Jakaw Razorbeak

"Squall" Blacktail's page

44 posts. Alias of Tim Emrick.


Full Name

"Squall" Blacktail

Race

HP 17/17 | AC 18 | F +6, R +7, W +5 | Perc +7 (E), low-light vision | Speed 25 |

Classes/Levels

Hero Points: 0/3 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Gender

M Stormtossed Tengu Bounty Hunter Ranger 1 |

About "Squall" Blacktail

“SQUALL” BLACKTAIL
Male Stormtossed Tengu Ranger 1 (Bounty Hunter)
Medium | Humanoid, Tengu
Perception +7 (E); low-light vision
Languages Common, Tengu
Skills Acrobatics +5 (T), Athletics +7 (T), Diplomacy +3 (T), Lore (Legal, Scouting) +3 (T), Nature +5 (T), Stealth +5 (T), Survival +5 (T)
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +0
Items hide armor, bola (2), hatchet (2), sap (2), shortbow and 20 arrows, shortsword (2), adventurer’s pack, climbing kit, compass, pup tent, explorer’s clothing, winter clothing, 1.7 gp
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AC 18, Fort +6 (E), Ref +7 (E), Will +5 (T); Resist electricity 1
HP 17
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Speed 25 feet
Melee beak +7 (finesse, unarmed); Damage 1d6+4 P
Melee hatchet +7 (agile, sweep, thrown 10 ft); Damage 1d6+4 S
Melee sap +7 (agile, nonlethal); Damage 1d6+4 B
Melee shortsword +7 (agile, finesse, versatile S); Damage 1d6+4 P
Ranged bola +5 (nonlethal, ranged trip, thrown 20 ft); Damage 1d6+4 B
Ranged hatchet +5 (agile, sweep, thrown 10 ft); Damage 1d6+4 S
Ranged shortbow +5 (deadly d10; range 60 ft, reload 0); Damage 1d6 P
Feats

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.

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.

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+7[/dice]

[dice=Acrobatics]1d20+5[/dice]
[dice=Athletics]1d20+7[/dice]
[dice=Diplomacy]1d20+3[/dice]
[dice=Legal Lore]1d20+3[/dice]
[dice=Scouting Lore]1d20+3[/dice]
[dice=Nature]1d20+5[/dice]
[dice=Stealth]1d20+5[/dice]
[dice=Survival]1d20+5[/dice]

[dice=Fort]1d20+6[/dice]
[dice=Ref]1d20+7[/dice]
[dice=Will]1d20+5[/dice]

[dice=beak]1d20+7[/dice] (finesse, unarmed); [dice=damage (P)]1d6+4[/dice]

[dice=hatchet]1d20+7[/dice] (agile, sweep, thrown 10 ft.); [dice=damage (S)]1d6+4[/dice]

[dice=sap]1d20+7[/dice] (agile, nonlethal); [dice=damage (B, nonlethal)]1d6+4[/dice]

[dice=shortsword]1d20+7[/dice] (agile, finesse, versatile S); [dice=damage (P)]1d6+4[/dice]

[dice=bola]1d20+5[/dice] (nonlethal, ranged trip, thrown 20 ft.); [dice=damage (B, nonlethal)]1d6+4[/dice]

[dice=hatchet (thrown)]1d20+5[/dice] (agile, sweep, thrown 10 ft.); [dice=damage (S)]1d6+4[/dice]

[dice=shortbow]1d20+5[/dice] (deadly d10, range 60 ft., reload 0); [dice=damage (P)]1d6[/dice]