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Karasuma Tazou's page

414 posts. Organized Play character for Wei Ji the Learner.


Full Name

Karasuma Tazou

Race

Tengu

Classes/Levels

URog5/ShD3|HP: 40/52|AC: 24/T:17/FF: 23|F:+4/R:+12*/W: +5|CMB:+10|CMD: 23/17FF|BAB: +5|Init:+7|Lw-Lt Vis.,Drkv.60'|Per:+20*|Stlth:+18|Acr:+21|UMD: +11|S.O.H.:+9|S.M.:+7|E.A.:+16|D.D.+24|K:DnLoc+6|Lng+13|PFS#145296-5

Gender

Male

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Desna

Languages

Abyssal, Common(Taldan), Dwarven, Elven, Shae, Tengu, Undercommon

Occupation

Barrister

Strength 12
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Karasuma Tazou

L5:
Karasuma Tazou
Male tengu rogue (unchained) 5 (Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 34 (5d8+5)
Fort +2, Ref +9, Will +4
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron elven curve blade +8 (1d10+7/18-20) or
morningstar +4 (1d8+1) or
unarmed strike +7 (1d3+1 nonlethal) or
bite +2 (1d3)
Ranged darkwood composite shortbow +8 (1d6+1/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 10, Int 12, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats Agile Maneuvers, Combat Reflexes, Dodge, Mobility, Weapon Finesse
Traits reactionary, tireless
Skills Acrobatics +12, Bluff +9, Diplomacy +5, Disable Device +16, Escape Artist +9, Knowledge (local) +5, Linguistics +10, Perception +12, Perform (dance) +6, Profession (barrister) +7, Sense Motive +8, Sleight of Hand +8, Stealth +14, Swim +5, Use Magic Device +9; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Shae, Tengu, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, rogue talents (bleeding attack +3, combat trick), swordtrained, trapfinding +2
Combat Gear potion of cure light wounds (2), potion of darkvision (2), wand of cure light wounds, alchemist's fire (2), holy water, tanglefoot bag (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 cold iron elven curve blade, darkwood composite shortbow (+1 Str) with 20 arrows and 15 blunt arrows, morningstar, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], swarmbane clasp[UE], bedroll, belt pouch, blanket[APG], flint and steel, masterwork thieves' tools, mirror, silk rope (50 ft.), trail rations (5), waterskin (2), 2,239 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

All things have a price. With a price, all things are negotiable.

Karasuma sold himself into training with a local guild of independent entrepeneurs near the Shackles, but after things became a bit too hot for his tastes he made his way to the underworld, where he took retrieval contracts and generally kept his beak clean until he ran afoul of the Aspis Consortium.

Aiding the Pathfinder Society, he found a group of individuals who were also based around the idea of mercantile development.

It's just going to take him a while. Fortunately, he's got contacts now in the largest library in the world, and he's a skilled barrister to be able to negotiate them...

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Chronicles:

#5-08: The Confirmation
#6-10: The Wounded Wisp
#5-04: The Stolen Heir
#5-22: Scars of the Third War
AP 43 The Haunting of Harrowstone(Module)
PFO: Thornkeep: The Enigma Vaults(Module)
#5-24: Assault on the World Wound
#7-07: Trouble In Tamran
#01: Silent Tide
#7-22 Bid for Alabastrine
#7-99 Through Maelstrom Rift
#8-09 Forged in Flame, Part I: The Cindersworn Pact
#8-11 Forged in Flame, Part II: Cleansed with Fire

L6.2:
Karasuma Tazou
Male tengu unchained rogue 5/shadowdancer 1 (Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 20 (+5 armor, +4 Dex, +1 dodge)
hp 40 (6d8+6)
Fort +3, Ref +10, Will +4
Defensive Abilities danger sense +1, evasion; Resist acid 2, cold 1, electricity 4, fire 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron elven curve blade +8 (1d10+7/18-20) or
. . morningstar +4 (1d8+1) or
. . unarmed strike +7 (1d3+1 nonlethal) or
. . bite +2 (1d3)
Ranged darkwood composite shortbow +8 (1d6+1/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 12, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats Agile Maneuvers, Combat Reflexes, Dodge, Mobility, Weapon Finesse
Traits reactionary, tireless
Skills Acrobatics +12, Bluff +9, Diplomacy +5, Disable Device +21, Disguise +1, Escape Artist +15, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +11, Perception +18, Perform (dance) +6, Profession (barrister) +13, Sense Motive +8, Sleight of Hand +8, Stealth +15, Survival +2 (+7 when tracking), Swim +5, Use Magic Device +10; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Common, Dwarven, Elven, Shae, Tengu, Undercommon, Wayang
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, hide in plain sight, rogue talents (bleeding attack +3, combat trick), swordtrained, trapfinding +2
Combat Gear potion of cure light wounds (2), potion of darkvision (2), potion of resist fire 10 (2), wand of cure light wounds, alchemist's fire (2), holy water, medium spider venom, tanglefoot bag (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 cold iron elven curve blade, darkwood composite shortbow (+1 Str) with 20 arrows and 15 blunt arrows, morningstar, arcanolembic, belt of mighty constitution +2, bloodstone of gultariix, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], lenses of detection, swarmbane clasp[UE], vest of escape, bedroll, belt pouch, blanket[APG], flint and steel, masterwork thieves' tools, masterwork tool, mirror, silk rope (50 ft.), trail rations (5), waterskin (2), 309 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Energy Resistance, Acid (2) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

All things have a price. With a price, all things are negotiable.

Karasuma sold himself into training with a local guild of independent entrepeneurs near the Shackles, but after things became a bit too hot for his tastes he made his way to the underworld, where he took retrieval contracts and generally kept his beak clean until he ran afoul of the Aspis Consortium.

