Owlbear

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The tengu cocks a beaked head to one side. "Correct me if I am wrong...you have only named three. I'm guessing the South West would be the location of the last...?"


Maneakira casts a sideways glance at Robinet upon the introduction. The darkly clad tengu appears to be a tad off put. Nonetheless, he makes a gesture of greeting and says simply, "May your blades be proof against the night."


Maneakira nods and speaks in low tones to Robinet. Even low, they are slightly shrill.

I am providing a Perception roll for Manny which you can gloss over or provide any extra knowledge you would like to have him have gleaned in his time away from the party, Doug. Feel free to disregard.

Perception +11 (Low-light vision): 1d20 + 11 ⇒ (5) + 11 = 16

Maneakira takes a breath and prepares himself for the usual reaction most country bumpkins have upon seeing him. Following Robinet's lead, he enters the dwelling.


Robinet's cohort Maneakira, Tengu Ninja's HP rolls:

level 2: 1d8 + 1 ⇒ (2) + 1 = 3
level 3: 1d8 + 1 ⇒ (8) + 1 = 9
level 4: 1d8 + 1 ⇒ (4) + 1 = 5
level 5: 1d8 + 1 ⇒ (6) + 1 = 7

Resulting in...

Maneakira:
Maneakira
Male Tengu Ninja 5
CN Medium humanoid (tengu)

Init +4; Senses low-light vision; Perception +11
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 28 (5d8)
Saves

  • Fort: +1
  • Ref: +8
  • Will: +2
Defensive Abilities uncanny dodge
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Offense
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Melee
  • bite +0 (1d3+1)
  • Kurenji (Silversheen masterwork katana) +6 (1d8+3/18-20)
Ranged
  • shuriken +7 (1d2+2)
Special Attacks
  • ki attack speed
  • ninja tricks (deadly range, fast getaway)
  • sneak attack +3d6
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Statistics
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Str 14, Dex 18, Con 11, Int 12, Wis 12, Cha 8
Speed: 20 ft.
Base Atk +3; CMB +5; CMD 19
Feats
  • Blind-Fight
  • Exotic Weapon Proficiency (katana)
  • Stealthy
Traits
  • acrobat
  • killer
Skills
  • Acrobatics +10 (+6 jump)
  • Bluff +3
  • Climb +7 (5 instead of -5 penalty when using the Climb skill to attempt an accelerated climb)
  • Disable Device +7
  • Disguise +0
  • Escape Artist +11
  • Intimidate +4
  • Knowledge (local) +6
  • Linguistics +10
  • Perception +11
  • Sense Motive +6
  • Sleight of Hand +9
  • Stealth +13
  • Swim +4
  • Use Magic Device +6
Racial Modifiers
  • +4 Linguistics
  • +2 Perception
  • +2 Stealth
  • ki jump (running start)
  • no trace
Languages
  • Abyssal
  • Celestial
  • Common
  • Daemonic
  • Elven
  • Infernal
  • Tengu
SQ
  • ki movement
  • ki pool
  • ki stealth
  • poison use
Combat Gear
  • flash powder (3)
Other Gear
  • mithral shirt
  • Kurenji
  • shuriken (200)
  • burglar's bracers
  • infiltration kit
  • rogue's kit
  • 110 GP
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Special Abilities
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  • Acrobat When doing an accelerated climb, penalty is reduced to -2.
  • Blind-Fight Re-roll misses because of concealment, other benefits.
  • Deadly Range +10' (Ex) Increase the range at which can make ranged sneak attacks.
  • Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
  • Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
  • Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
  • Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
  • Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
  • Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
  • Killer Add weapon's critical modifier to its critical bonus damage.
  • Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
  • No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
  • Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
  • Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
  • Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Bento
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Saves

  • Fort: +6 (+4 vs. hot or cold environments and to resist damage from suffocation)
  • Ref: +5
  • Will +1
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Offense
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Melee
  • 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Speed: 50 ft.
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats
  • Endurance
  • Run

Tricks
  • Attack
  • Combat Riding
  • Come
  • Defend
  • Down
  • Guard
  • Heel
Skills
  • Perception +6

SQ
  • combat riding
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Special Abilities
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  • Combat Riding [Trick] The animal has been trained to bear a rider into combat.
  • Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
  • Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
  • Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
  • Scent (Ex) Detect opponents within 15+ feet by sense of smell.