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Kahwen's page

1,745 posts. Organized Play character for EbonFist.


Full Name

Kahwen

Race

M Tengu Unchained Rogue (Swordmaster/Scout) 12th

Classes/Levels

[HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Gender

[Init +9, Per +19, Spd 40']

Size

Medium

Age

19

Special Abilities

Glide, Rogue Abilities

Alignment

LN

Deity

Irori

Languages

Common, Draconic, Orc, , Sylvan, Tengu, Undercommon

Occupation

Sailor, scout, swordsman

Strength 10
Dexterity 26
Constitution 10
Intelligence 11
Wisdom 12
Charisma 10

About Kahwen

Statistics
Name:
Kahwen
Sex: Male Race: Tengu Class: Unchained Rogue 12th level Archetypes: Scout, Swordsman Age: 20
LN Medium humanoid (tengu)
Init +9; Senses low-light vision; Perception +19
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DEFENSE
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AC
30; touch 22; flat-footed 20 (+7 armor, +9 dex, +2 deflection, +1 Dodge, +1 natural)
hp 63
Fort +9, Ref +21, Will +9
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OFFENSE
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Speed
40 ft., Climb 10 ft.*
Melee [dice=+2 keen shock elven curve blade]1d20 + 20[/dice] [dice=Slashing]1d10+15[/dice] plus [dice=Electricity]1d6[/dice] and Melee [dice=+2 keen shock elven curve blade]1d20 + 15[/dice] [dice=Slashing]1d10+15[/dice] plus [dice=Electricity]1d6[/dice]or Silvered light mace +18 (1d6+9/x2), bite +10 (1d3)
Ranged [dice=+1 Keen Dart Gun]1d20 + 19[/dice] [dice=bolt]1d4+1[/dice]
Space 5 ft., Reach 5 ft.
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STATISTICS
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Str
10, Dex 22 (28), Con 10, Int 12, Wis 12, Cha 10
Base Atk +9; CMB +9; CMD 30
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TRAITS
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Dirty Fighter - +1 damage to targets he flanks
Observant - +1 to Perception
Resilient - +1 to Fortitude Saves (Assault on Absalom)

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FEATS
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1st: Acrobatic
2nd*: Dodge
3rd: Graceful Athlete
5th: Sea Legs
7th: Tengu Wings
9th: Mobility
11th: Spring Attack
Unchained Rogue Bonus: Weapon Finesse

SKILLS (108 ranks) Asterix denotes class skill
*[dice=Acrobatics]1d20 + 29[/dice] (+5 Jumping) (12 ranks, +3 Class Skill, +9 Dex, +2 Acrobatic Feat, + 2 Sea Legs Feat (Boots), +1 Luckstone)
*Bluff +9 (5 ranks, +3 Class Skill, +1 Luckstone)
*Climb +27 (12 ranks, +3 Class Skill, +9 Dex (Graceful Athlete), +2 Sea Legs Feat, +1 Luckstone)
*[dice=Disable Device]1d20 + 21[/dice] (8 ranks, +3 Class Skill, +9 Dex, +1 Luckstone)
*Escape Artist +23 (10 ranks, +3 Class Skill, +9 Dex, +1 Luckstone)
[dice=Fly]1d20 + 18[/dice] (6 ranks, +9 Dex, +2 Acrobatic Feat, +1 Luckstone)
[dice=Knowledge (Local)]1d20 + 11[/dice] (7 ranks +3 Class Skill, +1 Luckstone)
*Knowledge (Nature) +8 (4 ranks, +3 Class Skill, +1 Luckstone)
[dice=Perception]1d20 + 20[/dice] (12 ranks, +3 Class Skill, +1 Wis, +2 Sneaky Racial Trait,+1 Observant, +1 Luckstone)
[dice=Profession (Sailor)]1d20 + 17[/dice] (10 ranks, +3 Class Skill, +1 Wis, +2 Voracious, +1 Luckstone)
*[dice=Stealth]1d20 + 27[/dice] (12 ranks, +3 Class Skill, +9 Dex, +2 Sneaky Racial Trait, +1 Luckstone)
*Swim +26 (11 ranks, +3 Class Skill, +9 Dex (Graceful Athlete), +2 Sea Legs Feat, +1 Luckstone)

