, range 60 feet)]1d20+31[/dice]
[dice=Piercing]3d6+3[/dice]
[dice=Crit? (deadly d10)]2d10[/dice] [ ooc] If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.[/ooc]
Special abilities

[dice=+2 greater striking greater flaming thundering shortbow (range 60 feet)]1d20+30[/dice]
[dice=Piercing]3d6+2[/dice]
[dice=Sonic]1d6[/dice]
[dice=Fire damage (ignores resistance)]1d6[/dice]
[dice=Crit? (deadly d10)]2d10[/dice] [ ooc] If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.[/ooc]
[ ooc]Crit? 2d10 persistent fire damage, ignores resistance[/ooc]

[dice=+1 striking ghost touch rapier (disarm, finesse)]1d20+29[/dice]
[dice=Piercing]2d6+6[/dice]
[dice=Crit? (deadly d8)]1d8[/dice] [ ooc] The target is made off-balance by your attack, becoming flat-footed until the start of your next turn. [/ooc]

[dice=+1 striking light mace (agile, finesse, shove)]1d20+29[/dice]
[dice=Bludgeoning]2d4+6[/dice]

[dice=Telekinetic projectile]1d20+34[/dice]
[dice=damage]10d6+5[/dice]

Fortitude: [dice=Fortitude (expert), +1 status vs. magic]1d20+30[/dice]
Reflex: [dice=Reflex (expert), +1 status vs. magic]1d20+30[/dice]
Will: [dice=Will (legendary), greater resolve, +1 status vs. magic]1d20+32[/dice] (successes become critical successes, crit fails become fails; half damage on a failure)
Antimagic Rune: Activate [reaction] command Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.

Chkirri
Birthplace: Outside Goka
Gender & Pronouns: Male, he/him
Physical Appearance: Chkirri is rather nondescript among tengu, with typical black feathers and stature. He does love bright clothing and jewelry, which he’s adorned himself with.
Ancestry: Tengu (jinxed): Your lineage has been exposed to curse after curse, and now, they slide off your feathers like rain. If you succeed at a saving throw against a curse or misfortune effect, you get a critical success instead. When you would gain the doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.
Background: Gambler
Class Bard; Level: 20
Medium Humanoid, Tengu
CG; Deity: Desna
Languages: Common (Tien), Draconic, Tengu
____________________
SENSES
Perception: [dice=Perception (master)]1d20+27[/dice]
Special Senses: Low-light vision
____________________
DEFENSES
Hit Points: 246 (6 tengu, +8 bard, +4 Con)
AC: 42 (+5 armor, 3 Dex cap, 4 expert, 20 level)
Armor linnorm's sankeit (+3 greater resilient antimagic sankeit)

Armor proficiencies Expert in light armor, expert in unarmored defense
SAVING THROWS
Fortitude: Expert
Reflex: Expert
Will: Legendary
Notes: +1 item bonus included on saves for resilient armor
____________________
OFFENSE
Speed: 35 ft.
Weapon proficiencies Expert in simple weapons; expert in the longsword, rapier, sap, shortbow, shortsword, and whip; expert in unarmed attacks (get crit specialization with these)
____________________
SPELLS:
Occult Spell Attacks (legendary) +34
Occult Spell DCs (legendary) 44
Focus Points: 3
Composition Spells:
Cantrips: inspire courage, inspire defense
1st: counter performance, lingering composition
4th: inspire heroics
5th: Ode to Ouroboros
Occult Spells:
Cantrips (9th): bullhorn, daze, guidance, haunting hymn, message, shield, tk projectile
First: liberating command, magic missile, sanctuary, soothe*
Second: blistering invective*, blur, remove paralysis
Third: enthrall, haste*, paralyze
Fourth: fly, bloodspray curse*, suggestion
Fifth: black tentacles, synesthesia, tongues *
Sixth: collective transposition, phantasmal calamity, scintillating safeguard*
Seventh: tempest of shades, true target, prismatic spray
Eighth: disappearance, uncontrollable dance, spirit song
Ninth: foresight, overwhelming presence, unfathomable song
10th: fabricated truth, fated confrontation

