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About Chu'ko BuzenboChuko Buzenbo
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)
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).
•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)
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
Confirm critical [dice]1d20+26[/dice]
Adamantine morningstar
Shortbow composite (+1): point-blank (w/i 30): manyshot
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)
Thunder Call (Su): A deafening peal of thunder 5d8
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):
Inspire Greatness (Su) Soothing Performance (Su) Call Lightning Storm (Su):
Traits:
Vagabond child
Languages: Elven, common, Tengu Feats (7):
Natural spell Spells / day
Spells known:
6-1st
6-2nd
6-3rd
6-4th
6-5th
6- 6th
Skills: (6+1) * 14 = 98 +7favoredclass 28 points...
+2 Elven curve blade of speed. 50 k +8 bracers of armor (crafted) 32 k
Adamantine morningstart 3k
Shortbow, composite (+1 str) (3) (450 gold)
MW theives tools (300 gold)
Wands: Total =
Potions/oils: Total = 400 gold
Scrolls: Total =
Whetstone
effiecent quiver contents:
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
Hand of Stone
Crafted amulet of natural armor +5. Cost 25,000 Metamagic rod, quicken Headband of Alluring Charisma (+6)
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