Jakaw Razorbeak

Chrust's page

2 posts. Alias of sarpadian.


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This is sarpadian's eleventh-hour submission.


statblock:

Chrust
Male tengu illusionist (phantasm) 1
CG Medium humanoid (tengu)
Init +7; Senses low-light vision; Perception +6

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DEFENSE
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AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (d6+4);
Fort +3; Ref +5; Will +5;

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OFFENSE
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Speed 30 ft.
Melee bite +4 (d3+4), 2 claws +4 (d3+4), cold iron dagger +4 (d4+4/19-20)
Ranged light crossbow +5 (d8/19-20)
Special Attacks terror 8/day
Illusionist Spells Prepared (CL 1st; concentration +7)

1st—color spray (DC 16), grease (DC 16), mage armor, silent image (DC 16)
0—detect magic, light, prestidigitation

Opposed Schools Enchantment, Evocation

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STATISTICS
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Str 19, Dex 20, Con 17, Int 20, Wis 16, Cha 11
Base Atk +0; CMB +4; CMD 19
Feats School Strike, Scribe ScrollB
Traits Demon Slayer, Reactionary, Riftwarden Orphan
Skills Acrobatics +6, Appraise +9, Knowledge (arcana) +9, Linguistics +9, Knowledge (local) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6, Spellcraft +9, Stealth +7; Racial Modifiers +2 Perception, +4 Linguistics, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Orc, Tengu
SQ arcane bond (amulet), claw attack, extended illusions, gifted linguist, natural weapons, sneaky.
Combat Gear alchemist’s fire, bolts (20); Other Gear cold iron dagger, light crossbow, spellbook [all non-enchantment/evocation cantrips and spells prepared, plus cause fear, endure elements, grease, protection from evil, vanish)

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SPECIAL ABILITIES
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Arcane Bond (Ex or Sp)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

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.

Extended Illusions (Su)[b]
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

[b]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.

Natural Weapons
A tengu has a bite attack that deals 1d3 points of damage.

Sneaky
Tengus gain a +2 racial bonus on Perception and Stealth checks.

Terror (Su)
As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


background:
Chrust's parents journeyed to Kenabres as Riftwarden crusaders. Shortly after his birth, they were called away on a mission into the Worldwound, and they left Chrust with a halfling foster family. They never returned, and Chrust's foster family raised him with no knowledge of his true parentage. It was obvious that he was adopted, but they made sure to never speak of the Riftwardens. Chrust's odd looks caused plenty of bullying from the other children in Kenabres, and he learned quickly to avoid the bullies. Once he filled out and was easily stronger than the vast majority of his peers, the bullying took other forms, and Chrust learned that it was easier to simply retreat into the library and pour himself into his studies than to try getting his peers to accept him. His natural intellect made him a great student, and he showed some talent for the arcane, so he received admission to a wizard training school. While there, one of the instructors noticed Chrust's birthmark and asked him about it. When Chrust confessed that he didn't know anything about it, the instructor informed him that it meant that he was an orphan of Riftwardens. Armed with this knowledge, and surmising what must have happened to his parents, he devoted himself to learning the weaknesses of demons and preparing to return home to avenge his parents. Now the time has come to do so.

Mythic Path/Plans:
I plan to take the Archmage path. I might go into a prestige class later, if it seems to fit the way the character is developing, but otherwise I will stick to wizard.

RP Sample:
The burly tengu taps the birthmark on his cheek with a claw, contemplating the insane price the shopkeeper is asking for simple spell components. "For what sort of fool do you take me, sir? I am a trained, well-informed wizard. Your antics may work on simple folk, but not me. It is, of course, your perogative to ask whatever price--however excessive it may be--but if you persist in exercising that perogative, I will be exercising mine to take my business elsewhere."