Jakaw Razorbeak

Chu'ko Buzenbo's page

309 posts. Alias of Freddy Honeycutt.


Full Name

Chu'co Buzenbo

Race

Tengu

Classes/Levels

Bard ( thunder caller) 20 AC 33, touch 23, flat-footed 24 (+8 bracers, +5 amulet +9 Dex, +1 NA) hp 114 Fort +6 Ref +20 Will +12 +2 vs. Poison

Gender

Male

Size

medium 4 foot 5 inches tall, 75 pounds

Age

18

Alignment

Neutral

Location

Taldor

Languages

common, elven, tengu

Occupation

Wandering minstrel

Strength 12
Dexterity 27
Constitution 10
Intelligence 12
Wisdom 10
Charisma 24

About Chu'ko Buzenbo

Chuko Buzenbo
Tengu
Bard (Thunder caller archetype) 20

History

Spoiler:

Chuko Buzenbo hails from a tribe of Tengu that calls the Fog peaks home. The Fog Peaks are a vast and largely unexplored mountain range in eastern Avistan that form the border between the nations of Taldor (to the south) and Galt (to the north). The name comes from their perpetually fog- and cloud-shrouded mountain tops, which constantly dump precipitation. Winter comes early in the Fog Peaks, with snow blanketing the higher elevations in early Fall.

To most poeple the inhabitants of The Fog Peaks are limited to Frost giants, white dragons and the rocs that can be seen soaring over the northern half of the range near the Boarwood. Near the foothills of the Fog Peaks exploreres have met their fate from the weather most often, and from some minor creatures such as winter wolves, ettins, frost worms, or remorhazes.

Chuko's early life in the tribe was learning the wisdom of survival and learning to make clothing and useful items, such as cloaks, sheathes and quivers. All tengu study to use blades and all tengu must discover their own life path. Chuko was equiped no better nor any worse than any of the others his age who began training.

Chuko spent his early adventures in that vast area of the Fog Peaks. The fog-walker tribe deals with an almost constant threat to survival. The fog-walker tribe exists in the high mountains and in a deep cavern, it is how the winter becomes bearable to them. Deep underground the knowledge of the tribe is painted upon a vast wall. It was during this time that Chuko discovered that his life path was as a thunder-caller and trained with the tribal bards who could also speak to the rumbles in the sky.

Eventually Chuko happened upon a group of adventurers out of Taldor who had either traveled too high into the mountains or perhaps Chuko had traveled too low. Chuko ended up aiding that group and in turn hearing much about the world below. It was that hearing and invitation that resulted in him leaving the mountains and going to see what else the land had to offer.

Chuko did just that eventually discovering the fact of his tribal legends, that indeed a tribe of tengu resides within the Verduran forest. With very little insight into the area of the potential conflicts to be found there, he went to the woods seeking the wood-wing tribe.

After discovering that tribe of tengu and relating stories of his home tribe, he once again headed onward on his path of enlightenment.

In the mythos of the Tengu they are attributed as spirits of either the mountains or forests, in this history, Chuko is making a spiritual journey towards enlightenment, understanding that the legends are based upon the two seperate and distinct tribes of tengu.

Luck was with him and he joined a band of adventurers who were going to battle the fellknight queen a powerful fey creature, deep in the heart of the Verdan forest.

Afterwards the aspiring adventurer began to think of tribute songs and songs of introduction like his tribe would have for important people, places and events. Eventually he did create a few such songs for various allies he has had along the way. His adventures lead him across Taldor, eventually landing him in the furthest reaches from home, to the Southern limits of Taldor, to Zimar. Zimar a city on the edge of another kingdom Qadira and is a stronghold against invasion.

Personality

Spoiler:

Although Chuko has a wide range of abilities and talents he often holds them to himself, preferring to keep the element of surprise and preventing those around him from predicting what he can or can not do.

Chuko enjoys people and learning new things he is curious about nearly everything that he has not seen yet.

Chuko has a sense of humor and often attributes abilities to the ancestors or the sky-spirits, so he is sometimes mistaken for a divine caster or tribal shaman.

Quotes (after doing something magical/bardic/spell-casting)
"The ancenstrall spirits heard my plea."
"When one answers the sky sometimes the sky smiles upon you."
"It was a cry of ferocity and thunder combined."

Chuko tries to remain out of the tales and notice of the public, but given his unusual appearance and name, it seems un-likely that he can remain in the background for much longer.....In fact he is a well known and re-occurring character if not the main character at least in some subtle way. Often providing just the right aid, subterfuge or guile at just the right moment.

Tengu

Spoiler:
:
Standard Racial Traits
•Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
•Type: Tengus are humanoids with the tengu subtype.
•Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
•Speed: Tengus have a base speed of 30 feet.
•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). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
•Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

•Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.

