Tengu

Emergency Rations's page

47 posts. Organized Play character for Blake's Tiger.


Race

R: electric 1 | Perc +3 (see through rain/fog) | Stealth +1 |

Classes/Levels

25 ft | FP 1/1 | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: champion's aura 15 ft

Gender

Albino Tengu Champion 1 | HP 15/17 | AC 18 (20) | F +6 R +4 W +5 |

About Emergency Rations

PFS Information:

PFS Number: 230524
Experience: 0
Total Gold Earned: 15
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Major Faction Reputation
Envoy’s Alliance:
Grand Archive:
Horizon Hunters:
Vigilant Seal:
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 0
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Reputation Tiers
0-19: Ignored
20-59: Liked
60-119: Admired
120 (maximum): Revered

BOT ME!:

Preferred Exploration Activity: Search
[dice=Initiative: Perception (T)]1d20+3[/dice]
[dice=Initiative: Stealth (U)]1d20+1[/dice]

Social Encounters
Use Squawk! on critically failed social checks
↺ Squawk! CF -> F

Combat Actions (non-strikes)

↺ Flash of Grandeur (brilliant flash)
Trigger: an enemy damages an ally, and both are within champion's aura
Ally: resist all 3 vs. triggering damage
Enemy: revealing light, dazzled, off-guard until the end of my next turn

[dice=◆ Cast (m): Lay on Hands (healing) @ ***]6[/dice] (ally gains +2 status bonus to AC for 1 round)
[dice=◆ Cast (m): Lay on Hands (undead), Vitality vs. Basic DC 16]1d6[/dice] (target suffers a -2 status penalty to AC for 1 round)

Tactics

Prefer to lead with disabling maneuvers (trip or disarm), allowing allies to take advantage.
[dice=◆ Disarm: Athletics (T)]1d20+7[/dice]
[dice=◆ Trip: Athletics (T)]1d20+7[/dice]
Prefer to keep shield raised, but reserves reaction for flash of grandeur when applicable
◆ Raise a Shield
Rarely attacks with his beak

Emergency Rations
Tengu (stormtossed)
Streetfood Vendor
Champion (grandeur); Level: 1
Medium humanoid, tengu
Faith: Thisamet
Languages: Taldane (common), Tengu, Tien
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ABILITY SCORES

STR +4, DEX +1, CON +1
INT +0, WIS +0, CHA +3
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SENSES
[dice=Perception (E)]1d20+3[/dice]
Special Senses: see through rain/fog
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DEFENSES

HIT POINTS: 17

ARMOR CLASS
AC: 18 (10 + (1 DEX) + (3 proficiency) + (4 item))
Shield: +2 Hardness 5 Max HP 20 / BT 10 Current HP 20

Unarmored: (T), Light: (T), Medium: (T), Heavy: (T)

SAVING THROWS
[dice=Fortitude (E)]1d20+6[/dice]
[dice=Reflex (T)]1d20+4[/dice]
[dice=Will (E)]1d20+5[/dice]
Notes: resist electricity 1 (level/2)
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OFFENSE

Class DC: 17 (10 + (4 STR) + (3 T)

Speed: 25 ft

Melee Strikes

{Flail} (disarm, sweep, trip)
[dice=◆ Strike: Flail (T)]1d20+7[/dice]
[dice=Holy, Bludgeoning]1d6+4[/dice]

{Beak} (finesse, unarmed)
[dice=◆ Strike: Beak (T)]1d20+7[/dice]
[dice=Holy, Piercing]1d6+4[/dice]

Ranged Strikes

{Boomerang} (recovery, thrown) (range 60 ft)
[dice=◆ Strike: Boomerang (T), Recovery]1d20+4[/dice]
[dice=Holy, Bludgeoning]1d6+4[/dice]

Weapon Proficiencies
Simple: (T), Martial: (T), Advanced: (U), Other (unarmed): (T)
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SKILLS

[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Arcana (U)]1d20+0[/dice]
[dice=Athletics (T)]1d20+7[/dice]
[dice=Crafting (T)]1d20+3[/dice]
[dice=Deception (U)]1d20+3[/dice]
[dice=Diplomacy (T)]1d20+6[/dice]
[dice=Intimidation (T)]1d20+6[/dice]
[dice=Lore (Cooking) (T)]1d20+3[/dice]
[dice=Lore (Pathfinder) (T)]1d20+3[/dice]
[dice=Medicine (U)]1d20+0[/dice]
[dice=Nature (U)]1d20+0[/dice]
[dice=Occultism (U)]1d20+0[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Religion (T)]1d20+3[/dice]
[dice=Society (U)]1d20+0[/dice]
[dice=Stealth (U)]1d20+1[/dice]
[dice=Survival (U)]1d20+0[/dice]
[dice=Thievery (U)]1d20+1[/dice]
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FEATS:

Ancestry Feats and Abilities
Ancestry Ability: Low-light vision, sharp beak
Heritage Ability: Electricity resistance = Level/2; see through rain/fog
1st: Squawk (↺ reroll a critically failed Diplomacy, Deception, or Intimidation check)

Skill Feats
Background: Seasoned (+1 to craft food and drink, including elixirs)
2nd: (feat)

General Feats
3rd: (feat)

Class Feats and Abilities
Feature 1st: Deity (Daikitsu)
Feature 1st: Cause (gradeur)
Feature 1st: Devotion Spell (lay on hands)
Feat 1st: Brilliant Flash
2nd: (feat)

Bonus Feats
Shield Block (class)
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EQUIPMENT

Held: Flail, Steel Shield
Worn: Lattice Armor, Boomerang (2), Backpack, Signal Whistle, Clothing (explorer’s), Manacles (poor), Compass
Stowed: Candle (1), Chalk, Earplugs, Mug, Piton, Sack, Torch (1), Bedroll, Soap, Flint and Steel, Waterskin, Grappling Hook, Hammer, Crowbar, Rope (50 ft), Tent (pup), Writing Set

Bulk: 5.1 (Encumbered at: 9 = 5 + (4 STR); Maximum at: 14 = 10 + (4 STR))

Coins: 1.01 gp
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