Nights of Steel and Fire
An opportunistic kenku reporter with a winning smile
5th level male kenku beguiler, TN small humanoid.
10350/10000 xp. (Level Up Pending!)
Str 8, -1 mod (2 pts, -2 racial)
Dex 16, +3 mod (6 pts, +2 racial)
Con 16, +3 mod (10 pts)
Int 17, +3 mod (10 pts, +1 at level 4)
Wis 10, +0 mod (2 pts)
Cha 10, +0 mod (2 pts)
AC: 17 (+3 armor, +3 Dex, +1 size), touch 14, FF 14
BAB +2 (Grapple -3) Melee Attack +2, Ranged Attack +6
Saves: Fort +4, Ref +7, Will +4
Languages: Common, Kenku, Gnome, Goblin, Halfling
Skills (63 skill points)
Bluff +7 (7 ranks + 0 Cha)
Concentration +10 (7 ranks + 3 Con)
Diplomacy +9 (7 ranks + 0 Cha + 2 synergy)
Disable Device +12 (7 ranks + 3 Int + 2 circumstance)*
Investigate +10 (7 ranks + 3 Int)
Perception +7 (7 ranks + 0 Wis)
Sleight of Hand +14 (7 ranks + 3 Dex + 2 synergy + 2 circumstance)
Stealth +16 (7 ranks + 3 Dex + 2 racial + 4 size)*
Streetwise +7 (7 ranks + 0 Cha)
- Bonus may change depending on use of skill; see House Rules
- Darkstalker (I can hide from blindsight, blindsense, scent, and tremorsense as though they were normal sight, and flank foes otherwise unflankable with those abilities. Source: Lords of Madness)
- Improved Diversion (I can use the Bluff skill to create a diversion to hide as a move action. Source: Complete Adventurer)
Spells per day: 7/7/4
Caster level 4th.
BEGUILER SPELL LIST
The beguiler’s spell list appears below. Spells printed in this
book are marked with an asterisk.
0 Level: dancing lights, daze, detect magic, ghost sound, message,
open/close, read magic.
1st Level: charm person, color spray, comprehend languages,
detect secret doors, disguise self, expeditious retreat, hypnotism, mage
armor, obscuring mist, rouse*, silent image, sleep, undetectable
alignment, whelm*. (Shock and Awe added via advanced learning.)
2nd Level: blinding color surge*, blur, daze monster, detect
thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility,
knock, minor image, mirror image, misdirection, see invisibility,
silence, spider climb, stay the hand*, touch of idiocy, vertigo*,
3rd Level: arcane sight, clairaudience/clairvoyance, crown of
veils*, deep slumber, dispel magic, displacement, glibness, halt*,
haste, hesitate*, hold person, inevitable defeat*, invisibility sphere,
legion of sentinels*, major image, nondetection, slow, suggestion,
vertigo field*, zone of silence.
4th Level: charm monster, confusion, crushing despair,
freedom of movement, greater invisibility, greater mirror image*,
locate creature, mass whelm*, phantom battle*, rainbow pattern,
5th Level: break enchantment, dominate person, feeblemind,
friend to foe*, hold monster, incite riot*, mind fog, Rary’s telepathic
bond, seeming, sending, swift etherealness*.
6th Level: greater dispel magic, mass suggestion, mislead,
overwhelm*, repulsion, shadow walk, true seeing, veil.
7th Level: ethereal jaunt, greater arcane sight, mass hold person,
mass invisibility, phase door, power word blind, project image,
8th Level: demand, discern location, mind blank, moment of
prescience, power word stun, scintillating pattern, screen.
9th Level: dominate monster, etherealness, foresight, mass hold
monster, power word kill, time stop.
Kenku racial traits
— Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
— Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specifi c individual’s voice, a kenku 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.
— Natural Weapons: 2 claws (1d3).
— +2 racial bonus on Hide checks and Move Silently checks.
— Low-light vision.
— Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
— Favored Class: Rogue.
— Level adjustment +0.
Kenkus possess the following racial traits.
— +2 Dexterity, –2 Strength.
—A kenku’s base land speed is 30 feet.
Beguiler Class Features
— Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. Generosity’s limited focus and specialized training, however, allows him to avoid any chance of arcane spell failure as long as he restricts himself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
— Trapfinding: Generosity can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Generosity can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. If he beats a trap’s DC by 10 or more with a Disable Device check, Generosity can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
— Cloaked Casting (Ex): Starting at 2nd level, Generosity’s spells have become more effective when cast against an unwary foe. He gains a +1 bonus to the spell’s save DC when casting a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
— Surprise Casting (Ex): Starting at 2nd level, when Generosity successfully uses the Bluff skill to feint in combat, his target is denied its Dexterity bonus (if it has one) to AC for the next melee attack he makes against it or the next spell he casts. He must remain in melee with the target, and the attack must be made or the spell cast on or before his next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against Generosity if he does not cast defensively.
— Advanced Learning (Ex): At 3rd level, Generosity added Shock and Awe to his spell list, representing the result of personal study and experimentation. The spells he adds from Advanced Learning must be sorcerer/wizard spells of the enchantment or illusion school and of a level no higher than that of the highest-level spell he already knows. Once a new spell is selected, it is forever added to Generosity’s spell list and can be cast just like any other spell on his list.
Equipment (17 lbs. carried out of 20/40/60 lbs. capacity):
Small masterwork studded leather (175 gp, 10 lbs.)
Handy Haversack (2,000 gp, 5 lbs.)
Small Light Crossbow (35 gp, 2 lbs., in haversack) 1d6 piercing damage, 19-20/x2 crit
20 Small crossbow bolts (2 gp, 1 lb., in haversack)
Small Morningstar (8 gp, 3 lbs., in haversack) 1d6 piercing and bludgeoning damage, x2 crit
Trick sleeves – masterwork tool for Sleight of Hand (50 gp, 1 lb.)
Masterwork thieves’ tools (100 gp, 2 lbs. in haversack)
Potion of Gaseous Form (750 gp, negligible weight in haversack’s right pocket.)
2 syringes of Bloodspike Tempo (300 gp, negligible weight in haversack’s right pocket.)
Psionic tattoo of Touchsight (750 gp, 0 lbs.)
Belt of healing (750 gp, 1 lb.)
Traveler’s Outfit (free, worn)
1078 gp remaining, 578 in coins, 500 in a single 1 lb. platinum block
Generosity takes 20 on a stealth check to hide his haversack under his cloak every morning. He will make Sleight of Hand and Stealth checks to avoid letting people know where he keeps stuff when in public.
Generosity joined the Old North Bridge coven after leaving his family aerie, quickly coming under the tutelage for the coven’s leader, Awarak Tarr. A big brother figure to Generosity and the other adolescent kenku of the coven, Awarak was respected and admired. It was understandably a surprise for Generosity when he returned to the hangout to find Awarak leading a small team of human assassins in wiping out the rest of the Old North Bridge coven.
Now vengeance is an unfeathered idea; kenku only kill people to prevent actions they’re going to do in the future. However, it was made pretty clear to Awarak by the hit squad’s actions that this was a silencing (no valuables were taken, they were upset that they missed one, etc.). What he wants more than anything else is to figure out why Awarak wanted to silence the coven – what it is that Generosity and the other coven members knew that was so important.
Generosity is an openly jovial and charming fellow among the unfeathered, maintaining a friendly appearance. Among other kenku, his demeanor is more sardonic and dry, but that’s just him adapting to the social norms of his species. If there’s one drive that pushes him more than anything else, it’s curiousity. He wants to know, and he wants to go unseen so that he can learn and study the world without being interrupted. If that means he has to hide in the open among unfeathereds, so be it. He doesn’t give info away casually. His parents named him “Generosity” as a warning.