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Rokinu is the tengu leader of a group of beastfolk bandits living in the anarchy that is Halag. He is friendly in demeanor, but anyone with an extended relationship with Rokinu knows that he is a dangerous plotting and scheming creature. He especially enjoys taking the best items from the discoveries of the beastfolk in Halag that bring their loot to him for appraisal. He does not pay for them, he simply thanks them and gives them a value for the rest of their haul.
He is physically fragile, but hides that fact well with bluster, threats, and superb planning. He has a small group of loyal tengu bodyguards who are actually relatives of his, bound by ties of blood loyalty (and the promise that betrayal means death).
Rokinu is a LE tengu Bard 9/Duelist 2, studying swordplay almost as more of an art-form. He avoids becoming involved in physical altercations as a way to hide his frailty, and relies on a glib tongue and magical abilities.
ROKINU CR 10
Male Tengu Bard 9 Duelist 2
LE Medium Humanoid (Tengu)
Init +5; Senses Low-Light Vision; Perception +12
AC 24, touch 17, flat-footed 18 (+7 armor, +5 Dex, +1 deflection, +1 dodge)
hp 33 (2d10+9d8-22)
Fort +3, Ref +11, Will +9
Defensive Abilities Canny Defense +2, Parry
Spd 30 ft.
Melee +1 Spell Storing Ironwood Rapier +12/+7 (1d6+4/18-20/x2) and
Bite (Tengu) +5 (1d3+2/20/x2) and
Unarmed Strike +10/+5 (1d3+1/20/x2)
Special Attacks Bardic Performance (move action) (23 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 17), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 17), Precise Strike
Bard Spells Known (CL 9, +8 melee touch, +10 ranged touch):
3 (4/day) Dispel Magic, Charm Monster (DC 16), See Invisibility, Tiny Hut
2 (5/day) Blindness/Deafness (DC 15), Hold Person (DC 15), Silence (DC 15), Mirror Image (DC 15)
1 (6/day) Disguise Self, Ventriloquism (DC 14), Charm Person (DC 14), Undetectable Alignment (DC 14), Vanish
0 (at will) Daze (DC 13), Light, Ghost Sound (DC 13), Detect Magic, Summon Instrument, Unwitting Ally (DC 13)
Str 12, Dex 16, Con 6, Int 16, Wis 12, Cha 14/16
Base Atk +8; CMB +9; CMD 24
Feats Bard Weapon Proficiencies, Dodge, Mobility, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus: Rapier
Skills Acrobatics +11, Appraise +11, Bluff +16, Climb +8, Diplomacy +16, Disguise +16, Escape Artist +15, Fly +2, Handle Animal +16, Intimidate +16, Knowledge: Local +15, Knowledge: Nobility +15, Linguistics +16, Perception +12, Perform: Act +16, Perform: Wind Instruments +16, Ride +2, Sense Motive +14, Sleight of Hand +11, Spellcraft +11, Stealth +12, Swim +0, Use Magic Device +11
Languages Common, Tengu
SQ Bardic Knowledge +4 (Ex), Lore Master (1/day) (Ex), Versatile Acting +16 (Ex), Versatile Wind Instruments +16 (Ex), Well Versed (Ex)
Combat Gear +1 Spell Storing Ironwood Rapier, +1 Slick Mithral Breastplate; Other Gear Cloak of Resistance, +1, Headband of Alluring Charisma, +2, Ring of Protection, +1, Ring of Protection, +1
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (23 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
Canny Defense +2 (Ex) +INT bonus to AC (max Duelist level).
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Versatile Acting +16 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Wind Instruments +16 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
- Rokinu is not a good person, but neither is he unreasonable, and he honors agreements. He has many bandits, but often has need of more skilled adventurer-types to retrieve an item or even punish competitors. Adventurers who work for Rokinu inevitably find themselves compromising their ethics (unless they are also evil) and serving Rokinu's ends far more than their own.
- Aiding any of the bandit groups in Halag will draw Rokinu's attention and possibly his ire as well
- In Halag, Rokinu is one of the few people who will actually pay adventurers for extra loot and magic items they find during the course of adventuring. He doesn't pay well, mind you, but there are few who can pay at all, and other bandit leaders will just attack the adventurers and take their loot. Of course, if something really catches his attention