Aiding the Pathfinder Society, he found a group of individuals who were also based around the idea of mercantile development.

It's just going to take him a while. Fortunately, he's got contacts now in the largest library in the world, and he's a skilled barrister to be able to negotiate them...

L7.1:

Karasuma Tazou
Male tengu unchained rogue 5/shadowdancer 2 (Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +19
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 21 (+5 armor, +1 deflection, +4 Dex, +1 dodge)
hp 46 (7d8+7)
Fort +4, Ref +10, Will +5
Defensive Abilities danger sense +1, evasion, improved uncanny dodge; DR 10/—; Resist acid 2, cold 2, electricity 4, fire 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron elven curve blade +9 (1d10+7/18-20) or
. . silver morningstar +5 (1d8+1) or
. . unarmed strike +8 (1d3+1 nonlethal) or
. . bite +3 (1d3)
Ranged darkwood composite shortbow +9 (1d6+1/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Agile Maneuvers, Combat Reflexes, Dodge, Mobility, Weapon Finesse
Traits reactionary, tireless
Skills Acrobatics +18, Bluff +9, Diplomacy +5, Disable Device +22, Escape Artist +15, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +12, Perception +19, Perform (dance) +6, Profession (barrister) +14, Sense Motive +7, Sleight of Hand +8, Stealth +16, Survival +2 (+7 when tracking), Swim +5, Use Magic Device +11; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Common, Dwarven, Elven, Ignan, Shae, Tengu, Tien, Undercommon, Wayang
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, hide in plain sight, rogue talents (bleeding attack +3, trap spotter), swordtrained, trapfinding +2
Combat Gear potion of cure light wounds (2), potion of darkvision (2), potion of resist fire 10 (2), wand of cure light wounds, alchemist's fire (2), holy water, tanglefoot bag (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 cold iron elven curve blade, darkwood composite shortbow (+1 Str) with 20 arrows and 15 blunt arrows, silver morningstar, belt of mighty constitution +2, boots of elvenkind, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], lenses of detection, ring of protection +1, swarmbane clasp[UE], vest of escape, bedroll, belt pouch, blanket[APG], courtier's outfit, flint and steel, jewelry[UE], masterwork thieves' tools, masterwork tool, mirror, silk rope (50 ft.), subversive vest[UI], trail rations (5), waterskin (2), 1,137 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Energy Resistance, Acid (2) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >= 11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
--------------------

All things have a price. With a price, all things are negotiable.

Karasuma sold himself into training with a local guild of independent entrepeneurs near the Shackles, but after things became a bit too hot for his tastes he made his way to the underworld, where he took retrieval contracts and generally kept his beak clean until he ran afoul of the Aspis Consortium.

Aiding the Pathfinder Society, he found a group of individuals who were also based around the idea of mercantile development.

It's just going to take him a while. Fortunately, he's got contacts now in the largest library in the world, and he's a skilled barrister to be able to negotiate them...

L8:
Karasuma Tazou
Male tengu unchained rogue 5/shadowdancer 3 (Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
NG Medium humanoid (tengu)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 23 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +2 natural)
hp 52 (8d8+8)
Fort +4, Ref +12, Will +5
Defensive Abilities danger sense +1, evasion, improved uncanny dodge; Resist acid 2, cold 2, electricity 4, fire 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron elven curve blade +11 (1d10+8/18-20) or
. . sap +10 (1d6+1 nonlethal) or
. . silver morningstar +6 (1d8+1) or
. . unarmed strike +10 (1d3+1 nonlethal) or
. . bite +5 (1d3)
Ranged darkwood composite shortbow +11 (1d6+1/×3)
Special Attacks sneak attack (unchained) +3d6
Shadowdancer Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—shadow illusion (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +10; CMD 23
Feats Agile Maneuvers, Combat Reflexes, Dodge, Mobility, Weapon Finesse
Traits reactionary, tireless
Skills Acrobatics +21, Bluff +9, Diplomacy +5, Disable Device +24, Escape Artist +16, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +13, Perception +20, Perform (dance) +6, Profession (barrister) +15, Sense Motive +7, Sleight of Hand +9, Stealth +18, Survival +2 (+7 when tracking), Swim +5, Use Magic Device +11; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Common, Dwarven, Elven, Ignan, Shae, Tengu, Thassilonian, Tien, Undercommon, Varisian, Wayang
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, hide in plain sight, rogue talent (fast stealth), rogue talents (bleeding attack +3, trap spotter), summon shadow, swordtrained, trapfinding +2
Combat Gear potion of cure light wounds (2), potion of darkvision (2), potion of resist fire 10 (2), wand of cure light wounds, alchemist's fire (2), holy water, tanglefoot bag (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 cold iron elven curve blade, darkwood composite shortbow (+1 Str) with 20 arrows and 15 blunt arrows, sap, silver morningstar, belt of mighty constitution +2, boots of elvenkind, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], lenses of detection, ring of protection +1, swarmbane clasp[UE], vest of escape, bedroll, belt pouch, blanket[APG], courtier's outfit, flint and steel, jewelry[UE], masterwork thieves' tools, masterwork tool, mirror, silk rope (50 ft.), subversive vest[UI], trail rations (5), waterskin (2), 7,630 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Energy Resistance, Acid (2) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
--------------------

All things have a price. With a price, all things are negotiable.

Karasuma sold himself into training with a local guild of independent entrepeneurs near the Shackles, but after things became a bit too hot for his tastes he made his way to the underworld, where he took retrieval contracts and generally kept his beak clean until he ran afoul of the Aspis Consortium.

Aiding the Pathfinder Society, he found a group of individuals who were also based around the idea of mercantile development.

It's just going to take him a while. Fortunately, he's got contacts now in the largest library in the world, and he's a skilled barrister to be able to negotiate them...