Tengu

Jirobo the Storm Crow's page

165 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).


Classes/Levels

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

About Jirobo the Storm Crow

JIROBO THE STORM CROW CR 3
Male Tengu Druid (Storm Druid) 4
N Medium Humanoid (tengu)
Init +7; Senses Low-Light Vision; Perception +12
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 27 (4d8)
Fort +4, Ref +4, Will +8
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OFFENSE
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Spd 30 ft.
Melee Wakizashi +6 (1d6+1, 18-20/x2),
. . Club +4 (1d6+1, x2),
. . Bite +6 (1d3+1, x2)
Ranged Sling +6 (1d4, x2)
Special Attacks Storm Burst (ranged touch +6, 1d6+1 nonlethal dmg, –2 penalty on attack rolls for 1 round)
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STATISTICS
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Str 12, Dex 17, Con 10, Int 12, Wis 18, Cha 9
Base Atk +3; CMB +4; CMD 17
Feats Weapon Finesse, Improved Initiative
Traits Abendego Spellpiercer, Touched by the sea
Skills Climb +6, Heal +8, Knowledge (geography) +6, Knowledge (nature) +9, Linguistics +9, Perception +12, Profession(sailor) +8, Spellcraft +7, Stealth +7, Survival +11, Swim +7
Languages Common (Taldane), Gnome, Polygot, Tengu, Tian
Combat Gear Leather armor, wakizashi, club, sling, bullets (x20);
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SPECIAL ABILITIES
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Racial
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.
Natural Weapon Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Sneaky Tengus gain a +2 racial bonus on Perception and Stealth.
Swordtrained (Ex) 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).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Favored Class Druid

Traits
Abendego Spellpiercer You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.
Touched by the Sea You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Class
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting.
Nature’s Bond (Ex) Weather Sub-domain – Storms
Storm Burst (Sp) (7/day) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two druid levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Windwalker (Ex) At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Stormvoice (Ex) At 3rd level, a storm druid's voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid's voice, the DC is reduced by an amount equal to the druid's level.
Eyes of the Storm (Ex) At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.
Wild Shape (Su) At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

Spells
Orisons (DC 14) create water, detect magic, flare, spark
1st Level (DC 15) cure light wounds (x3), hydraulic push
2nd Level (DC 16) lesser restoration (x2), summon nature's ally II
Spells Per Day 4/4/3
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GEAR
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Weight Item
(15lb) Leather armor
( 2lb) Peasant outfit
( 2lb) Wakizashi
( 3lb) Club
( --- ) Sling
(.5lb) Belt pouch
( --- ) .. Lightning-scarred tree bark and seaweed (storm druid holy symbol)
(10lb) .. Sling bullets (x20)
( .5lb) .. Small steel mirror
( 2lb) .. Marbles
( .5lb) .. String (50 ft)
( --- ) .. Coins (12 gold, 15 silver, 9 copper)
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Background Born to the Shackles, Jirobo was but a single egg that survived his family’s flight from the Oni invasion of their old home in Tian-Xia. When they had no coin to take them further, Jirobo’s parents were kicked off onto the docks of Port Peril. Equivalent to paupers, only a few coppers to their name, they were not prepared for the harsh dog-eat-dog environment of the Shackles. It was in this first month that Jirobo hatched to a life of poverty. His parents eventually found a place of employment as permanent tenants and tenders of one of Port Peril’s lighthouses but those early years of little to eat stunted some of Jirobo’s growth. The little tengu was rarely allowed to wander from the lighthouse, kept nearby his mother lest some sailor decide he would make a unique pet. Thus Jirobo’s world encompassed a small territory with a view from the top of the tower his only refuge from his captivity.

Atop his windy perch, Jirobo was taught about the ocean by both his father and the whispers of the salty breeze. The gulls told him raunchy stories and the tolling bells of the Port regaled him with mournful tales. But it was the storm, the ever-raging hurricane, the Eye of Abendego that truly trained the young Jirobo. In the long, quiet, alone moments when he was not refueling the great light, Jirobo listened to the secrets of the storm. The rites and guarded words to call the bluster of the winds, the devastation of the waves, and the many forms of nature’s fury, all were laid bare to Jirobo’s insatiable curiosity. During the worst parts of the storms that would periodically crash against the mountains behind Port Peril, Jirobo would practice his newly discovered skills and dreaming of the day when he could ride out atop the ocean and experience the storm as it truly should be experienced.

Unknown to Jirobo, he would soon receive his wish. At an age that his parents finally felt safe sending him to the neighborhood market to pick up a few sundries, Jirobo was thrilled to be let out on his own for the first time ever. He got lost in the first ten minutes of his errand, turning down the wrong street and into the waiting arms of a pirate captain’s press gang…