Tengu

Korasu's page

174 posts. Organized Play character for Wolfspirit.


Race

| HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4

Classes/Levels

| Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Gender

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3

Strength 9
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About Korasu

Korasu
Male tengu rogue (unchained) 3/vigilante 2 (Pathfinder RPG Advanced Race Guide 162, Pathfinder Unchained 20)
LG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +14
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Defense
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AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 luck)
hp 35 (5d8+7)
Fort +2, Ref +10, Will +4
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft., climb 20 ft.
Melee adamantine elven curve blade +8 (1d10+6/18-20) or
. . bite +2 (1d3-1)
Ranged mwk light crossbow +8 (1d8/19-20)
Special Attacks sneak attack (unchained) +2d6
Vigilante Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—vanishing step
Vigilante Spells Known (CL 2nd; concentration +4)
. . 1st (2/day)—feather step[APG] (DC 13), heightened awareness[ACG], lead blades[APG]
. . 0 (at will)—create water, detect magic, guidance, light, read magic
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Statistics
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Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 18
Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse
Traits reactionary, secrets of the sphinx
Skills Acrobatics +12, Appraise +6, Bluff +6, Climb +11, Diplomacy +14 (+16 vs. geniekind), Disable Device +15 (+17 vs. magic traps), Disguise +6 (+26 to appear as part of polite society while in your social identity), Escape Artist +8, Knowledge (arcana) +3, Knowledge (dungeoneering) +6 (+8 while navigate dungeons beneath the Cairnlands' siege castles, +8 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (history) +6 (+8 vs. Azlant, +8 to learn about Thassilonian artifacts), Knowledge (local) +6 (+8 to identify drow and their customs, weaknesses, and tactics), Knowledge (nature) +6, Knowledge (planes) +6 (+8 vs. geniekind), Knowledge (religion) +6, Linguistics +11 (+13 to learn about Azlanti sentence construction and idioms), Perception +14 (+16 vs. magic traps), Perform (dance) +7, Sense Motive +4, Sleight of Hand +8, Spellcraft +6, Stealth +10, Survival +4 (+6 to navigate Jungles of Mwangi Expanse, +6 to notice and follow tracks in Arctic environments), Swim +3, Use Magic Device +10; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Azlanti, Common, Goblin, Osiriani, Osiriani, Ancient, Tengu, Thassilonian, Tien
SQ alternate identity, divine power (fey), gifted linguist, rogue talent (wall climber[UC]), seamless guise, social grace, social talent (social grace), swordtrained, trapfinding +1, vigilante specialization (zealot), vigilante talent (zealot smite 1/day [+0 attack and ac, +2 damage])
Combat Gear scroll of daylight (x2), wand of cure light wounds, wand of endure elements (50 charges), wand of longstrider (50 charges), weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear mithral chain shirt, adamantine elven curve blade, crossbow bolts (30), mwk light crossbow, masterwork thieves' tools, pathfinder chronicles, volume 1, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, 423 gp
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Special Abilities
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Alternate Identity You can assume different identities.
Climb (walls only) (20 feet) You have a Climb speed.
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Seamless Guise (Ex) +20 circumstance bonus to appear as part of polite society.
Secrets of the Sphinx (Knowledge [history], 1/day) 1/day, Add +2 to a single Knowledge Check.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vanishing Step (5/day) (Sp) Become invisible as vanish when you move more than 10 feet in a move action.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Zealot Smite Evil (1/day) (Su) +2 to hit, +2 to damage when used.

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

Boons:

Practiced Grace (4 lines): Juggling your vigilante identity and social identity has honed your expertise in complicated social situations. Choose one additional skill for your social grace class feature.

Scholar of The Gates Ajar: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.