Sunday, December 20, 2015

The Fallen Flock (CR4)

The crow-like faction known as the Fallen Flock are scavengers and irrepressible thieves. They rely on thievery and swordplay to get by in a harsh and unforgiving world. Covetous creatures predominantly motivated by greed, they are vain and easily won over with flattery. Deceptive, duplicitous, and cunning, the Fallen Flock seek circumstances in which they can take advantage of the situation. They target spent, weakened adventurers that are burdened with loot. After incapacitating and robbing the adventurers, the Fallen Flock typically lets them live, hopeful of preying upon them again in the future.

The Fallen Flock is led by four exceptional specimens of the tengu race: Blackplume (rogue), Redwing (magus), Ebonbeak (Oracle) and Crowfoot (Inquisitor).

SPECIAL ABILITIES OF THE FLOCK
Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Great Ally (Ex) Tengus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a tengu applies or gains a +4 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a tengu gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex) A tengu can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the tengu to speak languages it can't normally speak. To duplicate a specific individual's voice, a tengu makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.



BLACKPLUME
Male Tengu unchained rogue (knife master) 3
N Medium humanoid (tengu)
Init +5; Senses lowlight vision; Perception +9

DEFENSE
AC 17, touch 16, flat-footed 11 (+1 armor, +5 Dex, +1 dodge)
hp 33 (3d8+9)
Fort +3, Ref +8, Will +1
Defensive Abilities Evasion, Blade Sense +1 dodge AC against light blades.

OFFENSE
Spd 30 ft.
Melee mwk kukri +10 (1d4+5/18-20) or +8/+8 and beak +3 (1d3+1)
Ranged mwk starknife +9 (1d4+2/x3) 20’
Special Attacks kukri & starknife sneak +2d8, beak sneak +2d4

TACTICS
Before Combat Stealthed.
During Combat Attempts to flank. Uses acrobatics to maintain flanking position.
Morale Will not flee unless all remaining flock members flee.

STATISTICS
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +2 CMB +5 CMD +21
Feats Dodge, Two-Weapon Fighting
Skills Acrobatics +11 (jump +16), Appraise +11, Bluff +0, Climb +8, Disable Device +12, Disguise +0, Escape Artist +11, Fly +5, Linguistics +15, Perception +8, Sense Motive +0, Sleight of Hand +0, Stealth +13, Survival +0, Use Magic Device +0
Languages tengu, common, undercommon, draconian, sylvan, elven, dwarven, giant, cyclopean, goblin, orc, auran, terran
SQ rogue talent (weapon training - kukri), finesse training, hidden blade, sneak stab
Combat Gear bag of caltrops, potion of cure light wounds, pouch of shiny marbles, smokestick, thunderstone Other Gear mwk padded armor, mwk kukri x2, mwk starknife, mwk thieves’ tools, ring of jumping +5.



REDWING

Male Tengu magus 3
N Medium humanoid (tengu)
Init +4; Senses lowlight vision; Perception +6

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 dodge, +4 shield)
hp 27 (3d8+3)
Fort +3, Ref +4, Will +3
Defensive Abilities

OFFENSE
Spd 30 ft.
Melee mwk katana +10 (1d8+6/18-20) and beak +2 (1d3+2)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks +3 attack to deliver shocking grasp on opponents wearing metal armor, +5 attack with arcane accuracy
Spells Prepared (CL 3rd):
1st (DC15): color spray, shield, shocking grasp x2
0 (DC14): acid splash, ghost sound, mage hand, ray of frost

TACTICS
Before Combat Cast shield. Enchant katana to +2.
During Combat Open with color spray. All attacks use arcane strike to boost damage. Use spellstrike to deliver shocking grasp. Arcane pool has 7 points remaining. When using arcane accuracy, +5 attack with katana and -1 damage to attacks for no arcane strike.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 19, flat-footed 14, katana +8 attack

