Jakaw Razorbeak

Tchakar's page

197 posts. Alias of Raisse.


Full Name

Tchakar

Race

Active Effects:
  • Armor (1 hour)
  • Classes/Levels

    Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Gender

    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)

    Size

    Medium

    Age

    34

    Special Abilities

    Evasion, Scout's Charge, Debilitating Injury

    Alignment

    Neutral Good

    Languages

    Auran, Common, Draconic, Dwarven, Elven, Ignan, Orc, Sylvan, Tengu

    Occupation

    Herbalist

    Strength 8
    Dexterity 18
    Constitution 12
    Intelligence 12
    Wisdom 12
    Charisma 17

    About Tchakar

    Stats:
    Tchakar
    Male tengu oracle (shigenjo) 5/unchained rogue 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 42, 134, Pathfinder RPG Advanced Race Guide 164, Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
    NG Medium humanoid (tengu)
    Init +4; Senses low-light vision; Perception +11
    --------------------
    Defense
    --------------------
    AC 18, touch 15, flat-footed 14 (+1 deflection, +4 Dex, +1 enhancement, +2 shield)
    hp 50 (5d8+10)
    Fort +4, Ref +9, Will +6; +4 Competence bonus vs. disease
    Defensive Abilities danger sense +1, evasion; Immune disease, sickened
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike +10 (1d8+6) or
    . . dagger +7 (1d4-1/19-20) or
    . . quarterstaff +2 (1d6-1) or
    . . bite +2 (1d3-1)
    Special Attacks scout's charge, sneak attack (unchained) +3d6
    Oracle (Shigenjo) Spells Known (CL 5th; concentration +8)
    . . 2nd (5/day)—alter self, bone fists, cure moderate wounds, spiritual weapon
    . . 1st (7/day)—comprehend languages, cure light wounds, liberating command[UC], remove sickness[UM] (DC 14), touch of blindness (DC 14), true strike
    . . 0 (at will)—create water, detect magic, guidance, mending, read magic, stabilize
    . . Mystery Ascetic
    --------------------
    Statistics
    --------------------
    Str 8, Dex 18, Con 12, Int 12, Wis 12, Cha 17
    Base Atk +3; CMB +2; CMD 17
    Feats Improved Unarmed Strike, Knockout Artist[UC], Possessed Hand, Sap Adept[UC], Sap Master[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (unarmed strike)
    Traits focused mind, resilient
    Skills Acrobatics +12, Appraise +6, Bluff +3, Climb +4, Craft (gemcutting) +9, Diplomacy +3, Disable Device +17, Disguise -1, Escape Artist +12, Heal +6, Intimidate +10, Knowledge (dungeoneering) +5, Knowledge (history) +7, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +11, Perception +11, Profession (herbalist) +9, Sense Motive +5, Sleight of Hand +10, Spellcraft +5, Stealth +14, Survival +5, Swim +4, Use Magic Device +3; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
    Languages Auran, Common, Draconic, Dwarven, Elven, Ignan, Orc, Sylvan, Tengu
    SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, oracle's curse (wasting), revelations (ascetic armor, martial disciple), rogue talents (emboldening strike +1, weapon training), swordtrained, trapfinding +2
    Combat Gear potion of jump, potion of mage armor (2), potion of touch of the sea, scroll of comprehend languages, scroll of remove fear, scroll of sanctify corpse, acid (2), alchemist's fire (2), holy water (2), wing oil[ARG] (3); Other Gear darkwood heavy wooden shield, dagger, quarterstaff, handy haversack, backpack, bedroll, belt pouch, flint and steel, gemcutting tools, grappling hook, hemp rope (50 ft.), ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), travelling spellbook[APG], waterskin, 215 gp +4000 gp, -500 gp
    --------------------
    Special Abilities
    --------------------
    Ascetic Armor +4 (5 hours/day) (Su) Gain a temporary armor bonus to AC
    Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
    Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
    Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
    Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
    Emboldening Strike +1 (Ex) Sneak attack grants listed bonus to saves for 1 rd.
    Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
    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.
    Immunity to Disease You are immune to diseases.
    Immunity to Sickened You are immune to the sickened condition.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Knockout Artist (+3) Gain +2 damage per sneak attack when dealing nonlethal sneak damage
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
    Sap Adept Gain bonus damage on nonlethal attacks,
    Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
    Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
    Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
    Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
    Wasting +4 competence bonus to save vs. Disease
    --------------------
    Campaign Feat:
    Blade of the Resistance [Gate Pass]
    Fed up with the oppression of the Ragesians and
    Shahalesti, you wage a discreet war against them.
    Benefit: You gain Sense Motive as a bonus class
    skill. Additionally, once per encounter you can select
    an intelligent creature who has dealt damage to you
    or your allies as your preferred foe. That creature
    need not have dealt damage to your or your allies
    during the current encounter; a previous encounter
    will suffice. Until the end of the encounter, you gain
    a +2 bonus to weapon or ray damage rolls against
    your preferred foe.
    Special:You gain this feat as a bonus feat if your
    character begins at 1st level affiliated with the Gate
    Pass resistance.

    Campaign Benefits:
    Unknown Curse: Whenever the affected creature is reduced below 0 hp, it automatically stabilizes. Also, once per day, whenever the creature would die, unless it is from a death effect (such as a finger of death spell), the creature is instead reduced to 1 hp above death and becomes stable. The affected creature gains the benefit of a permanent endure elements and stand the heat spell. The creature also ignores the effect of bleed injuries that deal damage round after round, such as from a bearded devil’s glaive (although not bleed damage that only lasts 1 round). Finally, the creature cannot be checked, knocked down, or blown away by strong winds. This curse is a supernatural power. This curse can be removed if the character willingly receives a remove curse spell. As long as the character possesses this curse, it counts as the equivalent of 8,380 gp worth of character wealth.

