Chucko Darkblade's Appearance
Chucko is a tengu from Goka, with typical black feathers and a dark blue eyes. He tends to wear dark clothing to help him sneak about, but does have a silvery chain shirt underneath to help protect him. He also carries with him his numerous blades with him. Including a cold iron katana he favors.
Chucko Darkblade's Stats:
Chuko Darkblade
Male tengu rogue (unchained, swordmaster) 3 (Pathfinder RPG Advanced Race Guide 164, Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 21 (3d8+3)
Fort +2, Ref +5, Will +3
Defensive Abilities evasion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
. . mwk cold iron katana +5 (1d8+2/18-20) or
. . mwk wakizashi +3 (1d6+2/18-20) or
. . mwk wakizashi +3 (1d6+1/18-20) or
. . morningstar +4 (1d8+2) or
. . unarmed strike +4 (1d3+2 nonlethal) or
. . bite -1 (1d3+1)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 14, Dex 15, Con 12, Int 13, Wis 14, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Two-weapon Fighting, Weapon Finesse
Traits altruistic diplomat, blade of the society
Skills Acrobatics +5 (+1 to jump), Bluff +7, Climb +3, Diplomacy +3, Disable Device +6, Escape Artist +4, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +9, Perception +10, Sense Motive +8, Sleight of Hand +4, Stealth +7, Survival +2 (+4 to avoid becoming lost), Swim +3, Use Magic Device +7; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Draconic, Kelish, Tengu, Tien
SQ gifted linguist, rogue talent (trap spotter), swordtrained, trance, trance (tiger trance[ARG]), trapfinding +1
Combat Gear wand of cure light wounds, wand of shield (50 charges); Other Gear mithral chain shirt, dagger (5), morningstar, mwk cold iron katana[UC], mwk wakizashi[UC], mwk wakizashi[UC], wayfinder[ISWG], backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mirror, piton (2), soap, thieves' tools, torch (2), waterskin, wrist sheath, spring loaded, 1,564 gp, 9 sp
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Tracked Resources
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Dagger - 0/5
Light (At will) - 0/0
Torch - 0/2
Trance (6 rounds/day) (Ex) - 0/6
Wand of cure light wounds - 10/50
Wand of shield (50 charges) - 2/50
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Tiger Trance (Ex) Make a maneuver check against opponent, then charge and make a full attack.
Trance (6 rounds/day) (Ex) You enter a trance, gaining specific benfits from your active trance.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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