Tengu

Garmit's page

286 posts. Organized Play character for Greenclaw.


Full Name

Garmit

Race

Tengu

Classes/Levels

Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

Gender

Male

Size

4 ft 16 in

Age

18

Alignment

Chaotic Neutral

Deity

Thamir Gixx

Languages

Auran, Abyssal, Cheliax, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Orc, Osiriani, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian

Occupation

Gambler

Homepage URL

https://rpggeek.com/geeklist/154067/item/2556098#item2556098

Strength 10
Dexterity 23
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Garmit

With black shiny feathers, powerful talons and a broad beak, Garmit appears similar to the rest of his crow-like race. As a distinguishing feature, however, he has taken to painting the cheeks on both sides of his face with yellow.

He grew up in the slum district of Absalom well below the surface of civilised society. There he learnt to rely on his quick tongue, his talents with the blade and his luck with the dice to survive.

Even more impulsive than the rest of his kind he ended up falling in with an underground cult of halfling assassins devoted to the worship of the evil halfling god of greed and opportunity, Thamir Gixx. Garmit soon realised, however, that a life of indiscriminate killing was not his true calling and that he preferred to channel his talents towards less blatantly evil ends. He still holds some belief in the god, however, and retains the sigil of the black dagger with a white circle on the blade embroidered on his clothing.

Upon breaking his ties with the Halflings, Garmit soon joined up with a Half-Orc barbarian named Grung whom he met in an Absalom pub. Simply passing through town, Grung agreed to let Garmit join him in his travels, serving as a scout as they travelled through the wilderness from town to town.

