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Kraawkaw: Tengu Cloistered Cleric of Nethys


Vedast

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Kraawkaw
Tengu (Skyborn) • Scholar (Arcana) • Cloistered Cleric of Nethys 1
Medium • LN • Speed 25 • Low Light Vision

Primary Roles: healing, support casting Secondary Roles: face; arcane lore & debuffing casting

Languages: Mwangi (Regional Common); Tengu; Draconic; Sylvan


Abilities
Strength 10 (+0) • Dexterity 14 (+0)  • Constitution 10 (+0)  • Intelligence 14 (+2) • Wisdom 16 (+3)  • Charisma 14 (+2)

Boosts
• Ancestry: +DEX +WIS
• Background: +INT +CHA
• Class: +WIS
• Free: +CHA +DEX +INT +WIS

• LVL


Adventuring & Combat
HP: 14
Perception +6 • Trained +3 • Wis +3 • Item 0 • Senses: Low Light Vision (Ancestry Feature)
Speed 25'
Class DC 16 • Trained +3 • Base 10 • WIS +3 • Item 0


Armor and Shields  AC: 15 (16)

  • Trained (unarmored) +3
  • DEX +2
  • Shield Spell (+1 AC bonus)

Saving Throws 
 Fortitude +3 • Trained +3 • Con +0 • Item 0
 Reflex +5 • Trained +3 • Dex +2 • Item 0
 Will +8 • Expert +5 • Wis +3 • Item 0

Skyborn Tengu: You take no damage from falling, regardless of the distance you fall. Link


Weapon Proficiencies
Trained in simple weapons; unarmed attacks; staff

• Trained in Unarmored Defense
 

Unarmed:

  • BeakWith your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6+0 P • Finesse; Unarmed
  •  

Melee:

  • Staff +3/-2/-7 • Trained +3 • STR +0 • Item 0 • Damage 1d4+0 2H d8+0
  •  

Ranged:

  •  

Background:

  • Scholar (Arcana) Link

 

Skills
Acrobatics +2 • Untrained +0 • Dex +2 • Item 0
Arcana +5 • Trained +3 • Int +2 • Item 0
Athletics +0 • Untrained +0 • Str +0 • Item 0 • Armor -0
Crafting +2 • Untrained +0 • Int +2 • Item 0
Deception +2 • Untrained +0 • Cha +2 • Item 0
Diplomacy +5 • Trained +3 • Cha +2 • Item 0
Intimidation +5 • Trained +3 • Cha +2 • Item 0
Lore: Academia +5 • Trained +3 • Int +2 • Item 0
Lore: Magaambya +5 • Trained +3 • Int +2 • Item 0
Medicine +6 • Trained +3 • Wis +3 • Item 0
Nature +3 • Untrained 0 • Wis +3 • Item 0
Occultism +2 • Unrained +0 • Int +2 • Item 0
Performance +2 • Untrained 0 • Cha +2 • Item 0
Religion +6 • Trained +3 • Wis +3 • Item 0
Society +2 • Untrained 0 • Int +2 • Item 0
Stealth +5 • Trained +3 • Dex +2 • Item 0 • Armor -0
Survival +3 • Trained +0 • Wis +3 • Item 0
Thievery +2 • Untained +0 • Dex +2 • Item 0

 


Deity

  • Divine Spellcasting
  • Deity (Nethys)
  • Edicts seek out magical power and use it
    Anathema pursue mundane paths over magical ones
  • Healing Font
  • Knowledge Domain

 


Feats

Ancestry Feats

  • Squawk (1st level) Link
  •  

Skill Feats

  • Assurance (Arcana) (1st level) Link
  •  
  •  

Class Feats

  • Domain Initiate (Doctrine) Link
  •  

 


Spells & Powers
Spell Attack Bonus: Divine (T) +6
Spell DC  Divine 16
Focus Points  1
Spells/Day:  5/2

 

CantripsHeighted Level: 1

Forbidding Ward
Guidance
Light
Needle Darts
Shield

Focus SpellsScholarly Recollection

Divine Spells (First Level)Fear
Magic Missile (Nethys granted spell)

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png
 


Inventory 
Money: Syntax for items (g.sc; b) g = gp; s = sp; c = cp; b = bulk). After 1st visit to the Powderpile

See Purse below for monies carried on person.

GP: 6

SP: 41

CP: 10

Armor & Shield:

  • Adventurer's Clothing (0.10; L)

Weapons:

  •  

Holy Symbol (1.00*; L) * improvised cost (between wood & silver). Ceramic mosaic amulet of the "Mask of Nethys." Worn on a chain about the belt of the habit (which is the equivalent of Adventurer's Clothing).

Adventurer's Pack (1.50; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Soap
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Chalk (x10)
  • Rations (2 weeks)
  • waterskin
  • Smokesticks Lesser x3 (3.00; L)
  •  

Beltpouch #1

  • Purse: 2 gp; 8 sp; 10 cp
  • Writing Set (1.00; L)
  •  

Beltpouch #2

  • Chunk of iron (spell component) (free?; L)
  • Chunk of cold iron (10.00 gp; L)
  • Chunk of silver (10.00 gp; L)

Worn

  • Healer's tools (5.00; 1)
  • x2 Antidote Lesser (3.00; L)
  • Antiplague Lesser (3.00; L)

Misc:

  • Hourglass (3.00; L) not carried. Room ornament.

