Tengu

Taicho Bonewing's page

69 posts. Organized Play character for azjauthor.


Full Name

Taicho Bonewing

Race

| HP 9/9 | AC 15 T 12 FF 15 | CMB +2, CMD 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +10, SM: +1

Classes/Levels

| Speed 30ft | Mental Focus: 5/5 | Spells: 1st 1/2 | Active conditions: heightened awareness

Gender

Male LN Tengu Occultist 1

About Taicho Bonewing

PFS # 108452-4
Experience 1
Faction Scarab Sages
Wealth 175.85 GP, 2 PP 2 Fame
--------------------
Taicho Bonewing
Male tengu occultist 1 (Pathfinder RPG Bestiary 263, Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+2) or
. . bite +2 (1d3+3)
Ranged rope dart +2 (1d4+2)
Implement Schools
. . Divination (Book, 3 points) Resonant—third eye; Focus—sudden insight
. . Necromancy (Skull, 2 points) Resonant—necromantic focus; Focus—mind fear, soulbound puppet
Occultist Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—heightened awareness[ACG], inflict light wounds (DC 13)
. . 0 (at will)—detect magic, touch of fatigue (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 13, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Extra Mental Focus[OA]
Traits attuned to the ancestors, avid reader
Skills Craft (boneworking) +8, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (religion) +6, Linguistics +10, Perception +8, Stealth +4, Use Magic Device +5; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Ancient Osiriani, Celestial, Common, Sylvan, Tengu, Tien
SQ dragon empire native, gifted linguist, implements 2, mental focus (5/day)
Combat Gear potion of cure light wounds (2); Other Gear mwk studded leather, club, rope dart[UC], canteen[UE], chalk (5), chalkboard[APG], inkpen, journal[UE], masterwork backpack[APG], masterwork boneworking tools, occultist's implement[OA], occultist's implement[OA], owl, 17 pp, 5 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Divination (Book) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Tengu instead of Common and Tengu.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Implements (Su) Gain a series of items which grant access to schools and powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Mind Fear (DC 12) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromancy (Skull) Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (4 HD) (Su) Use implement as focus to command or create additional undead.
Soulbound Puppet (10 minutes) (Su) 1 focus: create soulbound puppet from bone, doll, or skull.
Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.

Background:

To come