Jakaw Razorbeak

Jezzy the Tengu's page

No posts. Organized Play character for Egrek.


Full Name

Jezzariah Otherblack

Race

Tengu

Classes/Levels

Barbarian (Urban) 2, Unchained Rogue (Thug) 1

Gender

Male

Size

Medium

Age

22

Special Abilities

Bite, 2 Claws and a rage Horns natural attacks

Alignment

Neutral

Languages

Common, Tengu, goblin, draconic

Occupation

Hired Muscle

Strength 16
Dexterity 16
Constitution 12
Intelligence 7
Wisdom 14
Charisma 12

About Jezzy the Tengu

Faction: Sovereign Court (Taldor)

A shadow of black, favouring black for items and clothes. Makes for hot days but quiet nights. Walking with a swift step, automatically stepping into shadows without a second thought, this crow like humanoid has a twinkle in his eye.

Kitted up, he's meatier than most of his race - yet still seems to favour stealthing about. The darkness of his feathers is mirrored by the history of his line, there be fiends so they say.

Speaking akin to your 'Mr T' (in this case Tengu) he forms a solid fighter and friend to other pathfinders. Yo.

Tengu Racial Traits (non-Core):

* +2 Dexterity, +2 Wisdom, –2 Constitution.
* Tengus are humanoids with the tengu subtype.
* Medium creatures.
* Base speed of 30 feet.
* Languages: Common and Tengu.
* Sneaky: +2 racial bonus on Perception and Stealth checks.
* +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
* Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
* Low-light vision: allowing them to see twice as far as humans in conditions of dim light.
* Claw Attack: They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. (This racial trait replaces swordtrained)

Urban Barbarian Class Traits (non-Core):

* An urban barbarian is not proficient with medium armor.
* An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills.
* Instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
* Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. (This ability replaces fast movement)
* Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
* Uncanny Dodge (Ex): She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
* Fiend Totem, Lesser (Su): While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).

Thug Unchained Rogue class traits:

* Finesse training (weapon finesse)
* Sneak attack +D6
* Frightening - +1 shaken round when demoralise. If shaken for 4+ rounds, can instead frighten for 1 round. (replaced trapfinding)

Feats:

T - (Improved Unarmed Combat - for feat buying)
1 - Power Attack (-1 to hit, +2 dam or +3 dam for 2H weapons)

Potential Progression:

Unchained Rogue (Thug)
3 - Accomplished sneak attacker (+D6 sneak up to half level)
3 - Weapon Focus (Claw, or natural attack)

4 - ROGUE TALENT (feat - Dazzling display)
OR

6 - Rogue talent
7 - Shatter Defenses

Feral Combat Training (Combat) (requires weapon focus - can then use improved unarmed attack with that natural weapon)

Accomplished sneak attacker (Combat)
Your sneak attack damage increases by 1d6.
Your number of sneak attack dice cannot exceed half your character level (rounded up).

Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.
Pre Reqs: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Shatter Defenses (Combat)
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Hamatula Strike (Combat)
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.

Intimidating Gaze
There is something in your eyes that scares people.
Prerequisites: Cha 13+, stern gaze class feature, Intimidate 5 ranks.
Benefit: Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.