Offense Racial Traits

•Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
•Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits

•Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Standard stat block

LN Medium humanoid (Tengu)
Init +8; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 33, touch 23, flat-footed 24 (+8 bracers, +5 amulet +9 Dex, +1 NA)
hp 114
Fort +6 Ref +20 Will +12
+2 vs. Poison
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee +25/+25/+20 1d10+3 crit 16-20
Ranged +23/+23/+18 1d6+3 Ammo (special)
Special Attacks: Bardic music, spells
--------------------
Statistics
--------------------
Str 12, Dex 27, Con 10, Int 12, Wis 10, Cha 16--18
Base Atk ; CMB 12 ; CMD 31
Feats: Weapon fineesse; Improved critical (ECB); Craft wonderous item;
Point blank shot; Rapid shot; Manyshot; Tengu wings; tengu form, natural spell

Traits: Vagabond child; Eternal understanding

Notable Skills: Bluff, Disable device, perception, perform, stealth

Languages Common, Tengu, Elven

Ability score math

Spoiler:

Str 12 (2) = 12/+1
Dex 16 (10) (+2 race) (+3 raises) = 21/+5 magic items +8 = 29/+9
Con 12 (2) (-2 race) = 10/+0
Int 12 (2) = 12/+1
Wis 10 = 10/+0
Cha 14 (4) (+2 race) = 16/+3

Base

Spoiler:

BAB +12/+7/+2
Fort +5/reflex +10/will +10

Full Attack Elven Curve blade
[dice]1d20+26; 1d10+3[/dice]
[dice]1d20+26; 1d10+3[/dice]
[dice]1d20+21; 1d10+3[/dice]
Critical threat 16-20

Confirm critical [dice]1d20+26[/dice]
critical damage [dice]1d10+3[/dice]

Adamantine morningstar
[dice]1d20+16; 1d6+1[/dice]
[dice]1d20+10; 1d6+1[/dice]

Shortbow composite (+1): point-blank (w/i 30): manyshot
[dice]1d20+23; 1d6+3[/dice]
[dice]1d20+23; 1d6+3[/dice]
[dice]1d20+18; 1d6+3[/dice]

Bard thundercaller Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies.

Bardic Performance 39 + rounds/day

Spoiler:

Countersong (Su)
Distraction (Su)
Fascinate (Su)
Inspire Courage (Su)

Thunder Call (Su): A deafening peal of thunder 5d8
At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.

Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).

Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components.

Call Lightning (Su):
At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

Inspire Greatness (Su)

Soothing Performance (Su)

Call Lightning Storm (Su):
At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

Traits:
Eternal Understanding (religion)*
Though you haven't been traditionally educated, you're blessed with potent observation and discernment.
Benefit(s) You can attempt Knowledge checks with a DC of 15 or lower untrained.

Vagabond child
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefits: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Disable device)

Languages: Elven, common, Tengu

Feats (7):
Weapon finesse
Improved critical ECB
Craft wonderous item
Point blank shot
Rapid shot
Manyshot
Tengu wings
Tengu Raven Form (Tengu)
You can shift into the form of a giant black raven.
Prerequisites: Tengu Wings, character level 7th, tengu.
Benefit: Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

Natural spell

Spells / day
6 - 1st
6 - 2nd
6 - 3rd
6 - 4th
6 - 5th
6 -6th

Spells known:
6-Orisons
0-Dancing lights
0-Detect magic
0-Ghost sound
0-Mage hand
0-Read magic
0-Spark

6-1st
1-Cure light wounds
1-Expeditious retreat
1-Grease
1-Hideous laughter
1-Silent image
1-Vanish

6-2nd
2-Alter self
2-Enthrall
2-Glitter dust
2-Invisibility
2-Mirror image
2-Pyrotechnics

6-3rd
3-Confusion
3-Fear
3-Haste
3-Phantom steed
3-Slow
3- mad monkeys

6-4th
4-Dimension door
4-Dominate person
4-Freedom of movement
4-Legend lore
4-Cure critical wounds [dice]4d8+16[/dice]
4-song of healing

6-5th
5-Bards escape
5-Dispel magic, greater
5-Summon monster V
5-Sabatogae construct
5-music of the spheres

6- 6th
overwhelming presence
dance of a thousand cuts
Brilliant inspiration
Veil
Summon monster VI

