Navasi

娇风 Jiao Feng's page

164 posts. Alias of Hayato Ken.


Full Name

娇风 Jiao Feng

Race

AC 41/39/39 hp 187/187 F +22, R +26, W +19 (+9 vs. mind-affecting effects); Init +14; Senses blindsense 30 ft., greensight 60 ft., low-light vision,

Classes/Levels

scent, see in darkness; Perc +43 (+47 to hear conversation or find concealed object) DR 5/cold iron; Immune charm, cold, sleep; Resist electricity 10, fire 10

About 娇风 Jiao Feng

娇风 Jiao Feng:

Female fey gunslinger (mysterious stranger) 1/unchained rogue (sylvan trickster) 10/samurai (warrior poet) 11/ bard (archaeologist) 11
CN Medium fey (elf, wild hunt)
Hero Points 1
Init +14; Senses blindsense 30 ft., greensight 60 ft., low-light vision, scent, see in darkness; Perception +43 (+47 to hear conversation or find concealed object)
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Defense
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AC 41, touch 39, flat-footed 38 (+9 Cha, +9 deflection, +8 Dex, +1 dodge, +2 enhancement, +2 natural)
hp 187 (11d10+77)
Fort +22, Ref +26, Will +19 (+9 bonus vs. mind-affecting effects); +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Defensive Abilities trap sense +3, uncanny dodge, dancer's grace, danger sense +3, elven immunities, evasion, honorable stand 1/day, instinctive cooperation, mist child, wild grace; DR 5/cold iron; Immune charm, cold, sleep; Resist electricity 10, fire 10
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Offense
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Speed 80 ft., climb 40 ft., climb (ropes) 80 ft.; expert climber, lure of the heavens (fly), swift as shadows
Melee impact keen shrinking transformative, greater adamantine katana +21/+16/+11 (2d6+11/12-20) or
. . impact keen shrinking transformative, greater adamantine naginata +21/+16/+11 (2d6+14/18-20/×4)
Ranged distance endless ammunition transformative, greater adamantine sonic pistol +21/+16/+11 (1d8+8 sonic/19-20) or
. . distance endless ammunition transformative, greater adamantine sonic rifle +21/+16/+11 (2d6 sonic/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with impact keen shrinking transformative, greater adam)
Special Attacks challenge 4/day (+11 damage, -3 penalty to saves vs. fey or cavalier), deeds (deadeye, focused aim, gunslinger's dodge), grit (9), gun training +8 (sonic pistol), sneak attack (unchained) +5d6, sneak attack +2d6, wild gaze (DC 19), archaeologist's luck 29 rounds/day (+5)
Samurai Spell-Like Abilities (CL 11th; concentration +20)
. . 3/day—fey enchantments (animal messenger, enthrall, hideous laughter, suggestion)
Rogue (Unchained) Spell-Like Abilities (CL 10th; concentration +20)
. . At will—feather fall (self only)
. . At will-read magic
Bard (Archaeologist) Spells Known (CL 11th; concentration +20)
. . 4th (4/day)—cure critical wounds, dominate person (DC 23), freedom of movement, hallucinatory terrain (DC 23), hold monster (DC 23), modify memory (DC 23), primal scream[UM]
. . 3rd (6/day)—charm monster (DC 22), confusion (DC 22), dispel magic, good hope, haste, major image (DC 22), phase step, remove curse, reviving finale[APG] (DC 22), sequester thoughts, silt sphere, slow (DC 22)
. . 2nd (6/day)—allegro[UM], aversion[OA] (DC 21), blistering invective[UC] (DC 21), blur, cacophonous call[APG] (DC 21), glitterdust (DC 21), heroism, hold person (DC 21), hypnotic pattern (DC 21), minor image (DC 21), mirror image, misdirection, pilfering hand[UC], shamefully overdressed[UI] (DC 21), silence (DC 21), swipe
. . 1st (8/day)—alarm, auditory hallucination[UI] (DC 20), charm person (DC 20), compulsive liar[UI] (DC 20), hideous laughter (DC 20), incessant buzzing (DC 20), saving finale[APG] (DC 20), shadowfade, silent image (DC 20), unseen servant
. . 0 (at will)—detect magic, ghost sound (DC 19), mage hand, mending, open/close (DC 19), prestidigitation, summon instrument
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Statistics
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Str 22, Dex 26, Con 20, Int 14, Wis 10, Cha 28
Base Atk +11; CMB +19 (+21 bull rush, +21 dirty trick, +21 disarm, +21 drag, +21 overrun, +21 reposition, +21 steal, +21 sunder, +21 trip); CMD 54 (56 vs. bull rush, 56 vs. dirty trick, 58 vs. disarm, 56 vs. drag, 56 vs. overrun, 56 vs. reposition, 56 vs. steal, 56 vs. sunder, 56 vs. trip)
