Jakaw Razorbeak

"Squall" Blacktail's page

205 posts. Alias of Tim Emrick.


Full Name

"Squall" Blacktail

Race

HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 |

Classes/Levels

Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Gender

M Stormtossed Tengu Bounty Hunter Ranger 4 |

About "Squall" Blacktail

“SQUALL” BLACKTAIL
Male Stormtossed Tengu Bounty Hunter Ranger 4
Medium | Humanoid, Tengu
Perception +10 (E); low-light vision
Languages Common, Tengu
Skills Acrobatics +9 (T), Athletics +10 (T), Diplomacy +6 (T), Lore (Legal, Scouting) +6 (T), Nature +8 (T), Stealth +8 (T), Survival +10 (+11 in forest) (E)
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +0
Items hide armor, Azarim (intelligent +1 shifting striking rapier), +1 low-quality cold iron shortsword, +1 shortbow and 20 arrows, bola (2), hatchet (2), light mace (2), sap (2), shortsword, boots of elvenkind, doubling rings, adventurer’s pack, climbing kit, compass, minor healing potion (3), pup tent, explorer’s clothing, winter clothing, Ygrik's keys, 4.9 gp
[Bulk limits: 9/14; current bulk: 6.9]

Boots of Elvenkind:
(invested, magical, transmutation) Usage worn shoes; Bulk —. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate ◇ envision; Frequency one per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground.

Doubling Rings:
(invested, magical) Usage worn; Bulk —. This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).

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AC 21, Fort +9 (E), Ref +10 (E), Will +10 (E); Resist electricity 2
HP 54
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Speed 25 feet

Melee Azarim +11 (deadly d8, disarm, finesse); Damage 2d6+4 P
Melee +1 low-quality cold iron shortsword +11 (agile, finesse, versatile S); Damage 1d6+4 P; [+11, 2d6+4 with doubling rings]
Melee beak +10 (finesse, unarmed); Damage 1d6+4 P
Melee hatchet +10 (agile, sweep, thrown 10 ft); Damage 1d6+4 S; [+11, 2d6+4 with doubling rings]
Melee light mace +10 (agile, finesse, shove); Damage 1d4+4 B; [+11, 2d4+4 with doubling rings]
Melee sap +10 (agile, nonlethal); Damage 1d6+4 B; [+11, 2d6+4 with doubling rings]
Melee shortsword +10 (agile, finesse, versatile S); Damage 1d6+4 P; [+11, 2d6+4 with doubling rings]

Ranged +1 shortbow +9 (deadly d10; range 60 ft, reload 0); Damage 1d6 P
Ranged bola +8 (nonlethal, ranged trip, thrown 20 ft); Damage 1d6+4 B
Ranged hatchet +8 (agile, sweep, thrown 10 ft); Damage 1d6+4 S

Feats

Disrupt Prey ↺:
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.

Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action (page 415).


Experienced Tracker:
(general, skill): Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Quick Draw ◆:
(ranger): You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Quick Jump:
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Steady Balance:
(general, skill): You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Terrain Expertise (forest) (general, skill): You gain a +1 circumstance bonus to Survival checks in forest terrain.
Toughness (general) Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Twin Takedown ◆:
(flourish, ranger) Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Uncanny Agility:
(tengu): You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field or hilly incline.

Additional Specials
Hunt Prey ◆:
(concentrate, ranger): You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunter’s Edge (Flurry):
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Stormtossed Tengu:
You gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by rain or fog.

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Bot Me:
In combat, Squall typically uses Hunt Prey on the most dangerous-looking enemy (if he did not already have it activated on a creature he's tracking) and closes to melee as quickly as possible.

If caught without a melee weapon in hand, he will stab with his beak, but he normally fights with a pair of agile weapons (shortswords or hatchets, or saps if he wishes to capture prey alive) using his Flurry hunter's edge and Twin Takedown feat.

When he needs to fight from range, he'll use his shortbow or bolas, depending on the distance, and whether he intends to kill or subdue.

[dice=Perception]1d20+10[/dice]

[dice=Acrobatics (T)]1d20+9[/dice]
[dice=Athletics (T)]1d20+10[/dice]
[dice=Diplomacy (T)]1d20+6[/dice]
[dice=Legal Lore (T)]1d20+6[/dice]
[dice=Scouting Lore (T)]1d20+6[/dice]
[dice=Nature (T)]1d20+8[/dice]
[dice=Stealth (T)]1d20+8[/dice]
[dice=Survival (E)]1d20+10[/dice] (+1 in forest)

[dice=Fort]1d20+9[/dice]
[dice=Ref]1d20+10[/dice]
[dice=Will]1d20+10[/dice]

[dice=Azarim]1d20+11[/dice]; [dice=damage (P)]2d6+4[/dice] (deadly d8, disarm, finesse)

[dice=+1 cold iron shortsword]1d20+11[/dice]; [dice=damage (P)]1d6+4[/dice] (agile, finesse, versatile S)
[dice=+1 (striking) cold iron shortsword]1d20+11[/dice]; [dice=damage (P)]2d6+4[/dice] (agile, finesse, versatile S)

[dice=beak]1d20+10[/dice]; [dice=damage (P)]1d6+4[/dice] (finesse, unarmed)

[dice=hatchet]1d20+10[/dice]; [dice=damage (S)]1d6+4[/dice] (agile, sweep, thrown 10 ft.)

[dice=light mace]1d20+10[/dice]; [dice=damage (B)]1d4+4[/dice] (agile, finesse, shove)

[dice=sap]1d20+10[/dice]; [dice=damage (B, nonlethal)]1d6+4[/dice] (agile)

[dice=shortsword]1d20+10[/dice]; [dice=damage (P)]1d6+4[/dice] (agile, finesse, versatile S)

[dice=+1 shortbow]1d20+9[/dice]; [dice=damage (P)]1d6[/dice] (deadly d10, range 60 ft., reload 0)

[dice=bola]1d20+8[/dice]; [dice=damage (B, nonlethal)]1d6+4[/dice] (ranged trip, thrown 20 ft.)

[dice=hatchet (thrown)]1d20+8[/dice]; [dice=damage (S)]1d6+4[/dice] (agile, sweep, thrown 10 ft.)