Tengu
Tengu Characters
All tengus have the following racial traits.
+2 Dexterity, –2 Constitution, +2 Wisdom
Tengus are fast and observant, but relatively fragile and delicate.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist (Ex) 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.
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, falcatas, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
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.
Languages: Tengus begin play speaking Common (Rokugani) and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language.
Typical Tengu (10 point build)
Level 1 Rogue
Neutral
Str 10
Dex 16
Con 12
Int 10
Wis 12
Cha 10
AC 13 HP 9
Fort + Ref + Will +
Short Sword +3 to hit, 1d6 damage (+1d6 sneak attack)
Shuriken +4 to hit, 1d2 damage, 10' range
TRAITS
Sneaky: You gain a +1 trait bonus to Stealth and Escape checks.
Vagabond Child: Learning to forage and survive in the nearby ruins you gain a +1 trait bonus to Disable Device (or Sleight of Hand), and it is always a class skill for you.
FEATS
Weapon Finesse
SKILLS (1 rank in each)
Acrobatics 7
Climb 4
Craft (weapon smith) 4
Disable Device 8
Escape 8
Linguistics (toad and auran)
Perception 7
Sleight of Hand 7
Stealth 10
Corvus Corone
Tengu Sword Brother (25 point build)
Level 5 Rogue (Scout)
Neutral
Str 18
Dex 12
Con 12
Int 12
Wis 12
Cha 10
AC 11 HP 25
Fort + Ref + Will +
Great Sword (+1 heirloom) +9 to hit, 2d6+10 damage (Crit 19-20, +3d6 sneak attack, always uses power attack and sword has been enchanted)
Shuriken +1 to hit, 1d2 damage, 10' range
TRAITS
Militia Veteran: You gain a +2 trait bonus to Survival (or Profession (soldier) or Ride) checks and its a class skill.
Heirloom Weapon: A unique masterwork weapon that you get an extra +1 to hit with.
FEATS
Conceal Scent, Evasion, Scout's Charge, Trap Sense +1, Furious Focus, Cleave
ROGUE TALENTS
Weapon Training (great sword), Combat Trick (Power Attack)
SKILLS (5 ranks in each)
Acrobatics 9
Climb 10
Craft (weapon smith) 9
Knowledge (local) 9
Linguistics 9 (pick 10 languages, lol)
Perception 11
Profession (soldier) 9
Stealth 11
Survival 11
Tengu Sword Brother (10 point build)
Level 1 Rogue (Scout)
Neutral
Str 14
Dex 12
Con 12
Int 10
Wis 12
Cha 10
AC 11 HP 9
Fort + Ref + Will +
Great Sword (heirloom, masterwork) +4 to hit, 2d6+3 damage (+1d6 sneak attack)
Shuriken +1 to hit, 1d2 damage, 10' range
TRAITS
Militia Veteran: You gain a +2 trait bonus to Survival (or Profession (soldier) or Ride) checks and its a class skill.
Heirloom Weapon: A unique masterwork weapon that you get an extra +1 to hit with.
FEATS
SKILLS (1 rank in each)
Acrobatics 5
Climb 6
Craft (weapon smith) 4
Knowledge (local) 4
Linguistics 4 (toad and auran)
Perception 7
Profession (soldier) 5
Stealth 7
Survival 7
Winged Karasu
Winged Karasu Greater Tengu (CR 4)
Black feathers cover the creature’s entire body and a raven-like beaked face like that of a bird, and it flexes sharp talons on its hands and feet. It wields the twin blades of the samurai—a masterwork set katana and wakizashi…
XP 1,200
LN Medium outsider (air, extraplanar, lawful, tengu)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +10
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural)
hp 22 (4d10)
Fort +1, Ref +7, Will +7
DR 4/bludgeoning, silver, and chaotic; SR 14
OFFENSE
Speed 30 ft., fly 75 ft. (good)
Melee katana +9 (1d10+3/19–20/x3; +1 attack and damage to sunder), wakizashi +9 (1d6+3/18–20; +1 attack and damage to sunder), bite +4 (1d3+1)
Ranged shuriken +8 (1d2+2; 10-ft. range increment)
Special Attacks wing baffle
Spell-Like Abilities (CL 4th; concentration +5)
At will—alter self, ghost sound, major image
3/day—gaseous form, hold person
1/day—hold monster, plane shift, shout
STATISTICS
Str 14, Dex 16, Con 11, Int 13, Wis 16, Cha 14
Base Atk +4; CMB +6; CMD 19
Feats DodgeB, MobilityB, Weapon Finesse, Weapon Focus (katana)
Skills Acrobatics +10, Bluff +7, Diplomacy +8, Fly +12, Intimidate +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +11, Perception +10, Perform (singing) +10, Sense Motive +9, Stealth +10; Racial Modifiers Acrobatics +2, Fly +4, Linguistics +4, Perception +2, Perform (singing) +2, Stealth +2
Languages Auran, Celestial, Common, Draconic, Elven, Goblin, Infernal, Sylvan, Tengu
SQ skilled linguist, tengu mimicry
ECOLOGY
Environment any; forests, mountains, and sky
Organization solitary, pair, murder (3–6), or troop (2–5 winged karasu greater tengu, plus one yamabushi greater tengu)
Treasure NPC gear (leather armor, masterwork katana and wakizashi samurai blade set, 25 masterwork shurikens, other treasure)
SPECIAL ABILITIES
Skilled Linguist (Ex): As the tengu racial trait (see Pathfinder Roleplaying Game Bestiary).
Tengu Mimicry (Ex): As the feat, Tengu Mimicry (see Kobold Quarterly +14). This ability is usable at will and subject to the same rules as the feat, and the winged karasu need not fill the skill rank requirements to use it.
Wing Baffle (Ex): A winged karasu uses its wings even in combat, though not to make slam attacks; it supplements its melee combat with the slaps and whips of its wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, a tengu may make a Bluff check against an opponent’s Sense Motive roll while in combat. If the check is successful, the tengu gains a +2 circumstance bonus to attack rolls for 1 round.