Tengu

Gara Voreata's page

32 posts. Alias of william Nightmoon.


Race

Tengu

Classes/Levels

Samarai(Brawling Blademaster) 1

Gender

Male

Size

Medium

Age

21

Alignment

Lawful Neutral

Languages

Common, Tengu, Giant

Strength 16
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 12

About Gara Voreata

Status:

HP:11/11
AC:16=10+(2 dex,4 armor)
BAB:+1 CMD:14(+2 w.Sword)
Fort:+3 Refl:+2 Will:+0
Perc:+0

Racial Traits:

2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.

Tengu: Tengus are humanoids with the tengu subtype.

Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tengus have a base speed of 30 feet.

Senses: Tengus have low-light vision.

Glide
Source Advanced Race Guide pg. 1
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.

Swordtrained: Tengus are trained from birth in swordplay, and as a result 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).

Deft Swords
Source Inner Sea Races pg. 216
Some tengu learn dazzling blade techniques that allow them to use their weapons to protect against combat maneuvers. They gain a +2 dodge bonus to CMD while wielding a swordlike weapon. This racial trait replaces natural weapon and sneaky.

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).

Class Traits:

Weapon and Armor Proficiency: Brawling blademasters are proficient with all simple and martial weapons, plus the katana and wakizashi. Brawling blademasters are proficient with light armor, but not with shields.

This alters the samurai’s weapon and armor proficiency.

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Empty Hand (Ex): A brawling blademaster gains Improved Unarmed Strike as a bonus feat. She uses her samurai level as her monk level for determining the amount of damage she deals with an unarmed strike. These levels stack with monk levels to determine the brawling blademaster’s unarmed strike damage.

This replaces mount.

Nimble (Ex): At 2nd level, a brawling blademaster gains the gunslinger’s nimble class feature, using her samurai level as his gunslinger level..

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Dual Expertise (Ex): At 3rd level, a brawling blademaster gains Two-Weapon Fighting as a bonus feat, even if she doesn’t meet the prerequisites. Furthermore, when the brawling blademaster selects a feat with the bonus feat class feature, she can ignore any Dexterity requirements for the feat if its prerequisites include the Two-Weapon Fighting feat. This replaces weapon expertise.

Harmonious Flow (Ex): At 4th level, the brawling blademaster becomes skilled at combining weapon attacks and unarmed strikes into a harmonious combat style. When attacking the target of her challenge, the brawling blademaster doesn’t take the usual –2 penalty on attack rolls associated with attacking with two weapons if her main-hand weapon is a light or one-handed manufactured weapon and her off-hand weapon is an unarmed strike (or vice versa). While she’s using this ability, one of her hands must be empty even if she uses another body part to make an unarmed strike.

Perfect Clarity (Ex): At 5th level, the brawling blademaster sees all her foes with perfect clarity even when focused on one opponent. She no longer takes a penalty to her AC during a challenge.

This ability replaces banner.

Bonus Feat: At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The samurai must meet the requirements of these bonus feats.

Greater Resolve (Ex): At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Demanding Challenge (Ex): At 12th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it takes a –2 penalty to its AC on attacks made by anyone other than the samurai.

Superior Focus (Ex): At 14th level, the brawling blademaster gains a +2 bonus on saving throws during a challenge.

This replaces greater banner.

True Resolve (Ex): At 17th level, a samurai can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.

Last Stand (Ex): At 20th level, a samurai can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the samurai, unless the attack scored is a critical hit. In addition, the samurai remains conscious and is not staggered while he is below 0 hit points. While using this ability, the samurai cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when samurai has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the samurai takes an offensive action against a target other than the target of his challenge.

Order(Ronin):

Ronin
Source Ultimate Combat pg. 21
While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on. Note that cavaliers can select this order, but they are typically called knights errant instead of ronin.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex): At 8th level, the ronin's fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn't kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

Personal Edicts
1)I am to remain true to the blade, Never accepting any weapon but a sword and my body, as both are one and each other. As such I am never to taint myself with drugs or alcohol, honing myself as sharp as my weapon.
2) I am to always be honest, Never deciving my allies and friends. As my sword should remain true, always striking with purpose.
3) I am to never Sully my own will with the desire of others, I follow my own path. My heart follows it's path, and I am to go where it leads. Never straying from what I believe.
A note on Edicts
Of all the Edicts, The first one (I tell no lies) is a lie. He says it's one of his Edicts in an effort to better lie. People who know him well enough know he constantly jests and lies tk get ahead.

Skills/Feats/Traits:

SKILLS(rank/ability/other)
Bluff (Cha),1/1/3
Climb (Str),
Craft (weapons)(Int),1/1/3
Diplomacy (Cha),1/1/3
*Fly (Dex), 1/2/0
Handle Animal (Cha),1/1/3
Intimidate (Cha),1/1/3
Profession (smithing)(Wis),1/0/3
Ride (Dex),1/2/3
Sense Motive (Wis),
Swim (Str),

*Non-class skill

FEATS
*Improved Unarmed Strike
Dirty Fighting

*Bonus Feats

TRAITS
Quick Learner
Source Adventurer's Armory pg. 31
You’re skilled at learning the feel of a particular weapon after a few swings in combat. After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.

Friends and Enemies
Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4
One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables

Equipment:

5gp 8sp
Katana, Cold Iron Wakisashi, CI studded Handwraps, Lamellar(leather), a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin,

Attacks and CMB:

BAB:+1 CMB:+4 CMD:14(+2 with Swords)

(Format:)weapon- attack damage Crit- range and others

Katana: +4 1d8+3 18-20*2 Deadly

CI Wakisashi:+4 1d6+1 18-20*2 deadly

Unarmed:+4 1d6+1 20*2

Background and History:

Gara Began life as a Nomad, like almost all his people. His family moving in caravans from Tian Xia and beyond. They came to Sandpoint and stayed while Gara was at a young age. They did their best to remain in the back of people's lives, making sure to never draw too much attention. However, Gara's father was a proud man, and wanted his son to be strong, just as he was.
Between his Father Helping the Locals with Goblins and tending to his work, he taught Gara everything about the blade. His father was- after all- an Excellent bladesmith, and had forged each weapon himself, teaching his son some of the craft when Gara was 16, his family left Sandpoint and rejoined The Caravans. On the road Gara continued to hone his skill with swords.
Soon however his father passed away, Killed at the hands of a hobgoblin while he was defending the caravan from a raid. Gara was shaken by this, and left the caravan, Joining a monastery in Tian Xia. There he learned how to fight without a weapon, learning. That his own body was just as important as the blades he carried.

When Gara came of age he took up his father's Katana and swore the path of a ronin. He remembered his father's work in Sandpoint, and the reigon's abundance of goblins... So, with that in mind he joined the caravans again, but this time he had a goal. He was going back home, to Sandpoint. Where he would continue his father's work as a slayer of goblins