Skills: (6+1) * 14 = 98 +7favoredclass 28 points...
*Acrobatics
*Appraise
*Bluff 23 (17 ranks, +3 Cha, +3 class)
*Climb
*Craft (wonderous item) (5ranks)
*Diplomacy
*Disable device 29 (+1 trait bonus, +16 rank, +3 class, +9dex)
*Disguise
*Escape artist
Fly 18 (+9 rank, +9 dex)
**Handle Animal 14 (+7 AT bonus, +3 cha, +1 rank, +3 class)
Heal
*Intimidate
*****can use all knowledges untrained DC 15 or lower
Knowledge (dungoeneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
**Knowledge (nature) (+7 AT bonus)
Knowledge (nobility)
Knowledge (planes)
knowledge (religion)
****************
*Linguistics
*Perception 20 (+2 race, 18ranks, +0 wis)
*Perform (sing/screech). 20 (14 ranks, +3 cha, +3 class)
*Perform (percussion). 18 (10 ranks, +3 cha, +2 MW, +3 class)
*Profession
*Sense motive 11 (8 ranks, +3 class, +0 wis)
*slieght of hand 25 (13ranks, +9 dex, +3 class)
Ride (+2 rank, +9dex)
*Spellcraft 12 (8 ranks, +3 class, +1 int)
*stealth 31 (+2 race, 20ranks, +9 dex)
**survival 12 (5 ranks, (+7 AT bonus)
swim (2 ranks)
Use magic device. 9 (6 ranks, +3 cha)

+2 Elven curve blade of speed. 50 k

+8 bracers of armor (crafted) 32 k
Efficient quiver (crafted) 900 gold
Belt of incredible dexterity (+6) (crafted) 18k
Snakeskin tunic +1 AC/+2 dex/ +2 poison (crafted) 4K
Goggles darksight (crafted) 10k
Handy Haversack (crafted) 1 K
Restless lockpicks (crafted) 4 K
Werewhistle (crafted) 4 K
Comfort's cloak (crafted) 7.8 K
Chime of opening 10/10 (crafted) 1.5 K
Bead of newt prevention (2) (crafted) 1 K
Dust of dryness (2) (crafted) .85 K
Traveler's any tool (crafted) 125 gold
Key of lock jamming (crafted) 125 gold
Origami swarm (2) 300 gold
Feather token (whip) (crafted) 250 gold
" (Tree) .........200 gold
Stubborn nail (10) (crafted) .5 K

Adamantine morningstart 3k
Scholars ring 8.7k
Ring of Energy shroud 19.5 k

Shortbow, composite (+1 str) (3) (450 gold)
Arrows, MW 60 +1/+0 (360 gold)
Arrows, adamantine blanch 20 (200 gold)
Arrows, cold iron blanch 20 (100 gold)
Arrows, silver blanch 20 (10 gold)
Arrows, ghost touch blanch 20 (400 gold)
Arrows, planar (Outsiders ignores 5 points of DR)50/50 2k
Arrows, Corrosive (deals an extra 1d6 points of acid) 50/50 2K

MW theives tools (300 gold)
MW instrument, precussion (claves) 300 gold

Wands: Total =
Wand CLW 50/50 (750 gold)
Wand shield 50/50 (750 gold)

Potions/oils: Total = 400 gold
Oil of magic weapon (4), +1/+1 for 1 minute (200 gold)
Air bubble 50 gold
Deathwatch 50 gold
Hide from undead (2) 100 gold

Scrolls: Total =
Protection from Evil, communal (4)
Used 1 vs the female vampire.
Used 1 in succubus den.

Whetstone
hammock
rations

effiecent quiver contents:
60 arrows
18 javelins
2 back-up bows
4 clubs

Four books: one tome on Arcana, one tome on Dungeoneering, one on the planes, and the final volume on religion.

Pathfinder Chronicles

Source Inner Sea World Guide

Numerous volumes and editions of the Pathfinder Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), a Pathfinder Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Pathfinder Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same.

Hidden inside a locket, Chu'ko carries a heightened continual flame spell. The spell has been heightened to 4th level...(330 gold)

New level stuff

Spoiler:

Band of the Stalwart Warrior
Aura strong abjuration; CL 16th
Slot headband; Price 14,000 gp; Weight 1 lb.
DESCRIPTION
This plain iron band protects its wearer from fear effects. Whenever the wearer suffers a fear effect, she is merely shaken (even if the effect would normally make the target frightened or panicked). Furthermore, the subject gains a +2 competence bonus on all Will saves against fear. If the wearer has the bravery class feature, she is considered four levels higher when determining that class feature’s effect. CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, remove fear; Cost 7,000 gp.

Hand of Stone
Aura moderate divination; CL 7th
Slot neck; Price 27,000 gp; Weight 2 lbs.
DESCRIPTION
This mummified dwarf hand hangs on a steel chain around a character’s neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, clairaudience/clairvoyance; Cost 13,500 gp.

Crafted amulet of natural armor +5. Cost 25,000

Metamagic rod, quicken

Headband of Alluring Charisma (+6)
Large fire elemental
Slams [dice]1d20+12; 1d20+12; 1d8+2; 1d8+2[/dice]
Reflex save DC 16 of Burn [dice]1d8[/dice]