Tengu

Kuro Satsujin Karasu's page

56 posts. Organized Play character for Auke Teeninga.


Race

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

About Kuro Satsujin Karasu

Kuro
Male tengu arcane trickster 1/brawler (snakebite striker, strangler, wild child) 1/transmuter (shapechange{supe (Pathfinder RPG Advanced Class Guide 23, 88, 88, 89, Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 263)
CG Medium humanoid (tengu)
Init +8; Senses low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+4 armor, +7 Dex)
hp 36 (5 HD; 4d6+1d10+10)
Fort +5, Ref +11, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +9 (1d3+7 plus 2d6 sneak attack), 2 claws +9 (1d3+7 plus 2d6 sneak attack)
Ranged cold iron shuriken +5 (1d2-1 plus 2d6 sneak attack) or
. . silver shuriken +5 (1d2-2 plus 2d6 sneak attack)
Special Attacks battleshaping, sneak attack +2d6, strangle +1d6 damage
Transmuter Spells Prepared (CL 4th; concentration +8)
. . 2nd—carry companion, glitterdust (2, DC 17), web (DC 17)
. . 1st—color spray (DC 15), expeditious retreat, reduce person (DC 15), reduce person (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—acid splash, dancing lights, message, ray of frost
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 8, Dex 25, Con 14, Int 18, Wis 9, Cha 7
Base Atk +2; CMB +1; CMD 18
Feats Accomplished Sneak Attacker, Boon Companion[UW], Spell Focus (conjuration), Weapon Finesse
Traits blade of the society, desert shadow, militia
Skills Acrobatics +16, Diplomacy +2, Disable Device +15, Escape Artist +15, Fly +9, Handle Animal +2, Knowledge (arcana) +11, Perception +14, Sense Motive +3, Sleight of Hand +15, Stealth +17; Racial Modifiers +2 Perception, +2 Stealth
Languages Auran, Common, Hallit, Sylvan, Tengu, Tien
SQ arcane bond (Muzzlebeak, rhamphorhynchus), brawler's cunning, martial training, physical enhancement (+1), ranged legerdemain
Combat Gear clockwork key, oil of bless weapon (6), potion of heroism (2), potion of mage armor, wand of mage armor (50 charges), wand of shield (50 charges), wand of vanish (CL 4th, 10 charges); Other Gear mwk griffon mane quilted cloth armor[APG], cold iron shuriken (5), silver shuriken (5), agile amulet of mighty fists, belt of incredible dexterity +2, cracked dusty rose prism ioun stone, eyes of the eagle, headband of vast intelligence +2, shinobi shozoku, 2,498 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Battleshaping (7/day) (Su) As a swift action, gain bite, claw, or gore attack for 1 rd with enhancement bonus based on level.
Boon Companion (X) Companion or familiar abilities are treated as if you were a higher level.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Scent (corpses & badly wounded only) (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapechange Associated School: Transmutation
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Strangle +1d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.

--------------------

Muzzlebeak CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 18 (1d8)
Fort +3, Ref +9, Will +6
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +2 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 11
Feats Lightning Reflexes
Skills Acrobatics +11 (+3 to jump), Diplomacy +1, Disable Device +6, Escape Artist +8, Fly +11, Handle Animal +1, Perception +10, Sense Motive +3, Sleight of Hand +8, Stealth +19
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.

--------------------

X CR –
Axe beak (Pathfinder RPG Bestiary 3 311)
N Large animal
Init +3; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 13 (+3 Dex, +1 dodge, +4 natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +7 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Dodge, Power Attack, Weapon Focus (bite)
Tricks Attack, Combat Riding, Come, Defend, Down, Flank, Guard, Heel, Protect
Skills Acrobatics +11 (+19 to jump)
SQ combat riding, flank, protect
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Protect [Trick] The animal stands ready to attack a location.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.