TEXT: Jonathan McAnulty
  In the Company of
  T E N G U
  KD05
  K A I D A N
  
  The following items are hereby identified as Product Identity and are not Open Content: All trademarks, dialogue, plots, 
  storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as open game content 
  or are in the public domain are not included in this declaration.
   
  Except for material designated as Product Identity (see above), the game mechanics of this Rite Publishing game product are 
  Open Game Content. No material other than the portions designated as Open Game Content may be reproduced in any form 
  without written permission. 
   
  Compatibility with the Pathinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See   
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaing Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
   
  In the Company of Tengu Copyright 2011 Steven D. Russel and Michael Tumey.
  Open Gaming License Copyright 2007 Wizards of the Coast.
  All Rights Reserved
  Original Concept: Michael K. Tumey
  Lead Designer/Author: Jonathan McAnulty
  Editor: Dave Paul
  Cover Artist: Mark Hyzer
  Illustrators: Mark Hyzer, 
  and Michael K. Tumey
  Page Layout: Michael K. Tumey
  Publisher: Steven D. Russell
  Page 1
  In the Company of
  T E N G U
  
  Page 2
  Table of Contents
   
  Title & Credits Page
  Page   1
  Table of Contents
  Page   2
  Of Akaan and the Sharp Blade
  Page   3 
  Concerning Tengu
  Page   5
  Tengu Society
  Page   6 
  Tengu Adventurers
  Page   9
  Favored Class Options and Archetypes
  Page 12
  Racial Paragon Class: Hishoken
  Page 18
  The Daitengu
  Page 21
  Tengu Related Feats
  Page 22 
  License Page
  Page 23
  
   
  In the Company of Tengu
   
   
  no kawa nagare
   
  Even a kappa can drown 
  Of Akaan and the Sharp Blade
  Men tell many stories of the tengu, some truer 
  than others, for men seek first and foremost to be 
  entertained. In our experience, they care little for 
  enlightenment. For our part, we prefer tales which 
  teach truth, even when the truth is hidden.
  Hear now the three tales of the warrior Akaan 
  and meditate upon them.
   
  Akaan was, in his day, the greatest of swordsman. 
  His skill with the blade was matched only by his 
  understanding. But it was not always so. When 
  he 
  was 
  young, 
  Akaan 
  studied 
  under 
  Swordmaster 
  Hekaani, 
  who, 
  though 
  he 
  imparted all the correct forms, could not instill 
  in Akaan true understanding. Though he 
  desired to be a master, Akaan was impatient 
  and impetuous. Hekaani knew that Akaan was
  Page 3
  
  not achieving his potential, but he could not reach 
  his heart. In frustration, Hekaani sent Akaan to 
  his own teacher, Swordmaster Kokiaa, telling his 
  student that he was to confront the older master 
  violently. Akaan, in obedience, traveled over the 
  mountain to do as his teacher commanded.
  At the end of his journey over the mountain, Akaan 
  found Kokiaa in his garden, weeding, and drew his 
  sword. Kokiaa made no move to defend himself.
   
  “I come to do battle!” shouted Akaan. The old 
  swordmaster did not even lift his head but 
  continued with his work.
   
  “I shall cut you,” threatened Akaan, confused by 
  the other’s indifference.
   
  “The sharp sword makes no cuts,” said ancient 
  Kokiaa simply and then the swordmaster entered 
  his dwelling.
   
  Akaan, 
  perplexed, 
  sat 
  upon 
  the 
  ground, 
  meditating upon the words of the old tengu. After 
  three days he was enlightened and became the 
  disciple of Kokiaa, serving him until the death of 
  the old swordmaster. This is the first tale.
   
  After 
  he 
  himself 
  became 
  renowned 
  as 
  a 
  swordmaster, Akaan was eating lunch with two of 
  his colleagues. To his dismay and profound 
  irritation, the two guests took to arguing as to 
  which was the more skilled.
   
  When I meet ten skilled swordsmen in battle,” 
  boasted the first, “when I am done, none remain!”
   
