Tengu

Yagga Nightquill's page

93 posts. Organized Play character for Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Yagga Nightquill

Race

Tengu

Classes/Levels

Inquisitor 1 (9 HP, AC 18/T 13/FF 15, Fort +3, Ref +3, Will +5; Perc +9; Init +3)

Skills:
Intimidate +4, Kn. Nature +4, Kn. Dung. +4, Ling. +6, Prof. Scribe +7, S.Motive +8, Stealth +9

Gender

Male

Size

Medium

Alignment

NG

Deity

Irori

Languages

Tengu, Common, Tian, Ancient Osiriani, Sylvan

Occupation

Scribe

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 8

About Yagga Nightquill

PFS #110694-2

1 XP, 2 prestige

Yagga is a pilgrim from the eastern lands. A devotee of Irori, he seeks to find harmony, balance, and self-perfection. He travels about as a form of discipline, seeking to improve himself and counter disharmony. As a profession, he is a scribe, finding beauty and balance in the strokes of pen and ink on paper. In his swordplay, he wields his sword "Nevermore" with the same deft strokes. Blade of pen. Blade of sword. Harmony in all things, this is his goal.

Defense
HP 1d8+1=9
Fort 2+1=3
Ref 0+3=3
Will 2+3=5
Armor: Mwk agile breastplate (+6 AC, +3 max dex, -3/0 acp)
AC: 10 +6 armor +3 dex=19
T: 10 +3 dex=13
FF: 10 + 6 armor=16

Offense
Melee +2
Greatsword (d12+3/19-20) "Nevermore"
Beak (d3+2, 20)
Unarmed strike (d3+2, 20)

Missile +3
Shortbow (d6, x3, 60' range)
Movement 20'

PFS Faction: Silver Crusade
Race: Tengu
Class: Inquisitor
Deity: Irori (gives Improved Unarmed Strike)
Domain: Healing/Restoration

Feat: Improved Unarmed Strike (Irori favored weapon)
Feat: Deflect arrows (1st level)

Trait: swordsman's page +1 crit conf
trait: tireless logic (uc) reroll Int. check 1/day

sneaky: +2 perception and stealth!
Gifted Linguist: +4 Linguistics and learns 2x languages
Swordtrained: proficient all swords
natural weapon: bite d3
senses: low-light vision

Special
Domain: Healing (Restoration subdomain).
* 3+Wis/day: touch to remove dazed/fatigued/shaken/sickened/staggered.
Orisons
Monster Lore: +WIS to knowledge checks to identify monsters
Stern Gaze: +1/2 level to Intimidate/Sense Motive
Judgement 1/day swift action, change type as swift action (several choices)

Judgements:

* Destruction: +1 sacred bonus on weapon damage
* Healing: fast healing 1 (and healing light)
* Justice: +1 sacred bonus on attack
* Piercing: +1 sacred on concentration and caster level to overcome SR.
* Protection: +1 AC
* Purity: +1 sacred bonus on saves
* Resiliency: DR 1/magic
* Resistance: energy resistance 2 acid, cold, electricity, fire, or sonic
* Smiting: weapons count as magic, divine light

Spells/day
2 @ 1st, unlimited orisons

Spells known
5 Orisons:
Det magic
Guidance
Disrupt undead
Read magic
Sift

3 @ Level 1: Comp. languages, Prot evil, CLW

skills: The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skills 6+1 Int + 1 favored=8

Craft: Calligraphy 1 +3 Class +1 Int=5
Kn. Nature 1 + 3 class + 0 Int=4 (+WIS to identify creatures)
Kn. Dungeoneering 1 + 3 class + 0 Int=4 (+WIS to identify creatures)
Linguistics: 1 + 1 Int + 4 race=6
Perception: 1 + 3 Class + 3 Wis + 2 race=9
Sense Motive: 1 + 3 Class + 3 Wis +1 inquisitor=8
Spellcraft: 1 + 3 Class +1 Int=7
Stealth: 1 + 3 Class + 3 Dex + 2 race-3 ACP=6

NOTE 12/30 change prof:scribe to craft:calligraphy, drop intim. for spellcraft

Inventory (with cost)
30 gp Kikko armor
50 gp Greatsword
30 gp: shortbow
4 gp: Cold Iron Dagger
1 gp: 20 arrows
1 gp, Holy symbol, wooden (Open hand of Irori)
1 gp: 2 bandoliers
Wing oil 2x1 gp +1 vs cold weather
12 gp: Pathfinder's Kit
5 gp:Tengu signal kite
8 gp: ink
1 gp: 2 quills and 3 sheets parchment
1 gp: scroll case
1 gp: sealing wax

3 gp left at character creation

Spoiler:
Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.

This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

holy text (Unbinding the Fetters)

+516 gp (Glass River Rescue)
-375 gp Wand of CLW (25 charges) leaving 141 gp
-10 gp holy text (Unbinding the Fetters) leaving 131

black cloak ( 1 gp )
4x sunrod(8 gp) (used 1)
silver wakizashi (d6-1, 18-20/x2, light, 2 lbs. P/S, cost 55)
glowing ink (5 gp)

Gear Weight and Price Calculations

chronicle sheet

Note to self: add Spellcraft, and change profession to craft to allow reroll.
get intimidate at level-up