 

Bulk Limit: 5

Total Bulk Carried: 4 + 2L => 4

Status: Unencumbered


Appearance

  • Age: 24 years (age though is difficult for non-avians to determine)
  • 4' 7" tall
  • 50#
  • dark grey feathers, but head feathers dyed black and white like a Mask of Nethys.
  • black eyes

 

 


Personality

Tengus are something of a flock prey species: gregarious and wary. Kraawkaw exhibits these traits. Charismatic and diplomatic he manages to get along with most around him. He fights a sense of isolation, however, due to his somewhat singular nature at the Magaambya: racially; religiously; and, of course, because of the tension he walks between the two great threads of magical weaving: the Church of Nethys and the secular magicians.

He was something of a tabula rasa: the question was, what sort of portrait would the experiences at the Magaambya paint? (This is tied to character development, see below, in terms of doubling down on divination arcane school and ancestry feats tied to fortune effects.)

Alignment: LN although morally ambiguous regarding magic, Kraawkaw, like other Tengus, is beholden to his flock. Additionally, he is devout and loyal to the Church of Nethys. As such, he tends to be lawful as regards authority or ties he views as binding. On the other axis, he is not cruel, but the residual aspects of being a prey species lends itself to an "any means to survive" perspective. As a cleric of Nethys, magical knowledge and prowess is to be sought for its own sake.

 

 


History/Background

A one-time pirate warehouse in the Shackles; now a small chapter house of the Church of Nethys whose followers and practitioners were of the semi-avian race known as the Tengu.

The two elders watched the young 'bird' named Kraawkaw depart.

I still wonder why the Magaambya would accept one of us after all this time?

I suspect the ancient aphorism still holds true: keep your enemies closer?

Are we enemies?

Rivals then, if you wish. You know what the majority of the faculty there think about our Church and the Divine Master's claim to authority over all things magical.

Well, yes, but not all of them oppose us.

Perhaps not. Some of the more individualistic are too short-sighted to consider such matters; others prune themselves on being above such 'religious' matters and view us as holding on to a fading dream, best to be ignored or tolerated much like children.

But?

Yes, but. But there are the naturalists ... those who hide themselves behind the facade of "magic is the cure for the world's ills," but seek only the means to a new sort of domination. The Apsis Consortium is not the only trans-political power base in the world. They are dangerous not only for this, but because they see no limitations on their own power in magic -- and they will bring ruin if left unchecked.

And so ... what of Kraawkaw? What does he know of all this?

Very little, but enough. His instructions are to excel as a student in the Cascade Bearers Branch; to watch and observe. To do nothing that would jeopardize his situation there as a student. His training emphasized the lore of the Magaambya Academy as well as general matters pertaining to arcane scholarship. He will not be as naive as external appearance might suggest.

Surely some there at the Magaambya will be suspicious? Many there will treat him with derision or disdain.

Of course. And some there may think to use him against us.

A dangerous game, especially for one so young and inexperienced.

Just so. But a game that can only be played by the young and inexperienced. Just as our Master bears the two faces where Madness meets Truth, so our sending this innocent fledgling into the camp of our ... ah ... rivals may be Madness & Revelation.

And, I deem that the vicissitudes of Fate run strongly in our fledgling: I suspect he has the spark of Divination. It shall be interesting to observe what he becomes. The Cascade Bearers is a fitting Branch for his Talents -- if I may make so poor a pun.

 

This was the ambiguous nature of Kraawkaw's sponsorship to the Magaambya: a neophyte priest of Nethys, God of Magic, now a student at the ostensibly secular magical academy known as the Magaambya.

 

Character Plan:

Cascade Bearers Branch at the Magaambya. To take the Wizard Dedication at 2nd level. Probably Divination School. And to take some of the Tengu "Fortune" feats, e.g. Eat Fortune.

 

NOTE:

There is no intention here from this background for the character to work against the Magaambya's interests during the AP. I thought it might be interesting to explore some aspects of "faith and reason" within the Game Setting, however, and how divine and arcane magics interrelate with aspects of cooperation and tension.

 

 

 

 

 

Edited by Vedast
Add Cascade Bearers Branch details to background (see edit history)
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Kraawkaw

Kraawkaw Cloistered Cleric of Nethys 1


LN
Medium
Tengu
Skyborn Tengu
Humanoid

Perception +6; Low-Light Vision
Languages Mwangi (Common), Tengu, Draconic, Sylvan
Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5
Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic)


AC 15; Fort +3, Ref +5, Will +8
HP 14
Squawk! action_reaction_black.pngTrigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.


Speed 25 feet
Antidote (Lesser) action_single_black.png (Alchemical, Consumable, Elixir, Healing) Activate Interact
Antiplague (Lesser) action_single_black.png (Alchemical, Consumable, Elixir, Healing) Activate Interact
Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield
Focus Spells (1 points) Scholarly Recollection action_reaction_black.pngSpeaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Additional Feats Assurance, Domain Initiate, Skyborn Tengu
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak

Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.
; Cloistered Cleric of Nethys (1)

Magaambya Branch: TBD (Primary) TBD (Secondary)


 

HP: 14/14 AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys

White (really flax) tunic
Leather cincture
Black mantle

Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture.
(shield spell
)
 | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

| Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1

Perception (T): +6  Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 |

| SkillsTrained:
Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+6); Religion (+6); Stealth (+5);

Untrained:
Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2)
 | AttributesSTR +0
DEX +2
CON +0
INT +2
WIS +3
CHA +2
 | AttacksUnarmed:

Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling

Melee:


Ranged:
 | Divine DC (ATK):
16 (+6) | Focus Points 1/1 |


 

 

OOC

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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