Jakaw Razorbeak

Marrlow's page

20 posts. Organized Play character for Trscroggs.


Race

HP 13/13 | AC 15 | Fort +4, Reflex +5, Will +6 | Perception +4 (Low-light) | Focus Points 2/2

About Marrlow

Marrlow
Tengu psychic 1 (Dark Archive)
Uncommon, Medium, Humanoid, Tengu
Heritage jinxed tengu
Background cursed family
Perception +4; low-light vision
Languages Common, Tengu, Tien, Varisian

Skills:

Skills Curse Lore +4, Diplomacy +7, Intimidation +7, Occultism +4, Pathfinder Society Lore +4, Religion +4, Society +4, Thievery +5

Str +0, Dex +2, Con +1, Int +1, Wis +1, Cha +4

Inventory:

Items explorer’s clothing, staff, backpack, bedroll, chalk (10), flint and steel, minor healing potion, rations (1 week) (2), rope (50 feet), soap, torch (5), waterskin, wayfinder, writing set, purse (36 gp, 4 sp)

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AC 15; Fort +4; Ref +5; Will +6
HP 13
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Speed 25 feet

Attack Rolls:

Melee [1] beak +5 (finesse), Damage 1d6 P
Melee [1] staff +3 (two-hand (1d8), monk), Damage 1d4 B
Telekinetic Projectile [dice=Telekinetic Projectile]1d20+7[/dice] [dice=Damage]2d6[/dice]
Telekinetic Rend [Dice=Damage B or S]1d6[/dice] (DC 17 Basic Fort Save)

Amped Spells
Telekinetic Rend [Dice=Damage B]1d6[/dice] [Dice=Damage S]1d6[/dice] (DC 17 Basic Fort Save)

Occult Psychic Spells:

DC 17, attack +7
1st (1 slots) force barrage, kinetic ram[DA]

Cantrips (1st) detect magic, light, Telekentic hand, shield, telekinetic projectile, telekinetic rend[DA]

Focus Points 2/2
Note the following Cantrip Changes
Telekinetic Hand has a Bulk limit of 1 and the following Amp
Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again.

Telekinetic Projectile
Range increased to 60ft and the following Amps
Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.
Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.

Telekinetic Rend
This cantrip has the following Amp
Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1.

Ancestry Feats Squawk!

Skill Feats Oddity Identification

Other Abilities the distant grasp, wayfinder