  “That is nothing,” boasted the second, “when I 
  meet twenty skilled swordsmen in battle, when I 
  am done, none remain!”
   
  “You are both poor swordsmen,” said Akaan, 
  rebuking them.
  “How so?” they both asked.
   
  “When you are done, there is less than when you 
  started.” So saying he took a coin from his pouch 
  and tossed it in the air.
  Scarcely moving, he sliced it with his blade 
  before it fell so that when it struck the table, 
  there were two coins, not one, and his blade was 
  once more in its sheath.
   
  The two guests, enlightened by this deed, said 
  nothing more for the rest of the meal. This is the 
  second tale.
   
  When Akaan was old and dwelt upon his 
  mountain, there came three young tengu to his 
  door, each desiring to be his student. Testing 
  them, he asked the question, “Which is master, 
  the bamboo teaching cane or the sharp sword?”
   
  The first answered, “The sword is master, for it 
  slices through the cane and into the one wielding it.”
   
  The second answered, “The teaching cane is 
  master, for if the teacher beats his student with 
  the sharpest of sword, the student is no more and 
  has learned nothing.”
   
  The third answered, “Neither cane nor sword is 
  master, for the hand uses each as it will. 
  Therefore Akaan is master.” This was the one 
  Akaan took as his student. This then is the third 
  tale. Meditate and learn.
  Page 4
  
  Concerning Tengu
  If one wishes to understand the truth, one must listen 
  first and then meditate. Thus is an enlightened mind 
  achieved. Yet knowledge without action has no 
  meaning and the mind, divorced from the flesh, can do 
  nothing. Thus if one wishes to transcend, mind and 
  body must flow as one. This is what it means to be 
  daitengu. This is the goal the wise among us seek, 
  though few may truly find it. We are children of the 
  wind and the mountain. Our way is the way of the 
  sword, the path of the warrior. The highest challenge 
  for a tengu is that which tests both heart and soul, 
  mind and body. We seek enlightenment at the edge of 
  good steel. When each movement flows seamlessly into 
  the next, a perfect dance of flesh and wind and 
  flashing blade, we find peace.
  Our oldest stories say we were made when the 
  first mountain loved the first wind. The wind blew 
  free. The mountain stood firm. As the mountain 
  watched the wind, longing grew. Out of that 
  longing the mountain gave birth to the tengu. The 
  wind, seeing such love, blessed us with grace and 
  the promise of flight. Yet to achieve this promise, 
  we must first find the power within ourselves, 
  freeing ourselves from the constraints of the flesh. 
  This is what it means to be tengu.
   
  Physically, we stand approximately five feet tall. 
  Our flesh is covered with feathers, typically black, 
  though a few of our race are born with white 
  feathers and the oldest among us are grayed. 
  Some humans say we have a resemblance to 
  crows, though such a description is uncouth and 
  not one we would make ourselves. Indeed, we 
  would rather say that crows have a passing 
  resemblance to us, though we notice obvious 
  differences. Our beaks are long, sharp and most 
  frequently as black as our feathers (though yellow 
  beaks, or yellow flecked beaks, are not uncommon, 
  especially in our youth). Our hands and feet are 
  hard talons, with strong grips, and a similar 
  coloration to our beaks. Despite any physiological 
  differences, like most other intelligent races, our 
  hands have thumbs, and our toes are all forward 
  facing. There is a second sort of tengu, a people 
  with brown and white feathers and smaller, more 
  hooked beaks. Humans have likened them to 
  black-eared kites. Socially they are very similar to 
  us, though more aggressive in their ways.
   