____________________
SKILLS
Acrobatics (T, Dex)
[dice=Acrobatics (trained, +2 item bonus to Escape and Squeeze)]1d20+ 26[/dice]
Arcana (U, Int)
[dice=Arcana (untrained improvisation)]1d20+ 23 [/dice]
Athletics (T, Str)
[dice=Athletics (trained, +2 item bonus to Swim, Stealth in water, to High Jump and Long Jump)]1d20+ 26[/dice]
Crafting (T, Int)
[dice=Crafting (trained)]1d20+ 24[/dice]
Deception (E, Cha, +2 item bonus)
[dice=Deception (expert)]1d20+ 32[/dice]
Diplomacy (L, Cha, +2 item bonus)
[dice=Diplomacy (master)]1d20+ 34+2 [/dice]
Intimidation (U, Cha)
[dice=Intimidation (untrained improvisation)]1d20+ 26[/dice]
Lore (Games) (T, Int)
[dice=Lore (Games) (trained)]1d20+ 25[/dice]
Medicine (U, Wis)
[dice=Medicine (untrained improvisation)]1d20+ 22[/dice]
Nature (U, Wis)
[dice=Nature (untrained improvisation)]1d20+ 22[/dice]
Occultism (E, Int)
[dice=Occultism (expert)]1d20+ 27[/dice]
Performance (L, Cha), +2 item bonus
[dice=Performance (legendary, +2)]1d20+ 36+2[/dice]
Religion (U, Wis)
[dice=Religion (untrained improvisation)]1d20+ 22[/dice]
Society (T, Int)
[dice=Society (trained)]1d20+25[/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+26[/dice]
Survival (U, Wis)
[dice=Survival (untrained improvisation)]1d20+22[/dice]
Thievery (T, Dex)
[dice=Thievery (trained)]1d20+26[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
Special 1st: You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.
Heritage 1st: Your lineage has been exposed to curse after curse, and now, they slide off your feathers like rain. If you succeed at a saving throw against a curse or misfortune effect, you get a critical success instead. When you would gain the doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.
1st: Squawk [reaction] Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. Effect: You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.
5th: Eat Fortune [reaction] Frequency once per day; Trigger A creature within 60 feet uses a fortune or misfortune effect; Effect: As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.
9th: Magpie Snatch [two-actions] You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to grab an unattended object at any point during your movement.
13th: Harbinger's Caw [reaction] (misfortune); Frequency once per day; Trigger A creature within 60 feet is about to attempt an attack roll or skill check.; You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.
17th: Trickster tengu: Once per day, you can cast either aerial form or baleful polymorph as a 7th-level primal innate spell. You must take the form of a bird when using this aerial form.

Skill Feats
Background: Lie to Me
2nd: Virtuosic Performance (oratory): You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
4th: Charming Liar: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
6th: Fascinating Performance: When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
8th: Combat Climber: Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
10th: Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
12th: No Cause for Alarm [three-actions] You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.; Critical Success Reduce the creature's frightened value by 2.; Success Reduce the creature's frightened value by 1.
14th: Root Magic: Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.
15th (general): Legendary Performance: Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.
16th: Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
18th: Trick Magic Item
19th (general): Legendary Negotiation (three actions): You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
20: Steady Balance

General Feats
3rd: Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
7th: Fleet: +5 to speed
11th: Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
15th, 19th: Took skill feats

Class Feats and Abilities
Feature 1st: Muse (Maestro) Your muse is a virtuoso, inspiring you to greater heights. If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the Lingering Composition feat and add soothe to your spell repertoire.
1st: Lingering Composition: By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
2nd: Cantrip Expansion: Add two additional cantrips from your spell list to your repertoire.
4th: Inspire Defense: You learn the inspire defense composition cantrip, which protects you and allies.
6th: Harmonize [one-action] You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.
8th: Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1.
10th: Ode to Ouroboros: You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.
12th: Inspirational Focus: Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
14th: Earworm: By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. Once you've created the earworm, you can attempt a Performance check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest-level target of the earworm present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like lingering composition or inspire heroics to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.
16: Effortless Concentration [free action]: Trigger: You start your turn; Effect You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
18: Eternal Composition: You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
20: Perfect Encore: +10th level slot
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EQUIPMENT
Gear:
adventurer’s pack
2 moderate healing potions (3d8+10)
3 moderate alchemist’s fires
5 beacon shot arrows
5 vine arrows
snapleaf (affixed to armor)
5,323.5 gp (updated at end of book 2)

Magic Gear:
+1 striking ghost touch rapier
+2 greater striking greater flaming thundering shortbow
Sky-piercing bow
+1 sap
Troubador's cap
rope of climbing (moderate)
greater ventriloquist's ring
boots of bounding
electric eelskin (10th)
greater ring of sonic resistance
wand of death ward
eye of apprehension
elemental gem (living landslide)
One pouch of dust of disappearance
Scroll of project image
Scroll of Mariner's curse
Scroll of Blink

Campaign notes
Book 3
Crash landing, meeting Syndara, Hungry Ghost Tournament
Meeting the Celestial Dragon, gaining the Affinity Ablaze ability
The ritual to summon the Celestial Dragon
The kaiju in the caldera: Toraloa and Alru
Details on the intercessors at the Rai Sho Monastery
Meeting Yoh Souran, our airship pilot

Book 2
Steps of the Sun exhibition bout
Arriving in Goka, meeting the patrons, Archbanker Miang Malii

Book 1
Meeting Tagada Emmi, tournament rules
Meeting Hao Jin, the other finalists
Fight 1: Ahmoza Twins
Learning about competitors, part 1
Shrine to Jinya-Por
Stone Markets
Meeting Ahmitar