Tengu

Shogure's page

34 posts. Alias of Kios.


Full Name

Shogure

Race

Tengu

Classes/Levels

Sensei / Monk of the Four Winds 4 | HP 26/26 | AC 18, FF 10, Tch 18, CMD 17 | Init +3 | Fort +5, Ref +6, Wll +9 | Spd 40ft | Senses: LL Vision, Perc 16(14), SM 16(12)

About Shogure

Shogure was born different from others of his clan. Whereas they had black feathers and were intelligent, concepts such as language coming easy to them, his feathers were of a medium brown. He was better at perceiving the things around him and had odd arms that caught the wind.

Due to his differences he was teased and bullied. He was punished where others were taught. It came as no surprise to them when he chose to leave his clan and find refuge elsewhere. Many were relieved.

As he visited other clans and even other races, he found the same prejudices against him and many would not even help him with food or shelter. It seemed likely he would not survive for long. At the point of exhaustion and near starvation, he collapsed on the road.

He awoke to the face of another odd Tengu, this one with almost silver grey feathers. This Tengu introduced himself as Kokuin, an adventurer and devotee of Hei Feng, the Duke of Thunder. He agreed to train Shogure in exchange for five years of service with his adventuring party.

So Shogure begun his training under Kokuin "the Swift", a master known for his insight and ability to respond quickly to problems that others don't detect. Kokuin was also known for his lightning beak and his unique swords that his wizard friend crafted.

When Shogure's training ended, Kokuin granted him one of his old swords, and told Shogure to work to perfect his unique talents and seek students of his own. Thus he began his journey, seeking out new experiences in places he had never been.

Crunch:
Str 12 Dex 14 Con 12 Int 10 Wis 20 Cha 8

|Offense| Melee + 4(8) Ranged +5(8) CMB +5(9)
Sword of KtR +9 (1d8+3)
Bite +9 (1d8+1)
Unarmed Strike +8 (1d8+1)

|Defense| HP 26(8+4.5x3+4) AC 18 FF 10 Touch 18 CMD 17

Fort +5 Ref +6 Will +9 Init +3 Perception +16 Sense Motive +16

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Feats
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Weapon Focus (Bite): +1 to attacks with bite

Feral Combat Training (Bite): bite is treated as under all effects of unarmed strike and can use abilities associated with unarmed strike.

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Class Abilities
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Vow of Poverty:Restriction: The monk taking a vow of poverty must never own more than a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, all of plain and simple make, plus any one other item of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.
:Benefit: A monk with this vow increases his ki pool by 1 ki point for every monk level he possesses.

Unarmed Strike: as Improved Unarmed Strike feat, except that, for unarmed strikes, damage is increased to 1d8, full Strength bonus is always added to damage, can choose to deal lethal or non-lethal damage, is treated as both natural and manufactured for spells and effects that enhance or improve either.

Deflect Arrows: 1/rd may choose to deflect one ranged attack.

Evasion: no damage on successful Reflex save.

Fast Movement: +10 base speed (+4 to acrobatic running jumps).

Maneuver Training: use Monk level to calculate CMB.

Still Mind: +2 on saves vs. enchantment

Advice: 9 rd/day, as bardic performace, may inspire courage or competence as a bard of his monk level.

Insightful Strike: Use Wisdom for attacks and CMB with monk weapons and unarmed strikes.

Elemental Fist: 4/day, +1d6 damage to unarmed strike

Ki Pool: 11 ki, unarmed considered magic for overcoming DR, may spend 1 ki to gain 4 AC or 20 movement speed for 1 round.

Slow Fall: reduce fall damage by 20 ft by using nearby wall.

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Tengu
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Low-light Vision: Can see twice as far as humans in areas of dim light.

Sneaky: +2 to Perception and Stealth checks

Natural Weapon: bite does 1d3 damage

Sword Trained: proficient with sword-like objects

Glide: can make a DC 15 Fly check to fall safely from any distance and another DC 15 Fly check to move 5 ft laterally for every 20 ft fallen.

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Traits
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Ambush Training: gain +1 trait bonus to init and on weapon damage rolls during any surprise round in which you act.

Martial Manuscript: gain +2 trait bonus on rolls to confirm critical hits when using unarmed strike or monk weapons.

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Skills
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7 Acrobatics (2 +3 Class +2 Dex)

5 Knowledge(Religion) (2 +3 Class)

16 Perception (4 +3 Class +5 Wis +2 Race +2 competence)

11 Profession(Instructor) (3 +3 Class +5 Wis)

16 Sense Motive (4 +3 Class +5 Wis +4 competence)

9 Stealth (2 +3 Class +2 Dex +2 Race)

8 Survival (3 +5 Wis)

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Equipment
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315+2000+2400+600 =5315 gp Sword of Kokuin the Ready: +1 Nine Ring Broadsword(1d8, x3crit), +4 to Sense Motive, +2 to Perception

685 gp