Adventures in Anterra
Mischief -Tengu Form
Note: due to using herolab, hit points, BAB, saving throws and other stats are probably off. It don’t do gestalt. Also, this is not Mischief the raven familiar – its a tengu monk//ninja that I find amusing to think of as Mischief. :p
Male Tengu Monk (Drunken Master, Sensei, Qinggong Monk) 4 Ninja 2
NG Medium Humanoid (tengu)
Init 2 Dex, 6)
Fort 2 trait bonus vs poison or drugs (3/x2) and
Claw x2 (Claw Attack) 3/x2) and
Unarmed strike 3/x2)
Special Attacks advice: inspire competence +2, advice: inspire courage +1, ki attack speed, ki strike, magic, sneak attack +1d6
Spell-Like Abilities Barkskin (self only, 1 Ki), Vanishing Trick
Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +8; CMD 24
Feats Bludgeoner, Dodge, Enforcer, Improved Unarmed Strike, Sap Adept, Stunning Fist (4/day) (DC 16)
Traits Adopted, Iron Liver
Skills Acrobatics +8, Appraise +4, Bluff +4, Climb +7, Craft (alchemy) +4, Diplomacy +4, Disable Device +4, Escape Artist +6, Fly +3, Intimidate +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +11, Ride +6, Sense Motive +9, Sleight of Hand +6, Stealth +8, Swim +7, Use Magic Device +4 Modifiers ki jump (running start)
Languages Morethan, Tengu, Tien
SQ ac bonus +4, advice (7 rounds/day), drunken ki, glide, insightful strike, ki defense, ki movement, ki pool, ki stealth, maneuver training, poison use, stunning fist (stun, fatigue), unarmed strike (1d8)
Other Gear 150 GP
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Advice (7 rounds/day) (Ex) A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds
Advice: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Advice: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Glide DC 15 Fly check to fall safely from any height.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sap Adept Gain bonus damage on nonlethal attacks,
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
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Uses adopted trait: enlightened warrior for neutral good alignment. Mischief is a firm devotee of Cayden Cailien.
Note: glide can be swapped for “gifted linguist” if it seems more necessary.
Equipment: wyroot-hafted kusarigama, takedown composite shortbow, shuriken, wakazashi, blowgun
Special Items: Tengu drinking jug, masterwork thieves’ tools, oil of taggit, drow sleep poison, smoke pellets, marked cards, loaded dice, flash powder, nets, tanglefoot bags, darkflare, cigars, pipe & tobacco mix, old racing forms & lottery sheets, half-eaten remains of a sammich that he found and is saving for later…it looks like salami, if you scrape some of the mold off, wyroot fistload
He typically carries a Blue Book of nearest town with the cover of the Prophecies of Kalistrade wrapped around the outside. If someone were to look at the well-thumbed pages they’d find dog-eared pages and scattered notes in the margins such as “hot drow bar wench”, “mean bouncer”, and “FEATHERED FAN DANCER!!!”
Attributed to Master Mischief:
“A fool will study for twenty or thirty years and learn how to do something, but a wise man will study for twenty or thirty minutes and become an expert. In this world, it isn’t ability that counts, but authority.”*
*Of course, this is either a false attribution or a highly-edited version. Master Mischief was rarely heard to utter more than 3 words without one of them being an obscenity.