  Our young are laid in eggs, one a day, generally 
  over a period of two or three days. (though
  clutches can be as large as six or as small as a 
  single egg). Each egg measures about nine inches 
  long, possessing a sky-blue shell with dark green 
  or black speckles. The child incubates for six 
  months within its egg, and, when it hatches, it 
  stands about a foot tall and is featherless with a 
  yellow beak and yellow talons. We grow quickly, 
  being able to walk within a month of hatching 
  and reaching our full height by six or seven years 
  of age. As we age, our beaks and talons all 
  darken in color, the beaks more swiftly than the 
  hands or feet. We consider our youth mature at 
  ten years of age, marking the event with an 
  annual, community wide, “coming of age” 
  celebration. Despite this recognition, true respect 
  is seldom earned before the age of twenty and we 
  almost never marry before our thirtieth year, if 
  then. When we reach maturity, we typically seek 
  out a teacher under whom we may study a trade 
  or skill. While we all yearn to excel with the 
  sword, we recognize that only the very best may 
  be accepted by the swordmasters. The rest of us 
  settle for lesser teachers, learning a trade 
  alongside our sword-craft. There is no shame in 
  this, for each role is necessary if we are to 
  survive.
   
  Some few of our race are born with vestigial 
  wings. Never strong enough for flight, such 
  wings are taken as a good omen, reminding us 
  that we have the power of flight within us, 
  though it is shackled by the constraints of the 
  flesh. Like the mountain that birthed us, we 
  yearn to fly. Our sword style is reflective of this 
  longing, utilizing as it does great leaps, swooping 
  maneuvers, and a graceful form.
   
  We are a religious people, though our religion 
  differs from the religions of many other races. 
  Our religion has no founder, no idols and no 
  dogmas. It seems to us that many seek for power 
  outside of themselves. Not so the tengu. While 
  we honor the kami as older brothers in the world, 
  we believe true power comes from enlightenment 
  and know that enlightenment cannot be forced 
  upon another. The higher powers are not kings to 
  be served; they are teachers to be respected. We 
  also know this truth: any teacher, whether tengu 
  or kami, no matter how skilled or powerful, can 
  only instruct. The student must realize the truth 
  of the lesson of his own accord. As the path to 
  enlightenment differs from soul to soul, the wise 
  teacher uses lessons most appropriate to the 
  student. Students must be attentive, but they
  Page 5
  
  cannot rely on their teachers to do the learning for 
  them. Tengu yamabushi are common, but such 
  warriors do not exist to make intercession 
  between us and the kami, as they might seek to do 
  in other races. Rather they are students of the 
  kami and students of the sword, tengu who seek 
  for enlightenment through attentive respect for 
  the kami and an active study of martial truths. 
  Such a path is a powerful path and a great 
  number of daitengu came from the ranks of the 
  tengu yamabushi.
  Honor is an important concept to the tengu, indeed it 
  was we who taught humans what honor was, though 
  they have twisted it to mean loyalty to others. Tengu 
  honor is defined as loyalty to self. If we cannot be true 
  to our own selves, how then can we be true to others? 
  We are shamed by those actions which make us 
  less and take pride when we excel. The exact 
  manner by which a tengu pursues personal honor 
  differs from one tengu to another. There are, we 
  must admit, many of our number who are full of 
  selfishness and overwhelming false-pride, not 
  realizing how such things truly keep them from 
  reaching their full potential. Enlightenment 
  cannot be achieved by those who cannot recognize 
  their own weaknesses and who give in to every 
  covetous craving. The path of the daitengu is the 
  path of self-mastery.
   
  Aesthetically, we are most pleased by the flash of 
  the sun on metal and the cooling touch of the 
  wind. Thus our homes are built high so that our 
  father, the wind, may find us. Our swords, gifts of 
  our mother, the mountain, are kept sharp that 
  they may catch the light. We decorate our 
  clothing, when we can, with small bits of metal or 
  mirror. The love of reflected light partially 
  explains our habit of keeping a collection. As 
  children it is common for collections to be 
  comprised of shiny stones or bits of polished glass. 
  As adults, our tastes mature, or at least that is 
  what we tell ourselves. The poorest among us may 
  collect mirrors, bottles or metal buttons. The more 
  privileged are likely to have an assortment of 
  coins, gems, or even quality steel blades. A tengu 
  with no such collection is a strange bird indeed.
   