Traits fate's favored, forlorn, maestro of the society, voices of solid things (witchmarket)
Skills Acrobatics +28 (+32 to jump with a running start, +48 to jump), Appraise +8, Bluff +37 (+42 to feint in combat), Climb +28, Diplomacy +33, Disable Device +37, Disguise +27, Escape Artist +24, Fly +28, Handle Animal +20, Heal +6, Intimidate +28, Knowledge (all), Linguistics +15, Perception +43 (+47 to hear conversation or find concealed object), Perform (act) +18, Perform (comedy) +18, Perform (dance) +18, Perform (keyboard instruments) +18, Perform (oratory) +19, Perform (percussion instruments) +18, Perform (sing) +18, Perform (string instruments) +18, Perform (wind instruments) +18, Ride +14, Sense Motive +32, Sleight of Hand +28 (+38 to conceal a weapon, +32 to conceal a weapon), Spellcraft +28, Stealth +44, Survival +6, Swim +16, Use Magic Device +28; Racial Modifiers +8 Climb, +4 Linguistics, +4 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Common, Draconic, Druidic, Elven, First Speech, Goblin, Ignan, Sylvan, Terran; speak with animals, speak with plants
SQ bardic knowledge +8, clever explorer +5, jack-of-all-trades, lore master 2/day, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, deep magic, elven magic, fey tricks (agony[APG], aura of purity, cackle[APG], charm[APG], evil eye[APG], flight[APG], major healing[APG], murksight, regenerative sinew, slumber[APG], swamp hag[UM], tongues[APG]), finesse weapon attack attribute, flourishes (chrysanthemum's blooming, exodus of jinin 30 feet, harmony of the tranquil garden, jininsiel's guidance [improved uncanny dodge], jininsiel's guidance [uncanny dodge], kitsune's mystique, petals on the wind, wrath of the heavens), graceful warrior, hero points, ki pool (14 points), limited telepathy, mystery (heavens), oracle's curse (reclusive), order of the blossom, planar acclimation, propitiation, resilient stand, revelation (lure of the heavens), rogue talents (acrobatic master[UC], against the wall, canny observer[APG], cutting edge, dampen presence, deft palm[UC], false friend[ARG], fast stealth, feint of shadows, ghost step[UC], hairpin trick, hidden weapons[UC], high jumper[UC], invisible blade[UC], ki pool[UC], ledge walker, light walker, opportunist, quick shot, see the unseen[UC], stalker talent[UI], stealthy sniper[APG], superior sniper, surprise attacks, trap spotter, underhanded[UC], unlock ki, vanishing trick[UC]), skirmisher's challenge, wild empathy +19
Combat Gear wand of cure serious wounds, wand of greater celestial healing (50 charges); Other Gear distance endless ammunition transformative, greater adamantine sonic pistol, distance endless ammunition transformative, greater adamantine sonic rifle, impact keen shrinking transformative, greater adamantine katana[UC], impact keen shrinking transformative, greater adamantine naginata[UC], cackling hag's blouse[UE], circlet of persuasion, handy haversack, living garments[ARG], minor cloak of displacement, pouch of pixie dust, psychoactive skin of the chameleon, sleeves of many garments[UE], sniper goggles (greater)[UE], stone of good luck (luckstone), bandolier[UE], bedroll, bell, belt pouch, blanket[APG], breathing tube, canteen[UE], canvas (10'x10'.), cauldron[APG], chalk, coffee pot[UE], colored ink, efficient tent[UW], eternal candle, everburning torch, grappling hook, gunsmith's kit[UC], ink, inkpen, long gloves, masterwork thieves' tools, noble's outfit, poncho[UE], silk rope (100 ft.), soap, winter blanket, 41,000 gp
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Senses:

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Greensight (60 feet) (Su) Sense through thick plant matter as if it was transparent.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Planar Acclimation (Ex) Always considered to be on home plane.
Limited Telepathy A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Enhanced Senses (Ex) All members of the wild hunt have greensight 60 feet, scent, and see in darkness.
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.