    Backstory:
    Tchakar's early life was fraught with peril. As a hatchling left abandoned in Ragesia, Tchakar was forced to scavenge what he could for survival. This often left him fleeing from a furious orc after the young tengu had helped himself to a scrap of meat left unguarded. By the time Tchakar was 10, he had zigzagged his way across most of the eastern expanses of Ragesia, before finally finding refuge in Gate Pass.
    The next five years were a blur for Tchakar, as he befriended several of the more prominent thieves operating in the city and quickly became wrapped up in their schemes and heists. No longer stealing for mere survival, Tchakar became fascinated with collecting shiny baubles and small pieces of jewelry from his ever more daring capers. One night, something went wrong while Tchakar was almost finished disarming the second trap on a particularly nasty lockbox, sure to be filled with an array of sparkly items. His lookout, Blind Mo, gave the signal to abort and run away, but Tchakar was nearly finished. Just… one… more… Suddenly, the room was blazingly bright and an imposing figure barely visible against the harsh light and to Tchakar’s shock and horror, he couldn’t move a single muscle.

    Tchakar’s punishment was not uncommon among Gate Pass, but that didn’t make it any easier to live with the consequences. Tchakar’s days as an expert lockpick had ended. How could he go on with just one hand? No longer able to aid his companions, and severely depressed, Tchakar finally decided to leave Gate Pass.

    He wandered aimlessly through the mountains for days. Scavenging what he could from the wilderness, he lived not unlike the crows that beared such a close resemblance to his people. Unfortunately, he lacked the range and mobility of an airborne crow, and required significantly more food, so Tchakar soon found himself starving out on some desolate mountain peak. It was there that he heard a voice, whispering on the wind blowing in from the west.

    Tchakar didn’t understand how, but he managed to find the strength to press on, though he didn’t know where he was going or why it was important that he get there. The last thing he remembered from that night was reaching a great gateway with a howling wind tearing through. In time, Tchakar learned to find peace with the monks at the Monastery of Two Winds, training with them to the best of his ability. Despite his lack of magical ability, Tchakar threw himself into his new life.

    After several years at the monastery, one of the monks, a fiery human woman named Aveline, approached Tchakar with an idea. She had a theory that the power of the east wind, and the gentle grace of the west wind might be combined for a greater purpose, though not without danger due to the fickle nature of the wind. She hoped that by binding an air elemental to aid her she might be able to channel enough power to expand her magical abilities beyond their ordinary limits. To test her idea, she wanted Tchakar’s help by allowing her to attempt to restore his lost hand.

    Tchakar leapt at the opportunity. The next few weeks were nearly intolerable, waiting for the winds to shift such that both east and west might converge at the monastery. Finally, a shifting southern storm provided an opportunity. At first, everything seemed to go well. Aveline called a friendly air elemental willing to help with the experiment and began the ritual. The air whirled and spun about him, and to his delight, a faint glowing outline of a hand began to trace itself out from his stump. The winds picked up and Tchakar soon found himself being lifted off the ground, but his attention was transfixed on the glowing light of feathers being drawn before his eyes. Suddenly, he felt a lurch and the world spun. The last thing he saw before losing consciousness was Aveline’s look of horror as the wind spun him towards the stone floor.

    When he awoke, two days later, he reached up to touch the prominent lump on his head, but stopped halfway. Where once there had been a hand, and then later a stump, he now had a hand once more. But it was not his hand. The structure was the same, he could bend and flex it the same, but the feathers were stark white against the rest of his black plumage. As he lay in bed staring at this strange miracle, his hand suddenly twitched and contorted of its own accord.

    Aveline apologized repeatedly over the following months, especially after his many of his feathers began to rot and the hand began to absently pluck the affected feathers from his body. The monks’ best guess at what had happened was that the wind had shifted and instead of binding the elemental to help channel the spell, the ritual had literally bound the outsider to the freshly formed flesh, and the two entities now shared control of the magically restored hand. The monks also suggested that the confluence of elemental and tengu was putting extreme stress on Tchakar’s body, leading to the rotting sickness. Tchakar took it stoicly, repeatedly telling Aveline that having the hand returned more than made up for the other inconveniences, and even then she had tried to help him, despite personal risk.

    With his hand restored, Tchakar began helping in other roles around the monastery, finding that the careful work of herbalism helped to calm the hand and his own spirit. He spent the next few years learning uses for many of the common plants that grew among the mountains, as well as rarer herbs purchased from traveling merchants. In his spare time, Tchakar continued his training with the monastery’s expert martial artists. One day, during an especially rigorous training exercise, Tchakar accidentally threw his opponent into an equipment hook. Tchakar rushed to provide what aid he could, but they were both surprised when the tengu’s bound hand suddenly began to glow and yanked Tchakar forward to slam into the wound. A moment later when Tchakar managed to pull the hand away, the wound was gone.

    Tchakar spent his last two years in the Monastery of Two Winds in focused study, learning to perform a variety of magic. Eventually, he decided that he had to leave. His time with the monks had afforded him an opportunity to aid those in need, and he hoped by doing so he might be able to atone for his past actions in some way. He now lives in a small cottage in the mountains south of Gate Pass proper where he offers his help to those he meets. Despite his gaunt appearance, drab robe and patchy feathers, those who get to know him know Tchakar as a kind and capable healer and herbalist. Lately, some of his old companions have reached out to him. Tchakar was quick to mention that his days of thievery were behind him, but they just laughed his accusations away. They claimed to have given up their thieving ways in light of recent dangers, and were instead part of the resistance. They encouraged Tchakar to stand ready, in case the city ever needed either his healing skills or his more clandestine abilities.