Tengu

Myrd Sharpclaw's page

348 posts. Organized Play character for Magabeus.


Full Name

Myrd Sharpclaw

Race

| Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 |

Classes/Levels

Splintered Spear 8/8 | Reroll 1/1

Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Gender

hp 28/28

Languages

Aquan, Auran, Azlanti, Cyclops, Draconic, Elven, Ignan, Jistka, Minkaian, Polyglot, Skald, Sylvan, Taldane (Common), Tengu, Terran, Thassilonian, Tien, Undercommon

Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 16
Charisma 10

About Myrd Sharpclaw

Knowledge Questions: resistance, immunities, weaknesses, special attacks, special defenses in that order

Pathfinder Society:

Pathfinder ID:24861-10
Faction: Sovereign Court
XP: 12
Prestige Points / Fame: 6 / 25

Chronicles:
1: Season 6 Boon #06 - Explorer's Endurance
Starting Gold: 150
Starting Prestige / Fame: 0/0

2: Scions of the Sky Key Part I - On Sharrowsmith's Trail
Starting Gold: 150
GP Gained: 515
Day Job: 5

Starting Prestige / Fame: 0/0
Prestige Gained: 2
Prestige Spend: 2 - Wand of Infernal Healing

3: Scions of the Sky Key Part II - Kaava Quarry
Starting Gold: 670
GP Gained: 508
Day Job: 20
Gold Spend: 20

Starting Prestige / Fame: 0/2
Prestige Gained: 2

4: Scions of the Sky Key Part III - The Golden Guardian
Starting Gold: 1178
GP Gained: 1290
Day Job: 50
Gold Spend: 857.5

Starting Prestige / Fame: 2/4
Prestige Gained: 2

5: The Goblinblood Dead
Starting Gold: 1579.5
GP Gained: 504
Day Job: 10
Gold Spend: 695

Starting Prestige / Fame: 4/6
Prestige Gained: 2

6: The Segang Expedition
Starting Gold: 1398.5
GP Gained: 509
Day Job: 5

Starting Prestige / Fame: 6/8
Prestige Gained: 2
Prestige Spend: 2 - Jade Wayfinder

7: Murder on the Silken Caravan
Starting Gold: 1912.5
GP Gained: 454
Day Job: 10
Gold Spend: 1000

Starting Prestige / Fame: 6/10
Prestige Gained: 2

Equipment & Expenditures Tracking:

Chronicle 1:
Explorer's Outfit - 0 gp
Spellbook – 0 gp

Chronicle 2:
Wand of Infernal Healing - 2 Prestige Points
- Chronicle 5: 5 used
- Chronicle 6: 2 used
- Chronicle 7: 1 used
- Chronicle 8: 2 used

Chronicle 3:
Alchemist's fire - 20 gp
- Chronicle 3: 1 used

Chronicle 4:
Backpack – 2 gp
Bandolier – 0.5 gp
Ioun Torch - 75 gp
Jewelry - 150 gp
Masterwork Katana – 350 gp
Spell Component Pouch - 5 gp
Wayfinder - 250 gp

Chronicle 5:
Alchemist's Fire - 20 gp
Alkali Flask (2) - 30 gp
Antiplague (3) - 150 gp
Antitoxin (3) - 150 gp
Bit & Briddle - 2 gp
Holy Water (2) - 50 gp
Mule - 8 gp
Noble's Outfit - 75 gp
Saddle, Riding - 10 gp
Sleeves of Many Garments - 200 gp

Chronicle 6:
Jade Wayfinder - 2 PP

Chronicle 7:
Cloak of Resistance +1 - 1000 gp

Chronicle 16:
Pathfinder Pouch - 1000 gp

Leveling Choices:

Level 1
Ability Point Buy: STR 10, DEX 10, CON 12, INT 17, WIS 14, CHA 10
Race: Tengu
Gender: Male
Alignment: True Neutral
Favored Class: Wizard
Deity: Besmara
Equipment Trait: Extremely Fashionable (Diplomacy)-
Social Trait: Student of Philosophy
Feat: Additional Traits
Regional Trait: Minkai Advocate
Magic Trait: Two World Magic (Enhanced Diplomacy)
Bonus Faction Trait (Liberty Edge): Whistleblower (see Boons)
Bonus Languages: Auran, Minkaian, Tien
Class: Wizard
Spell Focus: Conjuration
Arcane School: Elemental (Wood)
Arcane Bond: Familiar – Thrush (Paxarinho)
Favored Class Bonus: +1 skill point
Skill Points: 2 Class +3 INT +1 FCB
- Bluff
- Linguistics (Draconic & Polyglot)
- Diplomacy
- Profession (Sailor)
- Sense Motive
- Spellcraft
Spells (3 Wizard + 3 INT)
- Charm Person
- Comprehend Languages
- Grease
- Mage Armor
- Magic Missile
- Sleep
Free Season 6 Faction Change to Sovereign Court
Level 2
Class: Wizard
Favored Class Bonus: +1 skill point
Skill Points: 2 Class +3 INT +1 FCB
- Bluff
- Linguistics (Celestial & Terran)
- Diplomacy
- Knowledge (Local)
- Knowledge (Nobility)
- Spellcraft
Spells (2 Wizard)
- Color Spray
- Summon Monster I
Level 3
Class: Wizard
Favored Class Bonus: +1 skill point
Feat: Augment Summoning
Skill Points: 2 Class +3 INT +1 FCB
- Bluff
- Linguistics (Aquan & Ignan)
- Diplomacy
- Knowledge (Arcana)
- Knowledge (History)
- Spellcraft
Spells (2 Wizard)
- Summon Monster II
- Web
Level 4
Ability Increase: Intelligence
Language learned: Skald
Class: Wizard
Favored Class Bonus: +1 skill point
Skill Points: 2 Class +4 INT +1 FCB + 3 Int increase
- Bluff
- Linguistics (Terran & Undercommon)
- Diplomacy
- Knowledge (Dungeoneering)
- Knowledge (Engineering)
- Knowledge (Geography)
- Knowledge (Nature)
- Knowledge (Planes)
- Knowledge (Religion)
- Spellcraft
Spells (2 Wizard + 1 for Int increase)
- Heightened Awareness
- Liberating Command
- Protection from Arrows

Level 5 - not complete
Class: Wizard
Favored Class Bonus: +1 skill point
Feat: Acadamae Graduate
Wizard Bonus Feat: Feral Speech
Skill Points: 2 Class +4 INT +1 FCB
Acadamae Graduate
Spells
- Haste
- Summon Monster III

Level 6 - not complete
Class: Wizard
Favored Class Bonus: +1 skill point

Skill Points: 2 Class +4 INT +1 FCB
- Bluff
- Linguistics (Elven & Sylvan)
- Diplomacy
- Knowledge (Nobility)
- Knowledge (Nobility)
- Spellcraft
Spells:
- Resist Energy Communal
- Waterbreathing

Combat:

Init +2 (+2 Dex)
AC 12, touch 12, flat-footed 10 ( +2 Dex)
hp 23 (5d6)
Fort +2 (Wizard +1, Con +0, Resistance +1)
Ref +4 (Wizard +1, Dex +2, Resistance +1)
Will +8 (Wizard +4, Wis +3, Resistance +1)
Base Atk +3
CMB +3 (BAB +3)
CMD 15 (BAB +3, Str +0, Dex +2)

Melee
Masterwork Katana +3 (1d8 / 18/20 *2)
Bite +1 (1d3)
Ranged
Splintered Spear +9 (1d6+6, Bleed 1), 8 times per day

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill

Bluff (tell lies) +15 = 6 +5 +3 +1 trait
Bluff (other) +10 = 6 +0 +3 +1 trait
Diplomacy (persuade others) +18 = 6 +5 +3 +3 familiar +1 trait
Diplomacy (other) +13 = 6 +0 +3 +3 familiar +1 trait
Knowledge (arcana) +9 = 1 +5 +3
Knowledge (dungeoneering) +9 = 1 +5 +3
Knowledge (engineering) +9 = 1 +5 +3
Knowledge (geography) +9 = 1 +5 +3
Knowledge (history) +9 = 1 +5 +3
Knowledge (local) +9 = 1 +5 +3
Knowledge (nature) +9 = 1 +5 +3
Knowledge (nobility) +12 = 3 +5 +3 +1 boon (Birthright Betrayed)
Knowledge (planes) +9 = 1 +5 +3
Knowledge (religion) +9 = 1 +5 +3
Linguistics +18 = 6 +5 +3 +4 racial
Perception +13 = 6 +3 + 0 +2 racial +2 familiar
Profession Sailor +9 = 1 +3 +3 +2 ship vanity
Sense Motive +12 = 3 +3 +3 +1 trait +2 familiar
Spellcraft +14 = 6 +5 +3


Spells & Spellbook:

Prepared
Level 0: 4
Daze DC 14
Detect Magic
Enhanced Diplomacy
Prestidigitation

Level 1: 5+1
Comprehend Languages
Heightened Awareness
Mage Armor
Magic Missile
Magic Missile
Liberating Command