His Half-Orc companion met an unfortunate end, however, when they encountered an Ogre in the forests of Varisia. Escaping the encounter through stealth Garmit found himself alone once again, and has now decided to try and reconnect with his origins, heading down the path of meditation and spiritual connection with the sword. As a means to assist in his path of enlightenment and to continue his perfection of swordsmanship, he has recently joined the ranks of the Pathfinder Society.[clear]
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Defense
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AC 26, touch 20, flat-footed 19 (+5 armor, +1 Natural Armor, +6 Dex, +2 Deflect, +1 Dodge, +1 Insight)
hp 73
Fort +6, Ref +15 (Evasion - save for no damage), Will +9
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Offense
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Speed 30 ft.
Melee Masterwork Cold Iron Agile Wakizashi(+1)(x2) +15/+10(+13/+13, +8/+8)(1d6+7/18-20/x2) and Bite +13(+8) (1d3+1/20/x2)
-----Silver Dagger(x2) +13/+8(+11/+11. +6/+6) (1d4/19-20/x2)
-----Silver Mace, light (x2) +13/+8(+11/+11, +6/+6) (1d6/20/x2)
Ranged Masterwork Composition Shortbow (STR 12) +14/+9 (1d6+1/x20/x3)
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Statistics
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Str 12, Dex 23, Con 12, Int 13, Wis 14, Cha 8
Base Atk +7/+2; CMB 8; CMD 28
Feats
Weapon Finesse (Rogue Talent): With a light weapon, rapier, whip or spiked chain made for a creature your size category you may use Dexterity modifier instead of your strength modifier on attack rolls. If you carry a shield its armor check penalty applies to your attack rolls.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Weapon Focus (wakizashi): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Combat Trick (Rogue Talent) - Dodge +1 bonus to AC. If you lose DEX bonus, you lose this too.
Resiliency (Rogue Talent) - When below 0hp you gain 9hp for 1min. Immediate action. 1/day
Iron Will +2 WILL saves
Tengu Wings Once per day, sprout a pair of giant black crow's wings. Fly speed 30' (average maneuverability). Otherwise functions like beast shape I.
Offensive Defense (Rogue Talent) - When hit creature with melee attack that deals sneak attack damage, gain +1 dodge bonus to AC for each sneak attack die rolled for one round.
Improved Two-Weapon Fighting Get a second extra attack with 2nd weapon at -5 penalty.
Opportunist (Rogue Talent) Once per round, make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Traits
Reactionary: +2 INIT
Backstabber (Thamir Gixx): Pledging your faith to Norgorber's lethal shadow gives you the skill to make a brutal attack against an opponent who cannot fully fend you off. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).
Skills Acrobatics +19, Appraise +7, Bluff +5, Climb +5, Craft (alchemy, armor, bows, trapmaking , weapons) +1, Diplomacy +9 (+10 gnomes), Disable Device +19 (+26 traps), Disguise -1, Escape Artist +10, Heal +2, Intimidate +3 (+4 gnomes), Knowledge (local) +6, Knowledge (nature) +5, Linguistics +17, Perception +16 (+21 traps), Perform (Act) -1, Profession (gambler) +11 (+13 Day Job), Ride +6, Sense Motive +8, Sleight of Hand +10, Stealth +26, Survival +6, Swim +5, Use Magic Device +8
Languages Auran, Abyssal, Cheliax, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Orc, Osiriani, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian
Combat Gear ; Masterwork Cold Iron Agile Wakizashis (+1) (2), Silver Daggers (2), Silver Light Mace (2), Masterwork Composite Shortbow (STR 1), Normal arrows (17), Blunt arrows (10), Cold Iron (20) Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity (+2), Mithril Chain shirt +1, Outfit, pickpocket's, Masterwork backpack, Handy Haversak, antiplague, antitoxin, belt pouch, chalk(10), Quick Runner's Shirt, Elven Rune-cloak +2, earplugs, flint and steel, mirror, Masterwork thieves tools, Oil of Magic Weapon (2), Oil of Bless Weapon (2), Potion of CLW (1)-one in spring loaded wrist sheath, Potion of Levitate, Potion of Protection from Evil ([-]2[/-] [COLOR=#FF0000]1[/COLOR]), Ring of Protection +2, Scroll of Lesser Restoration, Scroll of Protection from Evil, Smelling salts, Smoked goggles, Vermin repellent, Wand of CLW (43) in spring-loaded wrist sheath, Wayfinder - Dusty Rose Prism Ioun Stone, 21570 gp 9 sp, 4 cp
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Special Abilities
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Low-light vision You can see twice as far as humans in conditions of dim light.
Gifted Linguist Tengu receive a +4 racial bonus to linguistics and learn two languages for every rank of linguistics.
Natural Weapon Tengus possess a bite natural attack [Bite,Small], that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Sneaky Tengu receive a +2 racial bonus to perception and stealth.
Swordtrained Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (incl. bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords and two bladed swords).
Evasion You can avoid even magical and unusual attacks with great agility. A succesful reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Must be in light armor or no armor and not helpless.
Sneak Attack Deal 5d6 damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks must be within 30ft to do sneak attack damage.
Swordmaster Trance At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swordmaster can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of rounds per day equal to 4 + her Wisdom modifier (12/day). At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swordmaster cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious, her trance immediately ends.
Monkey Trance As the monkey springs, the swordmaster leaps from the reach of her enemies. While in this trance, a swordmaster can make an Acrobatics check opposed by an opponent's CMD. If she succeeds, she may move 5 feet as a swift action within the opponent's threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tiger Trance While in this trance can make a Combat Maneuvre check against an opponent within charge range. If succeeds he can charge that opponent and make a full attack against them.
Crane Trance You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Scout's Charge When you make a charge, you deal sneak attack damage as if target flat-footed. Foes with uncanny dodge are immune to this ability.
Skirmisher Whenever move more than 10ft in a round and make an attack action, attack deals sneak attack damage as if target flat-footed. If you make more than one attack this turn, only applies to first attack. Foes with uncanny dodge are immune.
Trapfinding Add +5 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps.
Weapon and armor proficiency All simple weapons, hand crossbow, rapier, sap, shortbow and short sword. All light armor but no shield. When you wear a type of armor in which you are proficient, the armor check penalty for that armor only applies to balance, climb, escape artist, hide, jump, move silently, sleight of hand and tumble checks.
Dagger You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.

