Ikiko

Roark Thunderbird's page

656 posts. Organized Play character for UncleFroggy.


Full Name

Roark Thunderbird

Race

HP 50/50 | AC 21 (23 w/ buckler) | F/R/W: 9/11/9 | Perc +9, Low Light | 30 feet | Class DC 19 | Resistances: Negative 1 |

Classes/Levels

Performance(E)/Acrobatics(E): +11, Stealth/Diplomacy/Deception/Thievery: +9, Athletics: +7, Lore (Music, PFS): +6 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Gender

SQUAWK! | 2396852-2005 | CG Male Tengu Battledancer | Musical Prodigy (Dance) | Swashbuckler Lvl 4 | Acrobat Dedication | ◆◇↺ |

Strength 12
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Roark Thunderbird

Male Tengu Swashbuckler 4
CG, Tengu, Humanoid
Heritage: Dogtooth Tengu
Background: Musical Prodigy
Perception: +9, Low Light
Languages: Common, Tengu
STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
AC 21 (23 w/ buckler), HP 50, F/R/W: +9/+11/+9
Class DC: 19
Speed: 30 feet
Resistances: Negative 1

PFS Info:

PFS#: 2396852-2005
PFS School: Swords
PFS School Item: Minor Healing Potion (x2)
Chronicle:
Consolidated Chronicle

Skills/Offensive Strikes:

See Botting Spoiler

Primal Spellcasting:

Spell DC: 19
Spell Attack: +9/+4
Cantrip: Electric Arc (2d4+3; Basic Reflex for half)
Cantrip: Produce Flame (2d4+3; 2d4 Persistent on crit; 30' range)
Cantrip: Light (from Wayfinder)

Feats and Abilities:

Ancestry Feats:
Storm's Lash - You can cast the electric arc cantrip as a primal innate spell at will
Mariner's Fire (Ancestral Paragon) - Gain Produce Flame as an innate spell. Can cast this underwater

Heritage:
Dogtooth Tengu
In addition to a beak, your mouth also features a number of vicious, pointed teeth. Some legends claim your powerful jaws can even bite through steel. While you aren't that strong yet, your fangs can still leave terrible wounds. Your beak unarmed attack gains the deadly d8 trait.

Skill Feats:
Virtuosic Performer (Dance) - +1 to Performance when using dance
Fascinating Performance - When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
Cat Fall - Treat falls as 25' shorter
Rolling Landing - If you fall and don’t take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed.

General Feats:
Ancestral Paragon - Gain a 1st level Ancestry Feat

Class Features:
Confident Finisher
You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.

Panache
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.

Precise Strike
You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.

BattleDancer
To you, a fight is a kind of performance art, and you command your foes’ attention with mesmerizing motions. You are trained in Performance and gain the Fascinating Performance skill feat (Core Rulebook 261). You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn’t fascinated.

Class Feats:
Buckler Expertise - Raising a buckler gives +2 to AC instead of +1
Tumble Behind - Successful tumble through leaves foe FF until end of turn
Acrobat Dedication - Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy’s space, you don’t treat the enemy’s space as difficult terrain.

Stylish Tricks: At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler’s style.
* Impressive Performance - Use Performance instead of Diplomacy to Make an Impression

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Dagger, Shortsword, Throwing Knife(4)
Armor: Studded Leather, Buckler
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Thieves tools, Bandolier, Sheath (2)
Magic Items: Wayfinder (with Personalized lid), +1 Striking Handwraps of Mighty Blows
Consumables: Healing Potion - Minor(1), Lesser(2)
Wayfinder: Pearly White Spindle Aeon Stone
Bulk: 2 (Encumbered at: 6; Maximum at: 11)
Coins: 36.81 gp

Botting:

Roark will usually enter combat either dancing or, if the enemy is too close, tumbling through the enemy's space to obtain Panache. His second action would be to move up and use his beak. Third action would be to raise his buckler in defense.

