Tengu

Master Kite's page

2 posts. Organized Play character for Great Green God.


Full Name

Master Kite

Race

Tengu

Classes/Levels

Conjuror (teleportation school) 1 | hp 7 | AC 14 T 13 FF 11 | CMD 14 | F +1 R +3 W +4 | Spd 30' shift 5' | Init +3 | Kn(Arc, His, Nat) +7, Perc +4 (low-light), SensM +2, Scrft +7 |

Gender

Male

Size

Medium

Special Abilities

arcane bond (masterwork sword cane), gifted linguist, summoner's charm (1 round), sword-trained

Alignment

CN

Deity

Daikitsu, Hei Feng, Qi Zhong, and Pharasma

Languages

Common, Draconic, Minkaian, Tengu, Tien

Occupation

Exceedingly wise guy who hangs out at the edge of town dispensing advice

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 7

About Master Kite

Master Kite (PFS)
Tengu conjuror (Teleportation school) 1 (Pathfinder RPG Bestiary 263)
CN Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +4
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Defense
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AC
14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +4
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Offense
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Speed
30 ft.; shift 5'
Melee elven curve blade +3 (1d10+1/18-20), bite -2 (1d3) or
_____ mwk sword cane +4 (1d6+1), bite -2 (1d3) or
_____ unarmed strike +3 (1d3+1 nonlethal) or
_____ bite +3 (1d3+1)
Ranged ranged touch spell +3 (by spell)
Wizard Spells Prepared (CL 1st; concentration +4)
__ 1stmage armor, magic missile, protection from evil
__ 0 (at will)light, ray of frost, read magic
Opposition Schools Enchantment, Necromancy
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Statistics
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Str
12, Dex 16, Con 12, Int 16, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Spell Focus (conjuration), Weapon Finesse
Traits ease of faith, unpredictable
Skills Bluff +3, Diplomacy -1, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nature) +7, Perception +4, Profession (Exceedingly wise guy who hangs out at the edge of town dispensing advice) +6, Spellcraft +7, Stealth +5; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Draconic, Minkaian, Tengu, Tien
SQ arcane bond (masterwork sword cane), gifted linguist, summoner's charm (1 round), sword-trained
Combat Gear caltrops (2); Other Gear haramakiUC, elven curve blade, mwk sword caneAPG, bedroll, bell, blanketAPG, earplugsAPG, flask, scroll case (2), spell component pouch, spellbook, 21 gp, 3 sp, 4 cp
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Tracked Resources
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Arcane Bond (Masterwork sword cane) (1/day) (Sp) - 0/1
Shift (5 feet, 6/day) (Sp) - 0/6
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Special Abilities
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Arcane Bond (Masterwork sword cane) (1/day) (Sp)
Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5 feet, 6/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Spell book - Into the North A spellbook and journal detailing Kite's travels between Tian Xia and Avistan by way of the Crown of the World, and his adventures along the way.
__ 1st—mage armor, magic missile (1 missile), mount, protection from evil, true strike
__ 0 (at will)—acid splash, arcane mark, dancing lights, detect magic, detect poison, flare (DC 13), ghost sound (DC 13), light, mage hand, mending, message, open/close (DC 13), prestidigitation, ray of frost, read magic, resistance

Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Swordtrained Tengus are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Teleportation Associated School: Conjuration

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Player Great Green God
Character Master Kite
PFS # 139009-20
Faction Scarab Sages
Day Job [dice=Exceedingly wise guy who hangs out at the edge of town dispensing advice]1d20+6[/dice]