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

Conceal Scent

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

Alternate Tengu

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.