Tengu

Zanzu Kakrak's page

147 posts. Alias of Deevor.


Full Name

Zanzu Kakrak

Race

Tengu

Classes/Levels

Rogue(Cutpurse)/7 HPs: 52/52

Gender

Male

Alignment

N

Languages

Tengu, Tien, Common, Abyssal, Infernal

Occupation

XP: 37285 since last level: 1600

Strength 12
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 14
Charisma 7

About Zanzu Kakrak

Zanzu Kakrak
Male Tengu Rogue (Cutpurse) 7
CN Medium Humanoid (tengu)
Init +11; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 52 (7d8+14)
Fort +5, Ref +12, Will +6
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Tengu) +10 (1d3+4/x2) and
Claw x2 (Claw Attack) +10 x2 (1d3+4/x2) and
Light mace +10 (1d6+4/x2) and
Unarmed strike +10 (1d3+4/x2)
Ranged Shortbow +10 (1d6/x3)
Special Attacks sneak attack +4d6, stab and grab
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 12, Int 16, Wis 14, Cha 7
Base Atk +5; CMB +6 (+8 Stealing); CMD 21 (23 vs. Steal)
Feats Blind-Fight, Improved Initiative, Improved Steal, Improved Unarmed Strike (Claw Attack), Scavenger's Eye, Weapon Finesse
Traits Fast-Talker, Reactionary
Skills Acrobatics +19, Appraise +13, Bluff +8, Climb +6, Disable Device +15, Escape Artist +13, Fly +12, Knowledge (dungeoneering) +7, Knowledge (local) +9, Perception +14, Profession (cook) +6, Sense Motive +8, Sleight of Hand +15, Stealth +17, Survival +3, Swim +6, Use Magic Device +8 Modifiers measure the mark
Languages Abyssal, Common, Infernal, Tengu, Tien
SQ glide, rogue talents (bleeding attack +4, combat swipe, fast getaway)
Combat Gear Potion of barkskin +2, Potion of cure light wounds, Potion of restoration, lesser, Potion of water breathing, Ring of the ram, Acid (5), Alchemical grease (5), Alchemist's fire (9), Alkali flask (5), Antiplague (5), Antitoxin (5), Caltrops (3), Flash powder (5), Smokestick (7), Sunrod (10), Tanglefoot bag (3); Other Gear +2 Mithral Chain shirt, Arrows (20), Light mace, Shortbow, Smoke arrows (5), Amulet of mighty fists(agile as +1 enhancement), Bag of holding II (empty), Belt of incredible dexterity +2, Boots of elvenkind, Cloak of resistance +2, Elixir of hiding, Handy haversack (117 @ 109.25 lbs), Climber's kit, Crowbar, Flotation device, Grappling hook, Marbles, Marbles, Marbles, Marbles, Marbles, Rope, Skeleton key, Swim fins, Thieves' tools, Trail rations (5), Waterskin (2), 1861 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/5
Alchemical grease - 0/5
Alchemist's fire - 0/10
Alkali flask - 0/5
Antiplague - 0/5
Antitoxin - 0/5
Arrows - 0/20
Elixir of hiding - 0/10
Flash powder - 0/5
Potion of barkskin +2 - 0/10
Potion of cure light wounds - 0/5
Potion of restoration, lesser - 0/2
Potion of water breathing - 0/4
Ring of the ram - 0/50
Smoke arrows - 0/5
Smokestick - 0/7
Sunrod - 0/10
Tanglefoot bag - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
Glide DC15 Fly check to fall safely
Improved Steal You don't provoke attacks of opportunity when stealing.
Improved Unarmed Strike (Claw Attack) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Skeleton key Use a +10 Disable Device for one try to open a lock.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Stab and Grab (Ex) Full rd action, make sneak attack, if hit gain free attempt to steal item and foe takes -5 to notice.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

Abilities and Gear:

Blind-Fight (Combat) Feat

You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), 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.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Improved Initiative (Combat) Feat

Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

Improved Steal (Combat) Feat

You have a knack for snatching items from your opponents.

Prerequisites: Int 13, Combat Expertise. (Waived as given by Rogue Talent)

Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

Improved Unarmed Strike - Claw Attack (Combat) Feat

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Scavenger's Eye Tengu Feat

Your gaze is naturally drawn to valuable glittering objects.

Prerequisite: Tengu.

Benefit: You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.

Normal: Determining the most valuable object in a treasure hoard takes 1 full-round action.

Weapon Finesse (Combat) Feat

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Fast-Talker: Social Trait You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Reactionary: Combat Trait You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Claw Attack: Alt Racial Trait - Tengu 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.

Glide: Alt Racial Trait - Tengu 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.

Low-Light Vision: Tengu can see twice as far as humans in conditions of dim light.

Bleeding Attack* (Ex): Rogue Talent A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

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.

Stab and Grab (Ex): At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability replaces trap sense.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.