SAVES / PERCEPTION
[dice=Fortitude]d20+9[/dice]
[dice=Reflex]d20+11[/dice]
[dice=Will]d20+9[/dice]
[dice=Perception]d20+9[/dice]

PANACHE
[dice=Tumble Through (Acrobatics vs Reflex DC)]1d20+11[/dice]
[dice=Fascinating Performance (Dance vs Will DC)]1d20+12[/dice]; Gain Panache if Roll exceeds Will DC, even if target not fascinated

INITIATIVE
[dice=Roark Init; Avoid Notice]d20+9[/dice]

SKILLS
[dice=Acrobatics(E)]d20+11[/dice]
[dice=Arcana(U)]d20+6[/dice]
[dice=Athletics(T)]d20+7[/dice]
[dice=Crafting(U)]d20[/dice]
[dice=Deception(T)]d20+9[/dice]
[dice=Diplomacy(T)]d20+9[/dice]
[dice=Intimidation(U)]d20+3[/dice]
[dice=Medicine(U)]d20+1[/dice]
[dice=Music Lore]d20+6[/dice]
[dice=Nature(U)]d20+1[/dice]
[dice=Occultism(U)]d20[/dice]
[dice=PFS Lore]d20+6[/dice]
[dice=Performance(E)]d20+11[/dice]
[dice=Performance, Virtuosic Performer(E)]d20+12[/dice]
[dice=Religion(U)]d20+1[/dice]
[dice=Society(U)]d20[/dice]
[dice=Stealth(T)]d20+9[/dice]
[dice=Survival(U)]d20+1[/dice]
[dice=Thievery(T)]d20+9[/dice]

MELEE
[dice=Dagger]d20+9[/dice] for [dice=Piercing/Slashing Damage]1d4+1[/dice] Doubled on Crit

[dice=Throwing Knife]d20+9[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit
[dice=Throwing Knife, MAP, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit
[dice=Throwing Knife, MAP 2+, Agile]d20+1[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit

[dice=Beak]d20+10[/dice] for [dice=Piercing Damage]2d6+1[/dice] Doubled on Crit
[dice=Beak, MAP,]d20+5[/dice] for [dice=Piercing Damage]2d6+1[/dice] Doubled on Crit
[dice=Beak, MAP 2+]d20[/dice] for [dice=Piercing Damage]2d6+1[/dice] Doubled on Crit
[dice=If Crit, Deadly]1d8[/dice]

[dice=Shortsword]d20+9[/dice] for [dice=Piercing/Slashing Damage]1d6+1[/dice] Doubled on Crit
[dice=Shortsword, MAP, Agile]d20+5[/dice] for [dice=Piercing/Slashing Damage]1d6+1[/dice] Doubled on Crit
[dice=Shortsword, MAP 2+, Agile]d20+1[/dice] for [dice=Piercing/Slashing Damage]1d6+1[/dice] Doubled on Crit

[dice=Confident Finisher]2d6[/dice] Half if a miss (but not a critical miss)

**Add +2 Precision Damage to all weapons if the attack connects and Roark has panache.**
**Target is FF to Roark if he successfully tumbles through (Tumble Behind Feat)**

RANGED
[dice=Throwing Knife]d20+9[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit
[dice=Throwing Knife, MAP, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit
[dice=Throwing Knife, MAP 2+, Agile]d20+1[/dice] for [dice=Piercing Damage]1d4+1[/dice] Doubled on Crit

[dice=Dagger]d20+9[/dice] for [dice=Piercing/Slashing Damage]1d4+1[/dice] Doubled on Crit

SPELLS
[dice=Electric Arc; Electricity Damage, DC 19 Reflex for half]2d4+3[/dice]
[dice=Produce Flame]d20+9[/dice] for [dice=Fire Damage]2d4+3[/dice] Crit - double damage + 2d4 Persistent Fire