Owlbear

Tecolote's page

234 posts. Organized Play character for michaelane.


Classes/Levels

Stats:
AC 17/14/13, HP 18/18, F+3 R+5 W+6, Init +7, Per +12

About Tecolote

Tecolote
Tengu inquisitor (sanctified slayer) of Tanagaar 3
LG Medium humanoid (tengu)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 18 (3d8)
Fort +3, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron wakizashi +7 (1d6+2/18-20) and
. . mwk cold iron wakizashi +7 (1d6+1/18-20) and
. . bite +1 (1d3)
Ranged sling +6 (1d4+1)
Special Attacks studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—touch of darkness (1 round)
. . At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—divine favor, heightened awareness, litany of sloth, magic weapon
. . 0 (at will)—detect magic, detect poison, disrupt undead, light, read magic, stabilize
. . Domain Darkness
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 10, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Blind-fight, Precise Strike, Two-weapon Fighting, Weapon Finesse
Traits captain's blade, truth’s agent
Skills Acrobatics +9 (+10 while on a vessel afloat on water), Bluff -1, Climb +0 (+1 while on a vessel afloat on water), Diplomacy -1 (+0 to gather information), Escape Artist +3, Heal +3, Intimidate +0, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +11, Sense Motive +10, Spellcraft +4, Stealth +13, Survival +3; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu
SQ glide, monster lore +3, stern gaze +1, track +1
Combat Gear alchemist's fire x3 (bandolier), holy water x2 (bandolier); Other Gear studded leather, sling, +1 cold iron wakizashi, mwk cold iron wakizashi, wakizashi x2, mwk backpack, bandolier, iron holy symbol of Tanagaar x2, masterwork tool (stealth), silk rope (50 ft.)
--------------------
Special Abilities
--------------------
Blind-Fight In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Detect Alignment TBD
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.
Inquisitor (Sanctified Slayer) Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike TBD
Solo Tactics TBD
Studied Target +1 (move action, 1 at a time) (Ex) A sanctified slayer can study an opponent he can see as a move action. The sanctified slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of sanctified slayer class abilities against that opponent increase by 1. A sanctified slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the sanctified slayer studies a new target.
Touch of Darkness (1 round, 6/day) (Sp) As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Track +1 TBD
Truth’s Agent You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.
--------------------
Scenarios
--------------------
Level 1
1.0 - Hall of the Flesh Eaters - 11/16/14 - GM Credit
1.0 - Thornkeep Level 1 (1) - Play
1.0 - Thornkeep Level 1 (2) - Play
Level 2
1.0 - Thornkeep Level 1 (3) - Play
1.0 - Crypt of the Everflame (1) - Play
1.0 - Crypt of the Everflame (2) - Play
Level 3
1.0 - Crypt of the Everflame (3) - Play
1.0 - Labyrinth of Hungry Ghosts - 5/1/16 - Play
--------------------
Gold Tracker
--------------------
Starting Gold 150 gp
Initial Purchases: Wakizashi (35 gp), Wakizashi (35 gp), Studded Leather Armor (25 gp), Alchemist's Fire (20 gp), Backpack (2 gp), Bandolier (5 sp), Holy Symbol, Iron Tanagaar (5 gp), Holy Symbol, Iron Tanagaar (5 gp), Silk Rope (10 gp)
Hall of the Flesh Eaters +507 gp
Purchases: Masterwork Cold Iron Wakizashi (370 gp), Alchemist's Fire (20 gp), Alchemist's Fire (20 gp), Holy Water x3 (75 gp)
Thornkeep Level 1 +1,398 gp
Purchases: Masterwork Cold Iron Wakizashi (370 gp), Masterwork Backpack (50 gp), Alchemist's Fire (20 gp), Alchemist's Fire (20 gp), Masterwork Tool (Stealth) (50 gp)
Sell Backpack + 1 gp
Crypt of the Everflame +1,398 gp
Purchases: +1 enhancement to mwk wakizashi (2,000)
Labyrinth of Hungry Ghosts +1,295 gp
Remaining 1,616 gp, 5 sp
--------------------
Inventory Tracker
--------------------
Expended 1 holy water versus shadow in Thornkeep
Expended 2 alchemist's fire versus big bugs in Thornkeep
Wand of cure light wounds (49/50)
• 1 charge on Labyrinth of Hungry Ghosts
--------------------
Faction Journal Card: Season 6
--------------------
[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.
[X] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Numeria, or the River Kingdoms.
• River Kingdoms in Thornkeep Level 1
[ ] Serve as a mentor to a named NPC slave whom you freed, effectively training him or her to join your faction. Doing so requires you to purchase a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 or Pathfinder Player Companion: Pathfinder Society Primer 28 for options) and have your protégé serve as the follower. As an additional follower option, the freed slave can be an Assistant who can automatically succeed at the aid another action once per game session to assist you in combat or on a skill check; this follower type costs 2 Prestige Points.
[X] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward (a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves).
• Defeated possessing undead monster in Labyrinth of Hungry Ghosts
[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
--------------------
Faction Journal Card: Season 7
--------------------
[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.
[ ] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.
[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.
[ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.
[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward (a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves).
[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.