Jakaw Razorbeak

Ebon Pennyfeather's page

24 posts. Alias of ShieldBug.


Full Name

Ebon Pennyfeather

Race

Tengu | HP 69/69 | AC: 22/15/17 | CMD: 26 | F: +9, R: +11, W: +3 | Speed: 40' | Sense Motive: -1; Perception +11 (low-light vision) | Initiative +4 | Martial Flexibility (5/6) | Knockout (1/1) |

Classes/Levels

Stamina Pool (9/9) | Active Effects: War Mind Blessing | Brawler (Shield Champion) 7

Gender

Male

Size

M (4' 8" 102lb)

Age

22

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Tengu, Aklo, Auran, Draconic, Goblin, Orc, Giant

Strength 18
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 9
Charisma 12

About Ebon Pennyfeather

Statistics:
Male Tengu Brawler (Shield Champion) 7
LG Medium Humanoid (Tengu)
Init +4; Senses Perception +11; low-light vision;
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DEFENSE
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AC 22, touch 15, flat-footed 17 (+5 armour, +4 dex, +2 shield, +1 dodge)
hp 69 (+55 class, +14 con)
Fort +9 (+5 class, +2 con, +2 item), Ref +11 (+5 class, +4 dex, +2 item), Will +3 (+2 class, -1 wis, +2 item)
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OFFENSE
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Stamina Pool 9 (from combat stamina feat)
Speed 40 ft. (30 ft. base + 10 ft. item)
Melee
. . unarmed +12 (1d8+5 x2 B) [magic] (+7 BaB, +4 Str, +1 item)
. . shield bash +11 (1d6+4 x2 B) [silver] (+7 BaB, +4 Str)
. . bite +12 (1d3+5 x2 B,P,S) [magic] (+7 BaB, +4 Str, +1 item)
. . dagger +11 (1d4+4 19-20 x2 P or S) [cold iron] (+7 BaB, +4 Str)
full attack options
. . unarmed and bite +12/+7/+7 (1d8+5 x2 B/1d3+3 x2 B,P,S) [magic] (+7 BaB, +4 Str, +1 item)
. . brawlers flurry +10/+10/+5 (1d8+5 x2 B) [magic] (+7 BaB, +4 Str, +1 item, -2 TWF)
. . shield bash flurry +9/+10/+5 (1d6+4 x2 B/1d8+5 x2 B) [silver/magic] (+7 BaB, +4 Str, +1 to unarmed from item, -2 TWF)
. . dagger +11/+6 (1d4+4 19-20 x2 P or S) (+7 BaB, +4 Str) [cold iron]
Ranged
. . shield toss +11 (1d6+4 ×2 B) 20ft [silver] (+7 BaB, +4 Dex, -1 per range increment [feat])
. . javelin +11 (1d6+4 x2 P) 30ft [cold iron] (+7 BaB, +4 Dex, -2 per range increment)
. . dagger +11 (1d4+4 x2 P) 10ft [cold iron] (+7 BaB, +4 Dex, -2 per range increment)
full attack options
. . ricochet shield toss +11/+6 (1d6+4 ×2 B) 20ft [silver] (+7 BaB, +4 Dex, -1 per range increment [feat])
. . javelin +11/+6 (1d6+4 x2 P) 30ft [cold iron] (+7 BaB, +4 Dex, - 2 per range increment)
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STATISTICS
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Str 18 (16 + 2 item), Dex 18, Con 14, Int 10, Wis 9, Cha 12
Base Atk +7/+2; CMB +11; CMD 26; flat-footed 21 (10 + 7 bab + 4 dex + 4 str + 1 dodge)

Traits:

strong arm, supple wrist (increase thrown range increment 10' if moved 10')
acrobat (+1 bonus on Acrobatics checks, and only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.)

Feats:

1: proficient with all simple weapons, shields as weapons, light armor, bucklers, light shields, and heavy shields.
1: proficient with all sword like weapons (racial trait)
1: improved unarmed strike (bonus)
1: quick draw
2: improved shield bash (bonus)
3: shield-focus
5: shield slam (bonus)
5: combat stamina
7: pummeling style

Skills:

(28 points; 7 class, 0 INT)

Acrobatics = +15* (7r + 4a + 3c + 1t)
Bluff = 1
Climb = 10* (3r + 4a + 3c)
Diplomacy = 1
Disable device = --*
Disguise = 1
Escape Artist = +10* (3r + 4a + 3c)
Fly = +11* (4r + 4a + 3c)
Heal = -1
Intimidate = +7 (3r + 1a + 3c)
Knowledge (dungeoneering) +7 (4r + 0a + 3c)
Perception = +11 (7r - 1a + 3c + 2t)
Ride = +4*
Sense Motive = -1
Spellcraft = --
Stealth = +10* (4r + 4a + 0c + 2t)
Survival = -1
Swim = +4*
Use magic device = --

Background skills (14 points; 0 class; 0 INT)
Appraise = +2 (2r + 0a + 0c)
Handle Animal = +6 (2r + 1a + 3c)
Craft (armour) = +10 (7r + 0a + 3c)
Linquistics = +7 (3r + 0a + 0c + 4t)

ACP -0

*ACP applies to these skills

Non-Standard Skill Bonuses
+5 competence bonus to jump checks [item]

Key
(r=ranks, a=ability modifier, c=class skill, t=racial trait)


Languages:

Common, Tengu, Aklo, Auran, Draconic, Goblin, Orc, Giant

Special Abilities:

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SPECIAL ABILITIES
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Low-Light Vision Tengus can see twice as far as humans in conditions of dim light.

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

Gifted Linguist Tengus receive a +d racial bonus on Linguistics checks and learn two languages for every rank.

