Urbites (ur-bite-eez)

Tengu Healer with a Keen Eye

Description:

Urbites
Male tengu shaman (speaker for the past) 3/witch 2 (Pathfinder RPG Advanced Class Guide 35, 111, Pathfinder RPG Advanced Player’s Guide 65, Pathfinder RPG Bestiary 263)
CN Medium humanoid (tengu)
Init 0; Senses low-light vision, scent; Perception +17
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Defense
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AC 15, touch 10, flat-footed 15 (
4 armor, 1 shield)
hp 36 (5 HD; 2d6
3d8)
Fort +2, Ref +2, Will +12
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Offense
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Speed 30 ft.
Melee mwk cold iron urumi +4 (1d8/18-20) or
mwk ironwood meteor hammer +4 (1d8) or
silversheen wakizashi +4 (1d6/18-20) or
bite 2 (1d3)
Special Attacks channel positive energy 3/day (DC 12, 2d6), hex (evil eye), hexes (cackle[APG], misfortune[APG])
Shaman (Speaker for the Past) Spells Prepared (CL 3rd; concentration +8)
2nd—cure moderate wounds, hold person (DC 17); lesser restoration[S]
1st—bless, burning hands (DC 16), entangle (DC 16), hex vulnerability[ACG] (DC 16); detect undead[S]
0 (at will)—detect magic, light, purify food and drink (DC 15), read magic
S spirit magic spell; Spirit Life Wandering Spirit
Witch Spells Prepared (CL 2nd; concentration +4)
1st—infernal healing[ISWG] (2), mudball[ARG] (DC 13)
0 (at will)—detect magic, light, message, read magic
Patron Healing
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Statistics
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Str 10, Dex 10, Con 10, Int 14, Wis 20, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Accursed Hex[UM], Alertness, Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Extra Channel, Tengu Wings[ARG]
Traits exalted of the society, suspicious
Skills Diplomacy +8, Fly +4, Heal +12, Knowledge (arcana) +8, Knowledge (religion) +8, Perception +17, Sense Motive +13, Spellcraft +10, Stealth +5, Survival +9, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Shoanti, Tengu, Tien
SQ witch’s familiar (petromin named Arcane Familiar)
Other Gear +1 darkleaf cloth hide shirt, mwk cold iron urumi[UC], mwk ironwood meteor hammer[UC], silversheen wakizashi[UC], cloak of resistance +1, headband of inspired wisdom +2, heavyload belt[UE], 595 gp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Exalted of the Society You may channel energy 1 additional time per day.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm’s reach.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 13) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scent (corpses & badly wounded only) (Ex) Detect opponents within 15+ feet by sense of smell.
Shaman Channel Positive Energy 2d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).


Arcane Familiar
Petromin
CN Tiny magical beast (animal)
Init 2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (
2 Dex, +1 natural, +2 size)
hp 18 (1d8); fast healing 1
Fort +2, Ref +4, Will +7
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Offense
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Speed 20 ft., climb 20 ft., fly 40 ft. (poor)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Tricks Attack, Burglar, Come, Fetch, Maneuver (Steal), Seek, Sneak
Skills Acrobatics +2 (-2 to jump), Climb +10, Diplomacy +2, Fly +6, Heal +5, Perception +9, Sense Motive +3, Spellcraft +4, Stealth +14, Survival +2, Use Magic Device 1; Racial Modifiers +4 Stealth
SQ attack, burglar, cloaked, gliding flight, improved evasion, luminous, sneak
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Special Abilities
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Attack [Trick] The animal will attack on command.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (20 feet) You have a Climb speed.
Cloaked (Ex) Invisible to darkvision, but not any other senses.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (40 feet, Poor) You can fly!
Gliding Flight (Ex) Can’t hover or fly at greater than 45 degree angle, must end movement on ground.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Ex) You shed light like a candle.
Sneak [Trick] Creature stays hidden.

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Bio:

Urbites is not sure where he first hatched but he originally lived in the lands of the Tien. Why his family fled their home is unknown to him – he recalls only an adolescence of privilege, wealth and weapons training. On the perilous sea journey to reach Magnimar his parents were killed by the crew and he was sold into slavery upon arrival. His Chelish master kept in Magnimar and began preparing him for fights as a gladiator. The arena followers were abuzz with his training as tengu were known master-swordsmen and he would provide an exotic feel so desperately sought for arena battles. As he intermingled with the Shoanti tribesmen that formed most of the gladiators, Urbites found their natural, shamanistic tendencies spoke to him. As they say, “The land whispered in his ears.” He proved to be a fragile fighter with a far too keen eye and ear to be wasted in simple bouts. As his magic awoke, Urbites escaped captivity, freed several other Shoanti and fled to Underbridge, disappearing in the twisting alleys and dark corners.

Tracking a tengu was not hard but his aid to the Shoanti earned him permanent asylum amidst their people and he became a full tribe member of the Shiikirri-Quah, The Hawk Clan. He provided healing and basic services and acted as a highly capable scout and skirmisher for them. Overtime, he learned more of their shamanistic ways and grew in might. It was shortly thereafter the dreams began.

At first, they were of a young man, face half-destroyed that whispered of another might, another way in which Urbites might aid his clan and strengthen himself. It was a similar path to his shaman skills but arcane in nature rather than divine. Urbites came to understand Nethys was speaking to him and he awoke to the world of arcane magic. Using his skills in stealth and keen perception he stole a rare and valuable petromin from the market. It spoke to him from former-slave to former-slave and the two bonded. Urbites still believed health and healing were the key to helping the Shoanti and bent his magical talents to their restoration. The many skirmishes between gangs, including the Sczarni, developed him a reputation and he posted to protect and heal the leader of the tribe.

It was about this time his Chelish master learned of a tengu living in Underbridge and put a price out for the bird-man’s return. The Sczarni are the primary clients looking to fulfill the contract and in the last weeks Urbites life has become exceedingly difficult; constant harassing attacks and attempts to capture him. His clan has voiced concern that he may need to leave Magnimar – for the good of all. On Nethys’s high holiday he had a vision of an angelic figure, descending to Underbridge and saving his life. Nethys told Urbites this man could save and protect him, provide a home for his tribe and guide Urbites combined divine and arcane magical talents.

And so, it came to pass.

Urbites (ur-bite-eez)

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