Jakaw Razorbeak

Kaako Ashfeather, Rogue 5's page

49 posts. Alias of roll4initiative.


Race

| HP 61/61 | AC 22 | F +10 R +13 W +10 | Perc +10 (low-light)| Stealth +13 | Default Exploration: Avoid Notice

Classes/Levels

| Speed 25ft | Active Conditions: Blur, Heroism

Gender

male CN Medium Tengu Rogue 5

About Kaako Ashfeather, Rogue 5

Kaako Ashfeather - Level 5
male tengu rogue (thief) 5 Advanced Player's Guide, 24
Uncommon, CN, Medium, Humanoid, Tengu
Perception +10; low-light vision
Languages Common, Tengu
Skills Acrobatics +13, Athletics +10, Deception +10, Diplomacy +10, Intimidation +10, Occultism +8, Performance +10, Sailing Lore +9, Stealth +13, Survival +8, Thievery +13
Str 12 (+1), Dex 19 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
Other Items leather, +1 hand crossbow, +1 striking rapier, backpack, bedroll, belt pouch, belt pouch, bolts (20), bracelet of dashing, chalks (10), everburning torch, flint and steel, lesser healing potion, pendant of the occult, rations (1 week) (2), rope (50’), soap, thieves' tools, torches (5), waterskin, assorted jewelry and baubles (worth 400 sp)
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AC 22; Fort +10; Ref +13; Will +10; Successes vs. curse or misfortune effects are critical successes instead.
HP 61 Hero Points 1; Resistances jinxed tengu
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
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Speed 25 feet

Melee
[dice=+1 Striking Rapier]1d20+14[/dice]
[dice=Poke!]2d6+4[/dice]
[dice=Deadly?]1d8[/dice]
[dice=Sneak?]2d6[/dice]
(disarm, deadly (1d8), finesse, magical)

[dice=Beak]1d20+13[/dice]
[dice=Stab!]1d6+4[/dice]
[dice=Sneak?]2d6[/dice]

Ranged
[dice=+1 Hand Crossbow]1d20+14[/dice]
[dice=Piercing]1d6[/dice]
[dice=Sneak?]2d6[/dice]
(magical, range 60 feet, reload 1)

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Rogue Minor Magic DC 20;Cantrips (3rd)
electric arc, guidance, know direction
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Ancestral Paragon, Assurance, Cat Fall, Charming Liar, Combat Climber, Eat Fortune, Experienced Smuggler, Minor Magic, Nimble Dodge, Squawk!, Storm's Lash, Unbalancing Blow, Underwater Marauder
Other Abilities rogue's racket, sneak attack, thief, weapon tricks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Feat Descriptions:
Ancestral Paragon (General, 3rd):
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

Assurance (General, 1st, Athletics)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Cat Fall (General, Acrobatics, 1st):
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Charming Liar (General, Deception, 1st):
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

Combat Climber (General, Athletics, 1st):
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Eat Fortune (Tengu, 5th):
As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.

Experienced Smuggler (General, Stealth, 1st):
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Minor Magic (Rogue, 2nd)
You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips.

Nimble Dodge (Rogue 1st, Reaction)
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Squawk! (Tengu, 1st, Reaction)
Trigger: You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait.

You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.

Storm's Lash (Tengu, 1st)
Wind and lightning have always been close friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Unbalancing Blow (Thief Racket, 2nd)
Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.

Underwater Marauder (General, Athletics)
You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Backstory:

Born on the storm-tossed seas, the life of a pirate is the only one Kaako has ever known. Hatched under an auspicious sign, Kaako’s parents pronounced her a jinx-eater, one who might consume the ill fortune falling over the crew and bring them good luck. Unsurprisingly, the crew took an instant liking to his mischievous antics. Growing up aboard a ship, Kaako spent her formative years meeting all sorts of folks from the wider world, sailing up and down the coasts of Avistan and Garund. They were good years and ones that she looks back upon with fond nostalgia.

Years later, Kaako left her parents to join the crew of Captain Renlock aboard the Brass Bird. For some time, she remained happy there. The crew of the Brass Bird made names for themselves as pirates aboard one of the most feared vessels to sail the coasts. When the Bird overtook a small merchant vessel off the coast of Varisia, Kaako encountered a jinx that even she could not prevent. Having no desire to take the ship or hostages, the Bird’s crew raided the vessel for valuables before setting it free. One passenger—a Varisian witch—took umbrage to the theft and bestowed a curse upon the Bird and its crew. After that fateful day, the ship was continually beset by storms and bad winds. The Brass Bird constantly ran afoul of patrols of various navies ready to apprehend the ship. All this led to the fateful encounter with the Andoran navy. Chased back to the Shackles, the Brass Bird and its crew were finally overcome. Wanting no more bloodshed, Captain Renlock surrendered and the crew of the Brass Bird scattered.

Fortunately, Kaako was released only a few months later and returned to a life on the open ocean. Though she joined crews aboard other ships, Kaako never truly found a home again. Five years later, Kaako still enjoys the life of a pirate, but grows weary of lining other peoples’ pockets with gold while leaving little for herself. Then word came that Captain Renlock had passed away in prison. And his mysterious clockwork parrot, Cawlo, arrived at the window of Kaako’s cabin to deliver a message…

Goals: Kaako dreams of a future in which she might captain her own ship or at least find a crew that she can call a family. Life on the high seas can be tiring, especially when there is little to show for it after years of work.

Personality: Kaako is inquisitive, but quick to startle. She has a penchant for dressing flamboyantly, adorning herself with shiny trinkets and baubles that she claims help her ward off foul spirits and curses. In reality, she just likes the way these accessories look. Kaako is not above playing up her “mystical” connection, despite not really having much control over such matters. Among friends though, she is much more laid back and can be a prankster.

Relationships: Most see Kaako as a strange and mysterious person who has many secrets. As a result, few try to become close to her. Those who do get to know the young tengu find that she can be a caring friend, even though she tends to be a bit awkward around other humanoids.

Elsir Syniras: Kaako and Elsir used to be close friends and often went into port to get into trouble together. Kaako always found a way to cheer the sometimes-dour elven sorcerer up, and he in turn would leave her small magical baubles and trinkets. The two often spent long nights on the deck looking out at the stars, sharing a bottle, and dreaming of a rich and prosperous future.

Jadren Tagar: Jadren has always been a pain in Kaako’s backside. The life of the party, daring first officer, and charming pirate was just more than Kaako could handle. It did not help that the hulking human fighter often gave Kaako condescending “bird” nicknames she didn’t like.

Lavanna Saltspray: Kaako and Lavanna always got along, though the young halfling priestess sometimes disagreed about signs and portents, preferring to turn to Gozreh than trust Kaako’s intuition. Lavanna often remained inseparable from Jadren, making it hard for Kaako to trust her entirely