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

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).

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.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex) (6/day) A brawler can take a swift action or move action to gain the benefit of one or two combat feats he doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex) At 1st level, a brawler counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike A brawler applies his full Strength modifier (not half) on damage rolls for all his unarmed strikes. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also causes more damage with unarmed strikes (1d8).

Brawler's Flurry (Ex) A brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. He does not need to use two different weapons to use this ability.

A brawler applies his full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can he make natural weapon attacks in addition to her brawler's flurry attacks.

Throw Shield (Ex) A shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

A shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if he were making a melee shield bash attack.

AC Bonus (Ex) When a brawler wears light or no armor, he gains a +1 dodge bonus to AC and CMD.

Knockout (Ex) (1/day, Fort save DC 17) A brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Returning Shield (Ex) A shield champion can throw a shield so it ricochets off his target (and possibly other solid objects) to return to him at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on his turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion's attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to him, in which case it falls to the ground as it normally would.

If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler's flurry.

Close Weapon Mastery (Ex) A brawler's damage with close weapons increases. When wielding a close weapon, he uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of his adjusted unarmed strike damage—this must be declared before the attack roll is made.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 57.5 lb.
qty / weight / name

1 / 5.0 / Soldiers Uniform
1 / 0.5 / Belt pouch
3 / 0.0 / Chalk
1 / 0.5 / Mirror
2 / 4.0 / Tanglefoot Bag
1 / - / Potion Cure Modereate Wounds CL1
1 / - / Potion Englarge Person CL1
1 / 5.0 / Bedroll
1 / 5.0 / Handy Haversack

Weapons
qty / weight / name

1 / 13.5 / Light mithral quickdraw throwing shield with masterwork illuminating boss
1 / 1 / Cold iron dagger
3 / 2 / Cold iron javelins

Armour
qty / weight / name

1 / 10 / Mithral Chain Shirt +1

In Handy Haversack (64.5 lbs)
qty / weight / name

1 / --- / Mechanical Wings
1 / 16 / Cooking Kit
1 / 5.0 / 50ft silk rope
1 / 2.0 / Lantern, Hooded
1 / 0.5 / Soap
10 / 1.0 / Trail Rations
1 / 4.0 / Waterskin
1 / 4.0 / Grappling Hook
5 / 1.0 / Lamp oil
6 / 1.0 / Sunrod
1 / - / Flint and Steel
1 / 5.0 / Crowbar
2 / 4.0 / Tanglefoot Bag

Money 37 GP 3 SP 6 CP (14ish lbs)

Magic Items:

Body: Mithral Chain Shirt +1 [2100gp]
Neck: Amulet of Mighty Fists (+1) [4000gp]
Torso: Belt of Giant Strength (+2) [4000gp]
Feet: Boots of Striding and Springing [5500gp]
Shoulders: Cloak of Resistance (+2) [4000gp]
Handy Haversack [2000gp]

Appearance and Personality:

Appearance

Ebon Pennyfeather opens his eyes upon the world for what could be the first time "Where am I?" He looks down at his hands, seeing the deep black feathers that cover his huge arms, his neatly manicured talons flexing as he feels his strength "Who am I? What's going on?". On the ground he sees a large round silvery shield, polished to perfection, the feather-like relief circling the outer perimeter fills him with pride. "This is mine. I'm sure of it" Pennyfeather picks up the shield, examining his reflection "So that's what I look like". The bird staring back at him, with its head flitting to and fro in constant motion, has light grey eyes over which his feathers are dyed in a manner that resembles giant white eyebrows. His matt black beak features intricate swirling designs of silver and white paint, "Did I do that, or did I have help?". A pang of loneliness hits him as he realises he's all alone. "Hello? Is there..." Pennyfeather cuts himself off, taken aback by the softness of his own voice "So that's what I sound like... hmm". He looks down at his clothes, his immaculately polished mithral hauberk brings a smile to his face. A heavy green wool cloak covers his large shoulders, and a kilt, accented with silver thread and dyes, covers spindly legs that belie his immense power and agility. "And what are these?" he wonders, fondling the softly clinking chunks of metal and assorted gems that hang from a well-worn leather belt.

"I must find out if anyone else is here" Instinctively he opens a guard at the centre of the shield, uncovering a recess that contains a dimming sunrod "That's interesting". He slings the quiver full of javelins and the backpack that lie by his feet over his shoulders and sets off with surprising speed.

Personality

Impulsive and overprotective are two words that sum up Pennyfeather pretty well. He has a habit of charging head first into situations that would benefit from just a little forethought. He would, for instance, rush to the defence of a mugger who took on more than they could handle and not notice who the real victim is. Friendly and always quick with a joke, Pennyfeather thrives on the camaraderie of his companions but feels lost when left on his own. He is profoundly loyal to his friends and is always willing to lend a helping hand without question. However, his behaviour towards others is not always so genial. Pennyfeather has a deep mistrust of anyone in a position of power, instinctively believing that they are abusing it somehow. And although he believes in law and order, he thinks that those who enforce or make the laws do so to further their own interests rather than those of the population at large.

Pennyfeather has a weakness for shiny objects and he can often be seen polishing his armour or various chunks of metal he may have found on his travels. And Whilst he is not claustrophobic, Pennyfeather becomes noticeably uncomfortable if he cannot see the sky above him.

Status:

Ebon HP: 69/69, AC: 22 (f15/t17)
Weapon Equipped = Shield
Conditions = War Mind Blessing (+1 on all saves), Combat Reflexes
Stamina = 9/9
Martial Flexibility = 5/6
Knockout = 1/1