Tengu

Jeremiah Starstorm's page

2 posts. Alias of Nathanael Love.


Full Name

Jeremiah Starstorm

Race

| HP 19/19 | AC 18, T 18, FF 14 | CMD 19| F +5 R +5 W +9 | Advice 5/5 |Init +3| Perc +8

Classes/Levels

Tengu Cleric/ Monk (Martial Artist, Sensei)

Strength 10
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 19
Charisma 10

About Jeremiah Starstorm

About Jeremiah Starstorm

Background:
Jeremiah Starstorm opened his eyes as he heard the door open behind him, stepping back from the telescope he had been using. “Mason, you simply must observe this constellation. . ?”
“There won’t be time for any of that,” the elf replied. Jeremiah has served as Mason’s second now for three years at the Monastery of Puluru, learning the ways of the stars and the star goddess. “We have to go- the election’s gone poorly, for us that is. Puluru worshippers are out of favor now. The Royal Society serves Cthulhu now.”
“But, Cthulhu is evil. . .?”
“Yes.”
“Surely there were enough votes to carry the election for our esteemed colleague Bradley . . .?”
“Bradley’s out. Dead. The Marquis Van Der Camn heads the society now.”
It was only then that the gravity of his situation set in. The Royal Society studied the stars at the pleasure (and in the pay of) the King. For many years, the clergy of Puluru represented a sizable faction within the society, though wizards, seers, sailors, and all other variety of stargazers happily coexisted with them. Jeremiah’s (and Mason’s) patron Sir Bradley, himself a worshipper of Puluru and Knight of the Order of the Stars had headed the society these past blissful ten years. But while Jeremiah and Mason have been here at the Monastery, the sinister influence of Van Der Camn must have grown.
“I met the Marquis when he first joined. . .?”
“Yes. He was a young, ambitious, and wicked man then. Now he is an old, ambitious, and powerful man. His followers carried the election. They are purging the so-called ‘taint of Puluru’ worship from its ranks. And that means you are I are on the outs.”
Jeremiah nodded, “Alas! I did not plan to take to the road, not at this time. Yet, what else to do. . .?”
“Nothing. Split up. Hit the road. Find somewhere else. Somewhere safe. Where the Royal Society and that Cthulhu cultists Van Der Camn can’t reach us, then eventually build again.”
“This is farewell then. . .?” a tear wells at the corner of Jeremiah’s eye, though neither he nor Mason will speak to it. Perhaps, they might admit years later, that there was a certain variety of dust in the air, an ionic charge that caused an involuntary and purely physical reaction which one might mistake for a tear.
As the days turn to months, then years, Jeremiah never stops anywhere too long. Cast out from the Kingdom of his birth, hunted by the Royal Society which has its tendrils, and now they truly were tendrils spread so far, and hunted also by the very Order of the Stars which his former fair and fallen friend founded, Jeremiah Starstorm was truly a pilgrim. What friends he could still count on, members of the Society or the Order not loyal to the Marquis, or other exiles in hiding like himself were difficult to identify, and the risk of double cross and betrayal great—for the Cthulhu cultists who now controlled both could not be trusted in anything.
Someday, Jeremiah tells himself, someday I can take the fight back to them. After all, even the Marquis Van Der Camn is neither immortal nor infallible, and surely though the Cult now has a veneer of Royal approval, surely, but surely, the King himself does not actually approve, after all? How the Marquis has fooled him, I know not, but fooled him he must have. So even the current regime may fall out of favor. And when they do, if we can just gather enough secret allies, organize in the hidden spaces, and then we might rise up, and take back the Royal Society and the Order of the Stars.
But for now, Jeremiah Starstorm must content himself to tread the soil or the world, ever with his head in the night sky. . .

Jeremiah Starstorm
Male Tengu Cleric 2/ Monk (Martial Artist, Sensei) 1
CG Medium humanoid (tengu)
Init +3; Senses Low light vision, Perception +8
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Defense
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AC 18, touch 18, flat-footed 14 (+4 Wis, +3 Dex, +1 Dodge)
hp 19 (3d8)
Fort +5, Ref +5, Will +9
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Offense
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Speed 30 ft.
Melee Unarmed Strike +1 (1d6)
Ranged sling +4 (1d4)
Lightning Arc/Storm Burst +4 touch (1d6+1)
Special Attacks Lightning Arc (7/day), Storm Burst (7/day)
Channel Energy (1d6, DC 11) (5/day)
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Spellcasting—Caster level 2, Concentration +6
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0th: (4) Detect Magic, Guidance, Light, Read Magic
1st: (3) Bless, Divine Favor, Obscuring Mist (D), Shield of Faith
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Statistics
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Str 10, Dex 16, Con 10, Int 10, Wis 19, Cha 10
Base Atk +1; CMB +1; CMD 18
Feats Cunning, Dodge*, Skill Focus (Knowledge Geography), Improved Unarmed Strike*, Stunning Fist*
*Bonus Feats
Traits X,

Secret Keeper:
Growing up in a land where paranoia fills the air and any accusation of heresy or dissent can spell doom for whole families, you learned very quickly to keep a secret. You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth.

Skills Acrobatics +7 (CS, 1 rank, 3 Dex), Knowledge (Planes) +6 (CS, 3 ranks), Knowledge (Religion) +4 (CS, 1 rank), Perception +8 (CS, 1 rank, 4 WIS), Survival +10 (CS, 3 ranks, 4 WIS)
Background Skills Knowledge (Geography) +9 (CS, 3 ranks, Skill Focus), Perform (Oratory) +6 (CS, 3 ranks)
Languages Common, Tengu
Combat Gear Pearl of Power (1st level)
Other Gear Cleric's Kit, 2842 gold
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Special Abilities
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Sensei and Monl Abilities:
Advice: A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.


Domains:

Air
Lightning Arc (Sp):As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
Weather
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.


Channel Energy:

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.