LANGUAGES
Common, Draconic, Orc, Sylvan, Tengu, Undercommon

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SPECIAL ABILITIES
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Glide
Tengu Rogue Favored Class Ability - +4 to confirm criticals with elven curve blade
Sneak Attack – 6d6 Assuming that's a hit, if the target is subject to sneak attack damage I'll also apply the Disoriented Debilitating injury, so she gets -2 to attack rolls for 1 round and a -6 to attack rolls against Kahwen. If she's subject to bleed damage, she's also bleeding 6.
Evasion
Rogue Talent - Bleeding Strike (6 bleed), Certainty (Acrobatics), Feat (Exotic Weapon Proficiency (Dart Gun), Tricks (Dodge), Resiliency (22 temp HP for 1 minute)
Advanced Rogue Talent: Another Day (1/Day when reduced to 0 by melee attack can make a 5' step. If it takes him out of range it does not occur.)
Trance (13rds per day) - Crane: (With Acrobatics) -2 penalty to Attack Rolls. +4 Dodge Bonus to AC when fighting defensively, + 7 for full defense.
- Dragon: +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. Ignore difficult terrain charging, running, or withdrawing. Can charge through squares that contain allies.
- Monkey Trance: Make an Acrobatics check opposed by an opponent’s CMD to move 5 feet as a swift action within the opponent’s threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
- Tiger Trance: Make a combat maneuver check against an opponent within charge range. On success, may charge that opponent and make a full attack against that opponent.
Finesse Training - Elven Curve Blade, Light Mace
Scout's Charge
Skirmisher (Ex): Whenever Kahwen moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If he makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
Debilitating Injury - Disoriented
Rogue's Edge - Acrobatics: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
*Climb: You are no longer denied your Dexterity bonus when climbing. You gain a natural climb speed (but not the +8 racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.

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GEAR
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+2 Keen Shock Elven Curve Blade (7lbs)
Silvered Light Mace (4lbs)
Short Bow (2lbs)
Quiver with 18 arrows (3lbs)
+4 Mithral Chain shirt (12.5lbs)
Backpack (2lbs)
Bedroll (5lbs)
Flint and Steel
Pint of Oil (1lbs)
50 ft. Silk Rope (5lbs)
1 Day Trail Rations (1lbs)
Waterskin (4lbs)
Masterwork Thieves Tools (2lbs)
Wand of Cure Light Wounds(46 charges)
Journal (1lbs)
Ink
Inherited Musical Wayfinder (1lbs)
Belt of Incredible Dexterity (+6)
Noble's outfit with appropriate jewelry
1 Flask of Alchemist Fire
1 Flask of Acid
1 Torch
3 Vials of Holy Water
Ring of Protection +2
Potion of Endure Elements
Boots of Striding and Springing
Feather Token (Old Flotsam)
Amulet of Natural Armor +1
Lesser Talisman of Life's Breath
+3 Cloak of Resistance
Sevenfinger's Seacoat
+1 Keen Dart Gun
Stone of Good Luck

Carrying Capacity Light: 33 lbs. Medium: 34-66 lbs. Heavy: 67-100 lbs.
Currency: 8.8
Total Weight: 50.5 lbs.

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APPEARANCE
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A golden eyed, ebony feathered Tengu. His arms are particularly wing like and his voice is notably more crow than normal for a Tengu. He moves with a light step and quick grace. A long, slender blade is strapped to his back and he fiddles unconsciously with the old brass Wayfinder hanging around his neck.

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BACKGROUND
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Kahwen was born and raised in the Shackles. Like all Tengu, he was taught from the time he could walk how to use blades. Also like most Tengu he was quite agile and stealthy and focused on finding the perfect opportunity to strike. Despite this focus on finding the perfect blow, he was drawn to the damage that could be dealt by larger blades and took up the Elven Curve Blade, a weapon that could deal massive damage but could still be used with finesse.

Kahwen was fascinated by the larger world outside the Shackles but would get his opportunity to visit it in a way he didn't quite plan for. A passing captain knew of the legend of Luck Eaters and shanghaied Kahwen.

The young Tengu knew that he had little chance of escaping and actively joined the crew, learning much about being a sailor in the process. When they reached Absalom, though, Kahwen decided that the time was right. He'd never revealed his glide ability to any of the crew so they were quite surprised when he jumped out of the crow's nest (a station he was assigned to both because the captain found it ironic and because he was highly perceptive) and, rather than plummeting to his death, glided easily to the docks and slipped away into the crowd.

In Absalom, he heard of the Pathfinders and sought them out, his admiration for them growing with each story. After a few years of training, he went through his Confirmation and became a full fledged member of the Society.

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PERSONALITY
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Kahwen is a quiet, earnest young Tengu. He values his allies and, even more, those allies who have become friends. He believes highly in the Pathfinders and what they do and will happily risk his life for his fellows and for the Society in general.

He can be more than a little reckless and is eager to prove himself. His most valuable possession is an old Wayfinder, a gift given to him personally by Kreighton Shaine as a reward for successfully completing his Confirmation mission.