Movement:

Swamp Hag (Sp) While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Petals on the Wind (Ex) When foe provokes, take 5-ft. step before making attack. Move act on next turn 5 ft. less per use.
Lure of the Heavens (float) (Su) Steps leave no tracks and can float 6 in. above the ground or liquid surfaces.
Lure of the Heavens (Fly, 11 minutes/day) (Su) Fly 60', +5 to Fly checks
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
Light Walker (Ex) Difficult terrain does not slow movement.
Jinushigami (Ex, Sp) You & your mount get +10 ft enh bonus to base speed.
Exodus of Jinin (Ex) While wearing light armor or less and not encumbered, +30 land speed.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Climb (40 feet) You have a Climb speed.
Climb (80 feet, ropes) You have a climb speed, but only on limited surfaces.

Ki:

Ki Pool (14/day) (Su) You have a ki pool equal to 1/2 your rogue level + your Charisma modifier.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 10 rounds.
Invisible Blade (Su) Considered under the effects of greater invisibility when using vanishing trick.
See the Unseen (1 ki) (Su) 1 Ki: cast see invisibility as a swift action.
Ghost Step (50 feet) (Su) 1 Ki: pass through walls as if incorporeal.
Acrobatic Master (Su) 1 Ki: +20 Acrobatics on one check until necxt turn.

Hexes::

Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Tongues (10 minutes/day) (Su) Understand spoken and speak any language, as tongues.
Slumber (10 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Regenerative Sinew (5 rounds) (Su) As a standard action, touch grants fast heal 5 or heals 4 ability dam from 2 attributes.
Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person.
Wild Gaze (DC 19) (Su) Gaze makes creatures frozen with awe, frightened or confused for 1 rd. (Will neg).
Kodama (1d4 rounds, DC 10) (Su) As a standard action, the ward speaker can afflict one target that can see him with a distracting gaze. If the target fails a Will save (DC = 10 + half the ward speaker’s samurai level), it is staggered for 1d4 rounds. At 9th level, it is instead s
Evil Eye -4 (5 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Charm +2 (2 rounds, DC 17) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s).
Agony (10 rounds, DC 17) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Aura of Purity (10 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects.
Disguise (10 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.

Skills::

False Friend (Ex) +4 bonus to Bluff someone you've never met into thinking they've made your acquaintance.
Wild Empathy +19 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Swift as Shadows (Ex) Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Hide in Plain Sight (Ex) Can hide while being observed as long as within 10 ft of dim light.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
High Jumper (Ex) DC for high jump is half the normal DC.
Hairpin Trick (Ex) Take no penalty on Disable Device when using improvised tools and increase bonus for using tools.
Cutting Edge (Acrobatics, Stealth) (Ex)
Elven Magic (Ex) +2 to spellcraft checks to determine the properties of a magic item.
Deep Magic (Ex) You receive a +2 racial bonus on dispel checks
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Bardic Knowledge +8 (Ex) Add +8 to all knowledge skill checks.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Clever Explorer +5 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.

Grit:

Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Deeds Use Grit to perform special abilities with your firearms.
Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn.

Bardic:

Fey Enchantments (3/day, DC 24) (Sp) Suite of spell-like abilities can be used a limited number of times per day in total.
Archaeologist's Luck +5 (19 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Master Performer (Kitharodian Academy) When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Grand Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Attack:

Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Graceful Warrior (Ex) Apply Weapon Finesse to glaives, katanas, and naginatas.
Agile Maneuvers Use DEX instead of STR for CMB
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Vital Strike Standard action: x2 weapon damage dice.
Devastating Strike Deal extra damage when using Vital Strike bonus
Chrysanthemum's Blooming (Ex) Apply Vital Strike to Spring Attack.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring-Heeled Reaping When use spring-heeled style can attack twice when spring att/shot on the run.
Spring-Heeled Sprint When use spring-heeled style can move up to 2x speed when spring att/shot on the run.
Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon.

