Taicho Blackfeather's page

287 posts. Alias of Robert Henry.


Chaotic Good


Taldane, Tengu,

About Taicho Blackfeather

Male Tengu Unchained Rogue 1|HP 10/10|AC17/T14/FF12|F+1/R+6/W+3| CMB +3/CMD 17|init + 10|Perc + 9/10 | Dis. Dev.+10

Initiative: 10 = 4 [dex] + 4 [feat] + 2 [trait]

Speed: 30 ft.

Hit Points: 10 = 8 + 1 [con] + 1 [FC]

AC: 17 = 10 + 3 [studded armor] + 4 [dexterity]
Touch: 14
Flat-footed: 13

Fort: 1 = 0 [base] + 1 [constitution]
Ref: 6 = 2 [base] + 4 [dexterity]
Will: 3 = 0 [base] + 3 [wisdom]

Base Atk 0
CMB 3 = 0 [base] + 3 [strength]
CMD 17 = 10 + 0 [base] + 3 [strength] + 4 [dexterity]

Melee: + 3 = 0 [base] + 3 strength]
Ranged: + 4 = 0 [base] + 4 [dexterity]

Stats: Str. 16, Dex. 19, Con. 13, Int. 10, Wis. 16, Cha. 10,

Sneak Attack: 1d6


Reactionary - +2 bonus to Initiative
Criminal: +1 bonus on disable Device

first level: Improved Init.
Class feat: Weapon Finesse

Tengu Race Traits:
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Class Traits:Rogue Class Features
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

favored class bonus: + 1 HP


8 = 1(8 [rank])The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Acrobatics 7 =4 Dex + 1 [rank] + 3 [class] = 1 [armor]
Climb 6 = 3 Str* + 1 [rank] + 3 [class] - 1 [armor]
Disable Device 10 = 4 Dex + 1 [rank] + 3 [class] -1 [armor] + 1 [trait] + 2 [MW tools]
Escape Artist 3 = 4 Dex* - 1 [armor]
Fly 7 = 4 dex + 1 [rank] + 3 [class] - 1[armor]
Heal 3 = 3 Wis
Knowledge: Local 4 = + 1 [rank] + 3 [class]
Perception 9/10 = 3 Wis + 1 [rank] + 3 [class] + 2 [race]
Ride 3 = 4 Dex* -1 [armor]
Sense Motive + 2 = 2 Wis
Sleight of Hand 7 = 4 Dex* + 1 [rank] + 3 [class] -1 [armor]
Stealth 9 = 4 Dex* + 1 [rank] + 3 [class] -1 [armor] + 2 [race]
Survival 2 = 2 Wis
Swim 2 = 3 Str**- 1 [armor]


explorer's outfit: N/A
Studded leather: 25 gp; 20 lbs.
Sling: N/A; N/A
Sling Bullets @ 20: 2 sp; 10 lbs.
Kit, Ranger’s: 9 gp; 28 lbs. a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
in belt pouch on belt
Thieves’ tools, masterwork: 100 gp; 2 lbs.

Total monies spent: 134 gp. 2 sp.
Total weight of all gear: 50 lbs.

Beginning wealth: 140 gp - 134.2 = 5 gp. 8 sp. remaining

Carry Capacity
Light load: 76 lbs. Or less
Medium load: 77 lb./ 153 lbs.
Heavy load: 154 lb./ 230 lbs.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1,150 lb.


