| Full Name |
Lightfeather Stormborn |
| Race |
Tengu |
| Classes/Levels |
Monk of the four winds 8 |
| Gender |
Male |
| Size |
Medium |
| Age |
20 |
| Special Abilities |
Flurry of blows, Elemental fist, Carrion sense, Low light vision, Swordtrained, Evasion, Fast movement, maneuver training, Vow of trouth, ki pool (magic), slow fall |
| Alignment |
Lawfull Neutral |
| Deity |
Irori |
| Location |
Absalom |
| Languages |
Tengu, Common, Tien |
| Occupation |
Carpenter |
| Strength |
20 |
| Dexterity |
14 |
| Constitution |
10 |
| Intelligence |
10 |
| Wisdom |
18 |
| Charisma |
7 |
About Lightfeather Stormborn
Story:
Because of his uniqueness he was bulled as a child. As a result he escaped his nest and traveled the world. After arriving at the doorstep of the temple of four winds completely malnourished and on the brink of death he was taken in and showed interest in learning their ways. Soon his master became his best friend and he spent evenings listening to stories about the Pathfinder society and the Lantern lodge his master was part of. Soon it came time for him to go in the world to gain some practical knowledge. So he joined lantern lodge in steps of his master.
When the lodge was disbanded he joined Osirion to increase his knowledge and share it. After he changed factions to Dark Archives as it better represented what he believed in.
Appearance:
Hunching at 4 ft 40in with white tips at the feathers on his back and arms.
Wears simple hooded monks robes with a symbol of the temple of the four winds on the back.
Lightfeather
Male Tengu Monk (Monk of the Four Winds) 8 (Pathfinder RPG Advanced Player's Guide 0)
LN Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +16
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Defense
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AC 22, touch 20, flat-footed 19 (+1 armor, +2 Dex, +1 natural, +1 dodge, +7 untyped)
hp 59 (8d8+16)
Fort +9, Ref +10, Will +12
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee bite +6 (1d3+2) and
. . temple sword +11/+6 (1d8+5/19-20) and
. . unarmed strike +11/+6 (2d6+5)
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic
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Statistics
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Str 21, Dex 14, Con 12, Int 10, Wis 18, Cha 7
Base Atk +6; CMB +13 (+15 grapple, +15 trip); CMD 31 (33 vs. grapple, 33 vs. trip)
Feats Boar Ferocity[UC], Boar Style[UC], Combat Reflexes, Dodge, Elemental Fist[APG], Improved Grapple, Improved Trip, Improved Unarmed Strike, Toughness
Traits Honored Fist of the Society, bully
Skills Acrobatics +9 (+17 to jump), Climb +9, Escape Artist +6, Intimidate +9 (+11 to demoralize opponents), Knowledge (history) +4, Knowledge (religion) +4, Linguistics +5, Perception +16, Profession (Carpenter) +10, Ride +6, Sense Motive +10, Stealth +8, Survival +4 (+6 to avoid becoming lost), Swim +9; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ ac bonus, fast movement, high jump, ki defense, ki pool, maneuver training, monk vows (vow of truth), purity of body, slow fall, unarmed strike, wholeness of body
Combat Gear wand of cure light wounds, wand of enlarge person, wand of mage armor (50 charges), antitoxin; Other Gear temple sword, amulet of natural armor +1, bag of holding i, belt of physical might +2 (Str, Con), bracers of armor +1, cloak of resistance +2, monk's robe, wayfinder, backpack, bedroll, cold weather outfit, grappling hook, mwk manacles, paper (5), silk rope (50 ft.), smoked goggles, 6,448 gp, 9 sp
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Special Abilities
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AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist +1 to confirm critical hits.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Boar Ferocity Add piercing damage to unarmed attacks, and demoralize opponents
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Fist (2d6, 8/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+8/+28 with Ki point) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wholeness of Body (8 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
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