Tengu

Ginko Nakami's page

186 posts. Organized Play character for Hrothdane.


Full Name

Ginko Nakami

Race

Tengu

Classes/Levels

Spells/Effects Active:
See Beyond, Hybrid Form, Heightened Awareness, Heroism, Spirit Shield (extended)

Gender

AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible)

Size

Medium

Age

70

Special Abilities

Talking

Alignment

LG

Deity

Ghenshau

Languages

Tien, Tengu, Taldane, Goblin, Azlanti, Minkaian, Nagaji, Thassilonian, Celestial

Occupation

Mushishi, Tea Critic

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 21
Charisma 14

About Ginko Nakami

Stat Block:
Ginko “Karasu-ji” Nakami
XP:18
Fame:28
Prestige:24
Tengu Shaman(animist/speaker for the past)/7
LG Medium humanoid (tengu)
Init +2 Senses: Perception +17, low-light vision
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 59 (7d8+21) Current HP: 59
Fort +7, Ref +7, Will +13
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Offense
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Speed 30 ft
Melee 2 Claws +3 (1d4-2/x2)
Ranged Touch Attack +7 (x2)
Special Abilities Wrangle Condition (8/day)
Shaman Spell-like Abilities
Stardust (-2 attack rolls and perception, 5/day)
Shaman Hexes Known
Heaven’s Leap, Misfortune (DC 18), Slumber (DC 18)
Shaman Spells Prepared (CL 7th[CL8 vs dispel]; concentration +12):
4th—They Know, Restoration, Malfunction (s)
3rd--Heroism, Mind Maze (DC 23), See Beyond, Speak with Plants (s)
2nd--Calm Emotions (DC 22), Burdened Thoughts (DC 22), False Life, Barkskin, Skinsend(s)
1st—Cure Light Wounds, Heightened Awareness, Protection from Evil, Hex Vulnerability, Charm Person (DC 18), Monkey Fish, Speak with Animals(s)
0 (at will)--Purify Food and Drink, Guidance, Light, Read Magic
Spirit Heavens
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Statistics
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Str 7, Dex 14, Con 14, Int 12, Wis 21, Cha 14
Base Atk +5; CMB +3; CMD 15
Feats
Spell Focus (enchantment), Peacemaker, Extra Hex (Witch Hex [Slumber]), Extra Hex (Misfortune)
Traits
Mediator, Outcast's Intuition
Skills
Acrobatics +2
Appraise +1
Bluff +5
Climb -2
Diplomacy +16
Disguise +5
Escape Artist +2
Fly +6
Handle Animal +6
Heal +11
Intimidate +5
Knowledge (History) +5
Knowledge (Local) +5
Knowledge (Nature) +5
Knowledge (Planes) +5
Knowledge (Religion) +5
Linguistics +11
Perception +17
Perform +5
Profession (Tea Critic) +15
Sense Motive +9
Spellcraft +5
Stealth +2
Survival +9
Use Magic Device +9
Languages Tien, Tengu, Taldane, Azlanti, Goblin, Minkaian, Nagaji, Thassilonian, Celestial
Special Qualities: Temporal Celerity, Spirit Shield
Gear
Cloak of Resistance +3, +2 wisdom headband, +2 con belt, Extend Rod (lesser), Circlet of Persuasion, Masterwork Tea Set (Mwk tool for [Prof. Tea Critic]), Alexandrite Prism with spell lvl 3 Continual Flame, Pearl of Power (1st), Pearl of Power (2nd), Ear Plugs, Smoked Goggles, 20 cups of tea, Cleric's Vestments, Healer's Kit, MW Backpack, Teapot, Flint and Steel, Waterskin, Spring-loaded Wrist Sheath x2 (scroll of breath of life in the left, wand of cure light wounds in the right), Wooden Holy Symbol of Ghenshau, Ofuda Tags x20, Diamond Dust worth 300 gp, 15 gp

Ability Descriptions:

Heavens Spirit:
Spirit Ability: A shaman who chooses the Heavens spirit as her spirit or wandering spirit gains the following ability.

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Animist Abilities:
Animist Spirit Magic: The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsendUM (2nd), speak with plants (3rd), malfunctionUM (4th), dream (5th), speak with stone (6th), control constructUM (7th), trap the soul (8th), soul bind (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.

Wrangle Condition (Su): At 2nd level, the animist interacts directly with unwholesome spirits of the ills that trouble him or his people. To the animist, negative conditions manifest as anthropomorphic spirits or are caused by such spirits (visited upon the creature by bad magic). Either way, the animist can attempt to persuade the spirit to leave its victim alone, thus performing a miraculous healing. As the animist grows in power, he can simply inform these spirits that they are unwelcome and command them to depart.

The animist can attempt a Diplomacy check to persuade the condition’s spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier. Using this ability is a standard action that requires no contact or shared language with the target, but it includes verbal and somatic components. If a target is aff licted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.

At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.

This ability replaces the hex gained at 2nd level.

Speaker for the Past Abilities:
Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestorUM and timeUM oracle mysteries to her class spell list (as the cleric level for those spells).

This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.

Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Wands:

Cure Light Wounds (44 charges)
Heightened Awareness (47 charges)

Scrolls:

Bless x1
Comprehend Languages x2
Protection from Evil x2
Dancing Lantern x1
Remove Fear x2
Delay Poison x1
Remove Paralysis x1
Resist Energy x3
Lesser Restoration x4
Web Shelter x1
Wood Shape x1
Breath of Life x1
Restoration (negative level) x1
Cure Moderate Wounds x2
Cure Critical Wounds x1
Tongues x1

Potions/Oils:

Cure Moderate Wounds x1
Darkvision x1
Seaweed Leshy Bulb x1 (water breathing for 10 min)