Level 2: 4+1
Protection from Arrows
Scorching Ray
Scorching Ray
Scorching Ray
Summon Monster II

Level 3: 3+1
Haste
Haste
Haste
Summon Monster III
Tongues

Equipment
Jade Wayfinder: Guidance (at will)

Spellbook
Level 0
Enhanced Diplomacy

Level 1
Charm Person (Wood) - DC 15
Comprehend Languages
Color Spray - DC 15
Grease - DC 16
Mage Armor
Magic Missile
Mount
Secluded Grimoire
Sleep - DC 15
Summon Monster I

Level 2
Scorching Ray
Summon Monster II
Web - DC 17
Protection from Arrows

Level 3
Summon Monster III
Haste
Heroism
Tongues
Resist Energy Communal
Waterbreathing

Abilities:

Equipment
Katana: Katana: Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master. Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
Cost: 50 gp
DMG (M): 1d8
Critical: 18–20/×2
Weight: 6 lbs
Type: S

Wood (Elemental School)
Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.
Wood Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
Flexible Enhancement (Su) - Wisdom: A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Wood Elementalist Wizard Spells: 0—light; 1st—alter winds, animate rope, charm person; 2nd—cat's grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds, tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco; 5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond; 6th—battemind link, cat's grace (mass), tree stride; 7th—control weather, liveoak, scouring winds; 8th—charm monster (mass), euphoric tranquility, transmute metal to wood; 9th—control plants, refuge, winds of vengeance.
Opposite School: Metal Elementalist Wizard Spells: 0—mending; 1st—gravity bow, magic weapon, shocking grasp; 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel; 3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon; 4th—malfunction, shout, stoneskin; 5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct; 6th—chain lightning, disintegrate, wall of iron; 7th—control construct, lightning rod, statue; 8th—call construct, iron body, shout (greater), stormbolts; 9th—meteor swarm, repel metal or stone, ride the lightning.

Feats
Acadamae Graduate: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.
Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Feral Speech (Su): You gain the ability to speak with and understand the response of any animal as if using speak with animals, though each time you speak to animals, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way. When you reach 12th level, you can also use this ability to communicate with vermin. You must be at least a 5th-level wizard to select this discovery.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Traits
Equipment: Extremely Fashionable (Diplomacy): You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Faction: Whistleblower: You are wise to the schemes of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you.
Magic: Two-World Magic (Enhanced Diplomacy): Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list.
Regional: Minkai Advocate: You possess strong ties to Minkai, and spread flattering words regarding your empire. You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you.
Social: Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Boons on Chronicles
24861-3 Eolowyn Chronicle 14: New Recruits: Your faction's success enables it to recruit and train new members. You may designate one newly created PC under your Pathfinder Society number who shares your faction as a new recruit. This additional training grants that PC one of the faction traits as a bonus trait, though the PC cannot have more than one faction trait. You must include a copy of this Chronicle sheet with the new PC's records, though that PC gains no additional boons, equipment , or wealth from this Cronicle Sheet. Character receiving this boon 24861-10 Faction: Liberty's Edge
Chronicle 1: Immune to hot weather, as endure elements but for hot weather only


Current Equipment:

Encumbrance: Light

Weapons
Masterwork Katana

Clothing and Armor
Explorer's Outfit
Cloak of Resistance +1
Jewelry (worth 150 gp)
Sleeves of Many Garments

Springloaded wrist-sheath with
Wand of Infernal Healing (42)

Pathfinder Pouch with
Alchemist's fire (2)
Alkali Flask (2)
Holy Water (2)
Ioun Torch
Jade Wayfinder

Spell Component Pouch
Familiar Satchel

Handy Haversack with
Acid
Antiplague (1)
Antitoxin (1)
Bandolier
Cork Vest
Earplugs (10)
Flint & Steel
Grappling Hook
Noble's outfit
Liquid Ice (2)
Oil of Daylight
Potion of Fly
Potion of Lesser Restoration
Scroll of Comprehend Languages (*4) - 1 used
Scroll of Glitterdust
Scroll of See Invisibility
Silk Rope
Smelling Salts (2)
Sunrod (5)
Torch (10)
Trail Rations (10)
Vermin Repellent (10)
Wayfinder
Waterskin
Wismuth Salix (2)
Spellbook

Mule, Riding Saddle, Bit & Briddle

Cash
1581.35 gp

Consumables used
Wand of Infernal Healing charges: 2
Oil of Daylight
Sunrod

Bought
Oil of Daylight