Jakaw Razorbeak

Zen Shu's page

17 posts. Organized Play character for Lornis.


Full Name

Zen Shu

Race

Tengu

Classes/Levels

Occultist (Reliquarian) 1 (AC16/T13/FF13--HP9/9--Fort +3/Ref+4/Will+5--Init +5/Per+7/LLV--Conditions (Focus Transmutation 3; +2 STR)

Gender

Male

Size

Medium

Age

19

Alignment

Lawful Good

Deity

Abadar

Languages

Common, Tengu, Infernal, Celestial, Abyssal, Sylvan, Tien, Draconic

Strength 12
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 15
Charisma 8

About Zen Shu

RULES

Spoiler:
Zen Shu
Tengu (Tengu) Occultist (Reliquarian) 1
LG Medium Tengu (Tengu)
Init +5; Perception +7, Low Light Vision
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Armor, +3 Dex)
HP 9 (1d8+1)
Fort +3, Ref +4, Will +5 (+1 Resistance Protection Domain)
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Offense
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Speed 30 ft.
Heavy Crossbow +3 (+4 PBS) 1d10(+1PBS) 19/20 x2
Guisarme (Reach/Trip) +1 2d4+1 x3
Claw & Beak(x2) +1 (-4 Secondary) 1d3+1 x2
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Statistics
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Str 12, Dex 16, Con 10, Int 16, Wis 15, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot (1), (Considered to have Improved Unarmed Strike as a Tengu)
Traits: Pragmatic Activator, Reactionnary
Skills: (Armor Malus: -1) Disable Device +7(1r), Knowledge (History) +7(1r), Linguistics +11(1r), Use Magice Device +7(1r), Perception +7(1r), Stealth +6(1r), Knowledge (Religion) +7(1r)
Languages Common, Tengu, Infernal, Celestial, Abyssal, Sylvan, Tien, Draconic.
Combat Gear Studded Leather (20l), Heavy Crossbow (20 Bolts) (10l), Guisarme (12l)
Gear Thieve's Tools (1l), Explorer's Outfit (8l), Backpack (2l), Flint & Steel, Inkpen & Ink & 10 Parchments.
Implements: A belt with a golden key as brooch (Transmutation). A small chest with a silver lock he carries as collar (Domain).
20 GP, 9SP
Light Loaded 53/58
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Special Abilities
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Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Claw Attack: 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.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Diminished Focus Power (Su): A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers.. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier . The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Domain Protection (Defense): A reliquarian gains access to one of her deity’s domains. She treats her occultist level as her cleric level for the purposes of access to domain powers and their strength. Additionally, the reliquarian adds the domain’s spells to her occultist spell list and her spells know.
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Divine Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Wisdom modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day. This ability modifies mental focus.

Sacred Implements (Su): A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a Concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith. This ability modifies implements.
At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Implements: Transumutation
Resonant Power: Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Base Power: Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
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Spells
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Spells: A reliquarian’s spells are considered divine spells, not psychic spells. The reliquarian’s spells use verbal components instead of thought components, and somatic components instead of emotional components, and she uses a sacred implement (see below) as a divine focus. This ability alters the occultist’s spells.

Concentration: +4
Spells Known:
Oraisons:
1st: Shield, Gravity Bow

Spells/Day:
1st: 1(+1) = 2

BACKGROUND:

Spoiler:
Zen Shu was born and raised in the great city of Goka, the Gateway to the West. As he grew up in a poor neighborhood, he learnt the hard ways of the street and the misery of being a Tengu in a place that considers them second class citizens. His first years dealt a lot about how to not be seen and how to pick up locks from the merchant's district. But that life was harsh, stressfull and not very pleasant.

When he wasn't outside practicing roguish activites, he was often seen around the temple of Abadar, listening to the Priest's prayers and seminars. He tried at that time to study as much as possible about the laws of the city and how to turn them in his advantage. When he overheard a priest talking about a set of relics leaving the temple to Absalom, he decided with that it could be the perfect opportunity to become rich. He infiltrated the convoy and tried to escape just at the entrance of Goka. That was when he was caught by the guards of the caravan. As the captain was about to cut off his hand, he screamed that his interest was only historical, and that according to Goka's law, studying a relic of a God on the public space was a right of each citizen of the city.

Of course the priest in charge, Xan-Shae, wasn't a fool. But he saw something in the young Tengu, and offered him a deal: if he would come with them, he will turn one day in something far more impressive than a petty thief. Zen Shu accepted. That was two years ago.

Now, he's a Reliquarian at Abadar's service. Combining his passion for rare items with his faith, he truly believes that the Society is the perfect way to bring people, cultures, history, and wealth together. He also thinks, and that is what brought him to the Silver Crusade, that each individual, if given the right opportunity, can exprim their true potential. And that all of us should have this opportunity one day in our life.

BEHAVIOR & APPEARANCE:

Spoiler:
Zen Shu is a team player. He gladly accepts his role within the Society: helping in any ways he can. He wish to bring together people from all origins and forged them in an unstoppable potential. If he can sometimes having difficulties understanding some of his coworkers, he always try to stay open-minded.

He has a big apetite for mysteries, histories and old relics, and he can sometimes having an hard time letting go an opportunity to learn more. When time is the essence, Zen Shu can then become the reckless burglar he was once, truly believing that his spirit will get him out of harm's way.

Zen Shu is also a fervent believer in the Silver Crusade's rules, and can sometimes be a little too soft from the point of view of a regular priest of Abadar. As he was given a second chance, he tends to give one to other people too. However, there will be no third chance.

The Tengu is tall for his race, with black-blue feathers and deep yellow eyes. His obsidian beak shines in the light, and his adventuring's gear can make him at first a little bit intimidating. But quickly his cheerful voice reassures. He carries many items with keys, locks and chests symbols on it, a reminder of his faith. He also always have in reach a parchment and an inkpen, ready to write his adventures.

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Special Abilities, Temporary Changes & Summary:
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Focus Powers: DD 14
Divine Focus: 3
Bolts: 20/20
HP: 9/9
1st: 2/2
Focus: 3 Transmutation (+2 STR)