Jakaw Razorbeak

Rukotarra's page

16 posts. Organized Play character for Ashbourne.


Race

AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4|

Classes/Levels

Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Gender

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3

Special Abilities

Low Light Vision

Languages

Common, Temgu , Sylvan, Goblin

About Rukotarra

Bot Me: Attacls, Saves, Skills:

[dice=Initiative Perception]1d20+4[/dice]
Attacks
[dice=Mace Light]1d20+6[/dice]
[dice=Damage B]1d4[/dice]
[dice=Beak]1d20+6[/dice]
[dice=Damage B]1d6[/dice]
[dice=Sling]1d20+6[/dice]
[dice=Damage B]1d6[/dice]
[dice=Electric Arc Damage Electrical]3d4[/dice]
Spell DC 17 Saving Throw basic Reflex
[dice=Spell Attack Roll]1d20+7[/dice]
Saves
[dice=Fortiude SAve]1d20+4[/dice]
[dice=Reflex Save]1d20+6[/dice]
[dice=Will Save]1d20+7[/dice]
Skills
[dice=Arcana]1d20+0+7[/dice]
[dice=Deception]1d20+0+9[/dice]
[dice=Diplomancy]1d20+0+9[/dice]
[dice=Intimidate]1d20+9[/dice]
[dice=Lore Fortuneteller]1d20+0+7[/dice]
[dice=Lore Tengue]1d20+0+7[/dice]
[dice=Occultism]1d20+0+7[/dice]
[dice=Preformance]1d20+0+9[/dice]
[dice=Reglion]1d20+0+6[/dice]
[dice=Socity]1d20+0+7[/dice]
[dice=Stealth]1d20+0+6[/dice]
[dice=Survival]1d20+0+5[/dice]

Special Ablities:

Heritage Jinxed Tengu . If you succeed at a saving throw against a curse or misfortune effect, you get a critical success instead. When you would gain the doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.
Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Sharp Beak Beak unarmed attack that deals 1d6 piercing damage. Brawling weapon group with finesse and unarmed traits.
Tengu BottlesTengu tend to have a healthy respect for gods that rule over storms and air—or at least, a healthy fear. One ancestral custom that has caught on among other sailors is the tengu bottle: a decorated gourd or other container filled with an offering for the gods, kept on ships and thrown overboard in the event of dire weather. Tengu bottles most often contain fine alcohol to appease the fury of Hei Feng or Besmara; crew puncture the bottles to release these offerings before throwing them into the waters.

Mysteries:

Mysteries.

Minor Curse One of your ancestors becomes predominant in their meddling. The first time you gain this effect each day, roll 1d4 on Table 2–4: Ancestral Influence to determine which type of ancestor becomes predominant. This predominant ancestor guides you to use their preferred type of action. When you try to use one of the types of actions listed for the other ancestors, you must succeed at a DC 4 flat check. On a failure, you spend the action but gain no effect (though you don't lose the spell if you were Casting a Spell). If your action would take 1 minute or longer, it's long enough that you can overcome the meddling, and you don't need to attempt a flat check.

During combat or another tense, round-by-round encounter, other ancestors wrestle for control of your actions. When you roll initiative, and then at the end of each of your turns during the encounter, roll 1d4 and change your predominant ancestor appropriately. Once the encounter ends, you return to the influence of the ancestor you first rolled for the day.

Moderate Curse The flat check DC to use other actions is 6, and you get the moderate curse benefit listed for your predominant ancestor in Table 2–4.

Major Curse The flat check DC is 8, and you get the major curse benefit listed for your predominant ancestor instead of the moderate curse benefit.

Feats:

Ancestry Feats
Storm's Lash.
Tengu Lore.

Skill Feats
Intimidating Glare.
Oddity Identification.

Genral Feats
Prescient Planner.

Class Feats
Reach Spell >.

Spells:

Spell DC 17
[dice=Spell Attack Roll]1d20+7[/dice]

Innate Spells
Electric Arc.

Focus Spells
Ancestral Touch.
Death's Call.

Level 0
Forbidding Ward.
Haunting Hymn.
Know Direction.
Read Aura.
Wash Your Luck.
Guidance.

Level 1
Disrupting Weapons.
Heal.
Sanctuary.

Level 2
Remove Paralysis.
Resist Energy.

Equipment:

Bulk: 4.0 Encumbered: 5.0 Max: 10.0
CP: 2 SP: 6 GP: 87 PP: 0
Worn Items
Backpack 2b
Studded Leather 1b
Steel Shield 1b

Readied Items
Sling bullits 20/20 2L
Torches 5 5L
Rations 1 week 2/2 2L
Elixi of life minor 2 2L
Harrow deck common L

Other Items
Explorers clothing 1S L
Flint & steel -
chalk 10 -soap -
Rope L
Repair kit 1b
Water skin L
Bedroll L
Tengu bottle -

Pathfinder Socity Supplies
scroll of burning hands L