STATISTICS
Str 18, Dex 16, Con 10, Int 18, Wis 10, Cha 8
Base Atk +2 CMB +7 CMD +22
Feats Arcane Strike, Dodge, Weapon Focus (Katana)
Skills Acrobatics +2, Bluff -1, Climb +3, Disguise -1, Escape Artist +2, Fly +8, Knowledge/Arcana +10, Linguistics +8, Perception +5, Sense Motive +0, Spellcraft +10, Stealth +7 Survival +1, Use Magic Device +5
Languages tengu, common, auran, undercommon, draconian, elven
SQ arcane pool (8 pts), magus arcana (arcane accuracy), spell combat, spellstrike
Combat Gear potion of cure light wounds, scroll of grease Other Gear mwk chain shirt, mwk katana, mwk kukri, mwk hand crossbow w/10 bolts, shiny signal whistle, spellbook




EBONBEAK
Male Tengu oracle 3
N Medium humanoid (tengu)
Init +3; Senses lowlight vision; Perception +5

DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +2 deflection, +3 Dex, +1 natural)
hp 30 (3d8+6)
Fort +2, Ref +4, Will +4
Defensive Abilities
Weaknesses Oracle’s Curse (tongues = auran)

OFFENSE
Spd 30 ft.
Melee mwk seven-branch sword +8 (1d10+9/x3) and beak +1 (1d3+3)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks disarm +10 w/ sword, trip +8 w/ sword to cause flat-footed for remainder of round
Spells Prepared (CL 3rd):
1st (DC15) x6: bless, cure light wounds, jump, shield of faith
0 (DC14): guidance, mending, resistance, spark, virtue
Mystery Fitness

TACTICS
Before Combat Cast shield of faith. Cast bless.
During Combat Power attack with sword and beak. Attempt to flank.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 21, flat-footed 17

STATISTICS
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 18
Base Atk +2 CMB +8 CMD +20
Feats Power Attack, Weapon Focus (Seven-Branch Sword)
Skills Acrobatics +0 (jumping +3), Bluff +4, Climb +4, Diplomacy +10, Disguise +4, Escape Artist +0, Heal +7, Fly +1, Linguistics +4, Perception +6, Sense Motive +1, Stealth +5, Survival +1, Swim +1, Use Magic Device +4
Languages tengu, common, auran
SQ revelation (healthy moves, toughened body),
Combat Gear wand of cure light wounds (22 charges) Other Gear mwk agile breastplate, mwk seven-branch sword, mwk kukri, mwk light crossbow w/10 bolts, mwk healer’s kit, small shiny steel mirror




CROWFOOT
Male Tengu Inquisitor (Heretic) 3
N Medium humanoid (tengu)
Init +10; Senses lowlight vision; Perception +9

DEFENSE
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 deflection)
hp 27 (3d8+3)
Fort +1, Ref +8, Will +8
Defensive Abilities Hide Tracks (Ex): –5 penalty on rolls to find or follow her tracks

OFFENSE
Spd 30 ft.
Melee mwk elven curve blade +8 (1d10+4/18-20) and beak +2 (1d3+3)
Ranged mwk composite longbow +11 (1d8+3)
Special Attacks +1 attack & damage w/ bow 30’, +2 attack with bow when target is threatened by ally, or +4 when flanked by allies.
Spells Prepared (CL 3rd):
1st (DC16) x5: divine favor, protection from evil, shield of faith, truestrike
0 (DC15): acid splash, create water, detect magic, guidance, resistance, sift
Inquisition Heresy

TACTICS
Before Combat Stealthed, Judgement - Justice, shield of faith, divine favor
During Combat Stays at range and fires longbow.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 18, flat-footed 15

STATISTICS
Str 14, Dex 20, Con 10, Int 10, Wis 20, Cha 10
Base Atk +2 CMB +6 CMD +21
Feats Precise Shot, Point Blank Shot, Coordinated Shot
Skills Acrobatics +5, Bluff +16, Climb +2, Diplomacy +0, Disguise +0, Escape Artist +5, Heal +11, Intimidate +12, Fly +5, Linguistics +1, Perception +11, Sense Motive +12, Spellcraft +1, Stealth +16, Survival +11 (+12 track), Swim +2.
Languages tengu, common, auran
SQ Righteous Infiltration, Lore of Escape, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Judgement
Combat Gear wand of cure light wounds (17 charges) Other Gear mwk studded leather armor, mwk elven curve blade, mwk kukri, mwk composite longbow +2 str w/40 arrows, mwk healer’s kit, shiny steel arrowheads x5

No comments:

Post a Comment