Boons
[-]Kassen's Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after this roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.[/-]
Mantle of the Black Rider: Choose one ability score (Dexterity). Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
True Ally of the Lantern Lodge: Whenever you spend 1 PP to gain a +4 bonus on any skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.
Fool Me Once +2 Sense Motive bonus on checks against current or former Pathfinders.
[-]Pawn of the Grandmaster[/-] +1 to Dexterity
Well Informed +2 bonus on Intimidate checks against Pathfinders.
[-]Contraband Dividends Recieve one item of 150gp value of less:[/-] Potion of Lesser Restoration.
Koboldfriend Negotiated truce between PFS and Yiddlepode of Sewer Dragons. She gave you a token. When worn around neck (occupying neck magic item slot), the token grants +2 on Diplomacy with humanoids of reptilian subtype.
[-]Twin Tomes Spend 1PP to learn either Infernal or Celestial[/-]. Spent to learn Infernal
Accumulating an Army (Riftwardens): This boon is cumulative with any other Accumulating an Army boons that you possess, expands your options when preparing for the expedition, and grant you additional benefits when directly commanding the Riftwardens.
Friend in the Business: Treat your fame score as though it were 1 higher for the purpose of purchasing wondrous items. This boon does not stack with the benefits of any other boon or effect that allows you to increase your effective Fame score when making purchases.
Riftwarden Magic: So long as you possess this boon, all of your Pathfinder Soceity Organised Play characters have access to the following spells: anti-summoning shield, protection from outsiders, and telepathic censure.
Master of Trade: You can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
Ghalcor's Spellcraft: So long as you possess this boon, all of your Pathfinder Society Organised Play characters have access to the following spells: Burst with Light, Detect Demon, Righteous Blood.
Mendevian Commendation: For every Mendevian Commendation you have, you gain cumulative +1 bonus on Charisma based skill and ability checks made to influece crusaders of Mendev (max +3).
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.
Expanding Trade Network: You befriended Temel Passad and in doing so began to develop a stronger trade network with the Kalistocrats. You are able to leverage this connection to your advantage with a +2 bonus on all Day Job checks.
Kaer Maga Contract: When using retraining rules presented in UC to retrain skill ranks over a period of 5 days, you may use this boon to retrain those skill ranks for free. When you use this boon, cross it off your Chronicle Sheet.
[-]Old Loyalties: Use this boon to reduce the PP cost of a vanity or prestige award by an amount equal to you Fame divided by 10. This cannot reduce the cost of the a vanity or award below 0. When used cross off chronicle sheet. [/-]Used to purchase Expert Entrepeneur for 3 less PP
[-]Efreeti's Wish: Wish for Wealth: You gain an extra 525gp for completing this scenario.[/-]
Master Smith's Service: Cross this boon off at end of adventure to repair one item as though you had cast make whole (Cl10th). Alternatively, if you also own the sword Gamin the Misforged you may cross this boon off your CS and spend 5 PP to permanently remove broken condition from that weapon. If you instead spend PP you can also increase Gamin's enhancement bonus to +2. Neither improvement modify market price or resale value.
Oread's Favour: This boon may be used in conjunction with other boons to grant one or more of your characters oread-related options.
Expert Entrepeneur You may reroll Day Job check of 10 or less. Must take second roll.
Local ConnectionWhen purchasing any single-use item worth 100gp or less while in Mwangi Expanse, Rahadoum, Sargave, the Shackles, or the Sodden Lands, reduce item cost by 10%. You must spend at least part of the adventure in one of these countries to use boon - not between adventures. Does not stack with other price reducing effects.
Reading the Threads You have had additional time to study A Thread of Silver. When using as dungeon guide, increase its accuracy bonus by 1 and gain +2 competence bonus on optional skill checks made to increase accuracy further.
Spoils of the SiegeIf bring CS to adventure which Patfinder Society deals with Marnarius or her schemes, you can qualify to receive special boon at end of adventure.
[-]Trusted Pathfinder Check this box to purchase one of following items:[/-] Used to purchase Elven rune-cloak
[-]-Armor of luck
-Circlet of persuasive disguise
-Elven rune-cloak
-Lesser versatile metamagic rod[/-]
Protector of Whisteledown +1 Charisma checks with gnomes.
Hero of Sothis One use magic item known as the Amulet of Glory. Call upon powers once when making INIT check to receive a +10 bonus on that check. Once used, the amulet dissolves to dust and is no longer usable.
Fire Affinity May interact with other boons or play a role in future adventures, especially those set on elemental planes.
Zjarran Entrepeneur Bonus on Bluff and Diplomacy checks equal to the number of Fire Affinity (1) boons you have earned when interacting with creatures that speak Ignan or Kelish. When a creature that speaks Ignan or Kelish would cause enough damage to kill you, you can check the box that precedes this boon to instead be reduced to -1hp and be stable; the creature spares you death, though if you resume fighting it won't extend the same mercy twice.
[][][]Brass Tycoon Check a box before attempting saving throw against effect that deals fire damage or has fire descriptor to roll the save twice and take highest result; if you can speak Ignan you extend this benefit against the effect to your allies (max one ally per Fire Affinity boon this PC has). Alternatively, when you or adjacent ally cast spell with fire descriptor, you can check box to apply Selective Spell metamagic feat to spell without changing its level or casting time (max one square excluded per fire affinity boon).
[i]Efreeti Arcane[i] Between adventures you can check box to scribe two spells whose levels cannot exceed highest level spell you can cast. You can instead scribe three such spells as long as they have fire descriptor. Alternatively you can cast scorching ray as a spell-like ability
[i]Fire Affinity[/b] No mechanical effect but may interact with other boons or play a role in future adventures.