[ooc]attack melee: [ooc]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice]
[ooc]sneak attack melee[ooc]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice] [dice=sneak]1d6[/dice]
[ooc]full attack melee[ooc]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice]
[dice=beak]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d3+3[/dice]
[ooc]Full sneak attack melee[ooc]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice] [dice=sneak]1d6[/dice]
[dice=claw]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice][dice=sneak]1d6[/dice]
[dice=beak]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d3+3[/dice][dice=sneak]1d6[/dice]
[ooc]attack ranged[ooc]
[dice=sling]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice]
[ooc]sneak attack ranged[ooc]
[dice=sling]1d20+4[/dice] [ooc]for[ooc] [dice=damage]1d4+3[/dice] [dice=sneak]1d6[/dice]

Taicho Maous was born in the Tengu slums of Port Peril. As a hatchling he was raised by His mother, Kankai Maous, Who ran her "curiosity shop" there in the slums; where she sold the goods Taicho’s father would deliver. His absentee father Ting Ting "I know a guy" Maous was usually out to sea, working for different ships, both pirate and smugglers, as a ‘Jinx eater.’ Ting would bring the items he collected while on ship to his wife to sell in the store. When father was home he regaled Taicho with stories of the sea and the different countries he had seen.

The young Taicho ran with other Juvenile delinquent Tengu there in Port Peril. For a long time Taicho was undersized, and the others would pick on him, so he learned to react quickly and avoid being bullied. As he grew older and larger, he was accepted into one of the local juvenile gang called the 'blackfeathers.' The 'Blackfeathers' taught Taicho the tools of the trade, eventually becoming a competent thief, specializing in picking locks and second story work.

The juvenile Taicho’s life took an unforeseen turn when he ran afoul of a local Pirate captain in Port Peril. He and some friends were playing a game of ‘pocket pinch,’ seeing who could get the most coins cutting purses. Sadly Taicho tried to cut the purse of a well known pirate named Captain Lock. One of Lock’s sailors noticed Taicho trying to cut the captain's purse and pointed it out. A chase ensued. Taicho lost the sailor in the slums, but Captain Lock had enough influence to learn who Taicho was. He had to leave Port Peril.

Approaching a ship that was loaded and ready to leave. Taicho offered to serve the ship as a ‘Jinx Eater,’ as his father did. The Andoran captain informed Taicho that he had no need for a ‘Jinx Eater’ but that he would provide transportation to Andoran if Taicho signed a ‘letter of indenturement.’ The Contract meant that Taicho would serve as an indentured servant for seven years. Not having any other options Taicho signed the letter, using the alias ‘Blackfeather’ to protect his family in Port Peril.

When Taicho landed in Andoran his ‘letter of indenturement’ was quickly sold to a rich merchant family, where Taicho would serve as a cook assistance. When the families fancy silverware came up missing, Taicho’s letter was sold to another. This happened again and again, until Taicho found his letter in possession of the Lumber Consortium. He was sent to Falcon’s Hollow to finish his indenturement harvesting the region's rich supplies of darkwood.

His indentured servitude now over, Taicho, though no longer working for the Lumber Consortium, has not raised enough money to leave.

Taicho is now Twenty five years old, at 4' 8" and 90 Lbs He’s slightly above average in height and weight with so-black-they-look-blue feathers common to his race.

His clothes are an odd collection of old, well worn, drab colored, mis-sized items that he has collected as things have worn out since he left Port Peril.

His only items remaining from Port Peril is the conical Sedge-grass hat that his mother gave him and the studded leather armor he wears under his outer clothing.

All of his worldly goods are packed in the rough rucksack he wears.

Strangely enough he carries no visible weapons except a sling and stones.

Taicho is an unapologetic sort. He is Tengu through and through. He is not offended by the names: raven, rook, crow, starling, vulture, scavenger, smuggler, criminal con man or even thief.

While in Port Peril he enjoyed doing multiple types of jobs alone or with others: whether smuggling, pickpocketing, second story work or con jobs. He believes a competent thief rogue should be able to accomplish whatever the job requires without harming others.However, he is not fond of violence for violence sake and will not work as an assassin or ‘leg breaker.’ However he is quick to defend himself and his friends using beak and claw.

Now that his indentured servitude is over, Taicho is looking for a way to raise enough money (legally or illegally) to either improve his standing in Falcon’s Hollow or to leave.