Kitsune's Mystique (Ex) When using Spring Attack or take move act to move, feint vs. threatened creature.
Kitsune's Mystique (Ex) When using Spring Attack or take move act to move, feint vs. threatened creature.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Feint of Shadows (Ex) If concealed, can feint vs. foe in 30 ft. using a ranged weapon

Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strike the Unseen (Ex) Can do precision damage to foes with concealment or total concealment.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Against the Wall (Ex) Can flank any opponent adjacent to a stone wall.

Blossom's Challenge +11 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, target takes -3 penalty on saves vs. spells used by fey or cavalier.
Chain Challenge When challenge target is downed, declare a new challenge target as immediate action.
Skirmisher's Challenge (Ex) Add samurai lvl to damage only to first successful attack each rnd vs. target of challenge.
Blind-Fight Re-roll misses because of concealment, other benefits.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.

Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Lightning Swap Draw/sheath a weapon as a free action a number of times equal to your Dex modifier.
Improved Quick Draw Threaten all squares when weapon is sheathed, and draw weapon during an AoO.
Unexpected Strike (Ex) Can draw a hidden weapon as a swift action.
Hidden Weapons +10 (Ex) Draw hidden weapon as a move action and add level on Slight of Hand to conceal weapons

Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Clustered Shots Total damage from full-round ranged attacks before applying DR
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Master Sniper Make two ranged attacks while sniping at highest attack bonus -2. No penalty on sniping.

Concealed::

Mist Child (Ex) +5% miss chance when have concealment/total concealment.
Moonlight Stalker Master While concealed, miss chance increases by 10%
Moonlight Stalker Gain +2 on damage and attack rolls when you have concealment vs. foe
Moonlight Stalker Feint Make a Bluff check to feint with concealment vs. foe
Feint of Shadows (Ex) If concealed, can feint vs. foe in 30 ft. using a ranged weapon
Concealed Strike (Ex) When attack foe with concealed wep, move action to feint (free with imp feint).

Surprise Round/Initiative:

Surprising Combatant You can roll Bluff to act in the surprise round before combat begins.
Surprise Attacks +5 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Deft Palm (Ex) Conceal a weapon while being observed.
Underhanded (9/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
Hidden Weapons +10 (Ex) Draw hidden weapon as a move action and add level on Slight of Hand to conceal weapons
Quick Shot When roll initiative, use swift action to make ranged attack.
Befuddling Initiative Your opponents count as flat-footed during surprise round, even if they've acted.

Defense:

Dancer's Grace +9 (Ex) +CHA bonus to AC (max Samurai level).
Wild Grace (Su) Wild hunt creatures add their Charisma modifier as a deflection bonus to their AC.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Mist Child (Ex) +5% miss chance when have concealment/total concealment.
Moonlight Stalker Master While concealed, miss chance increases by 10%
Jininsiel's Guidance (Improved Uncanny Dodge) (Ex) Gain improved uncanny dodge.
Jininsiel's Guidance (Uncanny Dodge) (Ex) Gain uncanny dodge.
Instinctive Cooperation (Ex) Immune to supernatural abilities of other creature with wild hunt subtype that allow a save.
Immunity to Charm You are immune to charm effects.
Immunity to Cold You are immune to cold damage.
Immunity to Magic Sleep You are immune to magic sleep effects.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Evasion (Ex) This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.

Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Resilient Stand (Ex) Use a propitiation daily use to reroll a save during an honorable stand.
Propitiation (4/day) (Ex, Sp, Su) Spend 1 min & gain a fortune. As imm action dismiss to reroll one d20 roll, keeping the new roll.
Honorable Stand (1/day) (Ex) Declare as swift action, immune to shaken, frightened, and panicked condition, do not fall unconcious at 0 hp, and roll twice on saves for 1 resolve.