Engu the Tengu

"The first time you see my blade, it will be sticking out of you."

Description:

Engu the Tengu
Male tengu fighter (mobile fighter) 2/rogue (unchained, scout, swordmaster) 6 ( Pathfinder RPG Advanced
Player’s Guide 105, 134, Pathfinder RPG Advanced Race Guide 162, 164)
N Medium humanoid (tengu)
Init 7; Senses low-light vision; Perception +14
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Defense
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AC 19, touch 16, flat-footed 13 (
3 armor, 5 Dex, +1 dodge)
hp 70 (8 HD; 6d8
2d10+16)
Fort 7, Ref +10, Will +4; +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, danger sense +2, evasion
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Offense
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Speed 30 ft.
Melee
Snik (cold iron) +11/
6 (1d4+5/18-20) and
Snak (mithril) 11/6 (1d4+5/18-20) and
bite 6 (1d31) or
dagger 11/6 (1d4+1/19-20) or
kukri 12/7 (1d4+5/18-20) or
old staff (mwk elven curve blade) 12/7 (1d10+7/18-20) or
quarterstaff 7/2 (1d6+1) or
sap 11/6 (1d6+1 nonlethal) or
wooden stake 11/6 (1d4+1) or
Ranged darkwood composite shortbow 12/7 (1d6+1/×3)
Special Attacks scout’s charge, sneak attack (unchained) 3d6
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Statistics
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Str 12, Dex 20, Con 14, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 23
Feats Crane Style UC, Dodge, Double Slice, Improved Two-weapon Fighting, Leadership, Mobility, Outflank APG, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Traits indomitable faith, reactionary
Skills Acrobatics +16, Appraise +5, Bluff +8, Climb +5, Diplomacy +2, Disable Device +20, Escape Artist +10, Handle Animal +2, Intimidate +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +5, Perception +14, Perform (dance) +2, Ride +9, Sense Motive +5, Sleight of Hand +9, Stealth +18, Survival +5, Swim +5, Use Magic Device +5;
Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Elven, Sylvan, Tengu
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, glide, rogue talents (combat trick, trap spotter, weapon training), tengu rogue/ninja, trance, trances (crane trance, tiger trance), trapfinding +3
Combat Gear cold iron arrows (10), silver arrows (10), caltrops; Other Gear mwk studded leather,*snik (cold iron), *snak (mithril), arrows (20), dagger (4), darkwood composite shortbow (
1 Str), kukri (2), old staff [quarterstaff] (mwk elven curve blade), sap, wooden stake (3), backpack, belt pouch, chalk (10), flint and steel, masterwork thieves’ tools, mirror, trail rations (2), waterskin, 126 gp, 5 sp
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Special Abilities
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3 to critical confirmations (Kukri) Choose a weapon from those listed under the tengu’s swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1. [w/Acrobatics bonus fighting defensively = -2 hit/
4 AC]
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury:
Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more
vs. striker) for 1 rd.
Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can’t 5
ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Glide DC 15 Fly check to fall safely from any height.
Leadership (Base Score 6) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scout’s Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tiger Trance (Ex) Make a maneuver check against opponent, then charge and make a full attack.
Trance (7 rounds/day) (Ex) You enter a trance, gaining specific benfits from your active trance.
Trap Spotter (Ex) Whenever you come within 10’ of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
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Rogue’s Edge: Acrobatics
+5 Ranks: You can move at normal speed through a threatened square without provoking an attack of
opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity
bonus when attempting Acrobatics checks with DCs of 20 or lower.

Bio:

It is not known exactly where Engu lives, but it is not in the city.

It is rumored he travels around with a small bandit crew of misfits and rejects, but that they are very loyal to each other.

He has a reputation as professional and efficient and has his own code of ethics.

His and his crews’ specialties are for stealth, acrobatics, trap disabling, breaking & entering, theft and escapes.

Although he is not known for assassinations, he is known as a deadly opponent in combat.

Engu the Tengu

The Pathfinder Chronicles, Book I vinorules Coopernicus