Suzume Kenta Tengu Cleric
Race: Tengu
Class: Cleric
Level: 2
Alignment: CN
Languages: Common, Tengu, Celestial
Deity: Vengeance
Abilities
STR: 14 (+2) 5 points
DEX: 12 (+1) 0 points+2 race
CON: 10 (+0) 2 points-2 race
INT: 12 (+1) 2 points
WIS: 15 (+2) 3 points+2 race
CHA: 13 (+1) 3 points
[sblock=Combat]
HP: 17 = [2d8=16] +0 (CON) + 0 (misc) + 1 (favored class)
AC: 18 = 10 + 6 (armor) + 1 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 1 (DEX) + (misc)
AC Flatfooted: 17 = 10 + 6 (armor) + 1 (shield) + 0 (misc)
INIT: +2 or +4 = +1 (DEX) + 1 (Trait) and +2 (racial/domain if able to act in surprise round)
BAB: +1 = +1 (Cleric)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 14 = 10 + 2 (STR) + 1 (DEX) + 1 (BAB)
Fort: +3 = +3 (base) + 0 (CON)
Reflex: +1 = +0 (base) + 1 (DEX)
Will: +4 = +3 (base) + 1 (WIS)
Speed: 30
Damage Reduction: -
Spell Resistance: -
Spell Failure: -
Weapon Stats
EXAMPLE:
Bastard Sword (melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d10+2=2(STR) CRIT 19-20x2 (S 1-handed)
Beak (melee secondary) -2= +1 (BAB) +2(STR) -5(secondary) / DMG-1d3+2=2(STR) CRIT 20x2 (S Secondary)
Longspear(Melee): +3 = +1 (BAB) +2 (STR)/ DMG=1d8+3=+3(STR), CRIT 20x3 (P 2-handed reach 10’)
Javelin(Ranged): +2=+1 (BAB) +1 (DEX)/ DMG=1d6+2(STR), CRIT 20x2 (P 1-handed r30’)
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[sblock=Race]
Tengus have the following racial traits:
•Ability Adjustments: +2 Dexterity, –2 Constitution, +2 Wisdom. Tengus are fast and observant, but relatively fragile and delicate.
•Senses: low-light vision.
•Racial Skill Bonuses: +2 racial bonus on Perception and Stealth checks, +4 racial bonus on Linguistics checks. Tengu learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
•Weapon Familiarity: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
•Natural Attacks: Bite (1d3) Tengus possess a bite natural attack. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
•Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language
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[sblock=Cleric Class Features]
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura(Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy(Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
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[sblock=Feats & Traits]
1st lvl-Selective Channeling
Traits
a) Westcrown Firebrand: +1 trait bonus on initiative and +1 to attacks in the surprise round.
b) Dirty Fighter: +1 trait bonus to damage when flanking multiplied on a crit.
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[sblock=Skills]
Skill Ranks: 4 = [2 (Cleric) + 1 (INT)] x 2 (LvL)] + 1 (Favored Class)
ACP: -3 (-2 armor/-1buckler)7
Skills:
() = class skill
^ = trained only
* race bonus
Code:
Total Stat Rank CS Misc ACP
+01 = Acrobatics +01 +00 +0 +00 -3 DEX
+00 = Appraise +01 +00 +0 +00 INT
+01 = Bluff +01 +00 +0 +00 CHA
+02 = Climb +02 +00 +0 +00 -3 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+05 = Diplomacy +01 +01 +3 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -3 DEX
+01 = Disguise +01 +00 +0 +00 CHA
+01 = Escape Artist +01 +00 +0 +00 -3 DEX
+01 = Fly +01 +00 +0 +00 -3 DEX
+01 = Handle Animal^ +01 +00 +0 +00 CHA
+07 = Heal +02 +02 +3 +00 WIS
+01 = Intimidate +01 +00 +0 +00 CHA
+05 = Know:Arcana^ +01 +01 +3 +00 INT
+01 = Know:Dungeoneering^ +01 +00 +0 +00 INT
+01 = Know:Engineering^ +01 +00 +0 +00 INT
+01 = Know:Geography^ +01 +00 +0 +00 INT
+01 = Know:History^ +01 +00 +0 +00 INT
+01 = Know:Local^ +01 +00 +0 +00 INT
+01 = Know:Nature^ +01 +00 +0 +00 INT
+01 = Know:Nobility^ +01 +00 +0 +00 INT
+01 = Know:Planes^ +01 +00 +0 +00 INT
+05 = Know:Religion^ +01 +01 +3 +00 INT
+05 = Linguistics^ +01 +00 +0 +04+ INT
+04 = Perception +02 +00 +0 +02* WIS
+01 = Perform:_____ +01 +00 +0 +00 CHA
+00 = Professn^:_______ +02 +00 +0 +00 WIS
+01 = Ride +01 +00 +0 +00 -3 DEX
+06 = Sense Motive +02 +01 +3 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -3 DEX
+04 = Spellcraft^ +01 +01 +3 +00 INT
+08 = Stealth +01 +00 +0 +07* -3 DEX
+01 = Survival +01 +00 +0 +00 WIS
+08 = Swim +02 +00 +0 +00 -3 STR
+00 = Use Magic Device^ +01 +00 +0 +00 CHA
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[sblock=Spellcasting]
Spells Known
0 Level (unlimited per day DC12): Detect Magic, Light, Guidance, Enhanced Diplomacy
1st Level (3+1 domain per day DC13): Bless, Magic Weapon, Doom, Whispering Wind (D)
Domains
Feather (Animal):
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Wind (Air):
Replacement Power: The following granted power replaces the lightning arc power of the Air domain.
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
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[sblock=Equipment]
Code:
Equipment Cost Weight
+1 Shadow Kikko Armor xxgp 25
Buckler, sanctified 115gp 05
Sword, Bastard 35gp 06
Javelin x5 05gp 10
Dagger 02gp 01
Longspear 05gp 09
Explorers Outfit 00gp 00
Backpack 02gp 02
Scarf reinforced 10gp 02
Waterskin 01gp 04
Holy symbol, wooden 01gp 00
Bedroll 01sp 05
Pouch, Spell components 05gp 02
Food, wandermeal x4 04cp 02
Total weight carried: 56
Treasure: 1 gp, 8 sp, 6 cp Gems:
Carrying Capacity:
light-58
medium-59-116
heavy-117-175
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[sblock=Character Details]
Size: Medium
Gender: Male
Age: 25
Height: 6’2”
Weight: 165
Hair Color: Black feathers
Eye Color: Black
Skin Color: Charcoal
Appearance: A fierce predatory raven in humanoid form.
Demeanor: Always watching and restless in an unsettling way.
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[sblock=Background]
Suzume is descended from a clan of Tengu who have lived and worked in old Northern Westcrown. Skilled swordsmen and arms makers the clan was once reknowned, but now largely forgotten. After the fall many of the warriors of the clan were lost during the fighting that took place as they were mercenaries to various factions. Then the work dried up for the arms makers as the city fell on hard times and many of the Tengu chose to leave. Suzume stayed on apprenticed to an old priest of the Tengu. The old priest died in a fire along with the few remaining Tengu children during a fire that struck the school. Some say diabolical humans burned it on purpose as the children were taught to pray to the Tengu gods, but nothing was ever proved. Young Suzume was away from the school the day of the fire and was spared. He stayed on long after most of his people left. Suzume has a room in the top of an old mostly ruined tower where he watches the city below. The bottom of the tower plays host to various squatters, but only Tengu knows how to take a seemingly fallen dead end back stair to reach a ledge using a reinforced scarf he wears as a rope. From the ledge he can enter a high window and then climb to the room above where he lairs. He maintains a simple altar to the Tengu gods here. Otherwise it is simply furnished with a bedroll an old chair and a desk. A few lovely drawings of warriors in training poses that his people used to train swordsmen and various oddments he has collected serve as decorations.
Sezume dreams of the days of his youth when the city was prosperous and his people successful. He knows only a handful of other Tengu now. He ministers to them as a priest of no particular deity. Once he roamed the streets and ruins of north Westcrown protecting his fellow Tengu, but as their numbers declined he began to help others in distress providing healing, food and fending off thieves and street toughs. He often ventures out at night when his superior vision gives him an edge over the humans in the shadows. He strikes from surprise to help the downtrodden.
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[sblock=Appearance/Personality]
Sezume is a dark raven headed humanoid with vestigial black wings. He dresses in the strange armor of his people made of hexagonal metal plates secured together with mail. He wears silken clothing of dark blue and gray and wears a sword on his hip. A buckler on his wrist is emblazoned with a diving raptor symbol of vengeance for the Tengu and his holy symbol. Sezume seems to fade into the background his movements a blur. There is little sound when he moves and he might be called catlike were it not a mortal insult to one of avian decent. He wears a narrow quiver of javelins between his wings and often wears a large hooded cape giving him a hunchbacked appearance but hiding his nature in poor lighting. He is rarely seen on the streets in broad daylight. He wears soft rope sandals over his clawed avian feet.
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[sblock=Adventure Notes]
None yet
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