  We are naturally a mountain race, dwelling in 
  villages built in high, rocky places. Farming is 
  poor in these regions, but that does not bother us, 
  as we are primarily carnivorous. We do sometimes 
  maintain small herb gardens, with which to 
  season our meat. Most of our villages keep goats
  or boars and hunt the wild beasts that dwell in 
  the crags. Often times we operate small mines, 
  drawing forth gifts from our mother, though we 
  seldom dig too deep. We smelt iron, copper and 
  bronze as we find them. Much of our time is 
  spent in training and personal meditation. Our 
  leisure activities, such as they are, include 
  poetry, calligraphy, fishing, pottery, embroidery, 
  painting and the arranging of rocks. There are, 
  in some human cities, enclaves of tengu who, 
  having left their mountain villages, seek a new 
  way of life. The path to enlightenment is 
  different for each and so we try not to judge such 
  decisions. Those of us who continue in the old 
  ways do, however, note that even as they pursue 
  a different path, our father the wind calls to 
  them, 
  and 
  these 
  city-tengu 
  build 
  their 
  communities 
  in 
  high 
  buildings,  
  maintaining a similar social structure to those 
  found in the mountains.
   
  Our rustic cousins, the kite tengu, live much as 
  we do, though their ways are more savage than 
  ours. Raiders and barbarians, these tengu do not 
  smith their own weapons, but take them by force, 
  periodically descending from their mountains to 
  loot and pillage henge and human villages alike. 
  While we are on generally good terms with these 
  tengu, being immune to their depredations, we 
  nevertheless do not condone their conduct.
   
  As already mentioned once, we often raise boars. 
  Some few tengu, living in mountainous areas 
  containing giant boars, raise these creatures so 
  that they might ride the animals into battle. These 
  tengu claim the rushing wind of a charge is akin to 
  flying and often disdain the art of the sword in 
  favor of the spear. While their attacks are 
  fearsome, their numbers grow fewer every year.
  Tengu Society
  Though we are a very individualistic race, we 
  enjoy 
  the 
  companionship 
  of 
  others 
  and 
  understand the benefits of a strong community. 
  Each tengu is a law unto himself, bound only by 
  his own conscience and sense of honor. That is 
  not to say there is no structure to our society. 
  There is a clear hierarchy among us, defined by 
  the master-student relationship, with each 
  student giving respect to his teacher and his 
  teacher's teacher. As our parents are the first 
  teachers we possess, it is understood that they 
  are respected and heeded, as are their masters.
  Page 6
  
   
  Our standing in the community determines where 
  we dwell. The higher places are reserved for the 
  most respected. This is true of dwellings, schools, 
  and villages. In the typical home the parents 
  dwell above the children. In a school, the master 
  has the highest room, the older disciples dwell 
  below him and the newest students sleep on the 
  ground floor. Similarly, in a village, houses or 
  structures built higher up the mountain are those 
  most likely to contain persons or institutions of 
  note. The greatest among us, the daitengu, dwell 
  above all, high atop the mountain, and each tengu 
  mountain has a single daitengu, an immortal 
  guardian who lives until a new daitengu arises 
  from among the students to take his place atop 
  the mountain. Each daitengu may provide 
  guidance to any number of small villages. Our 
  villages are often built around a tengu sword-
  school or yamabushi monastery, providing support 
  for the same. Further down the mountain, 
  individual tengu may have small homesteads, 
  though we seldom live too far from one another, 
  understanding the benefit of mutual aid in times 
  of trouble.
  When 
  a 
  tengu 
  marries, 
  it 
  is 
  a 
  lifelong 
  commitment, though only about a third of us ever 
  find such a soul-mate. Marriage for us is not 
  primarily a sexual relationship, though a female 
  tengu only lays eggs after she has found her mate. 
  Rather, in marriage, we seek an intellectual and
  philosophical companion with whom we can 
  grow. Mere friendship is not enough for a 
  marriage. There must be a true respect on the 
  part of each party and a mutual desire to be 
  joined for life. When such a companion is found, 
  the two tengu seek a yamabushi to perform the 
  marriage ceremony. Such ceremonies are private 
  affairs, attended only by the two to be joined and 
  the yamabushi. After, the newly married couple 
  finds a new home, symbolizing their new 
  beginning in life together. Only when this home 
  is established do they invite all their friends and 
  acquaintances to a day-long celebration.
  There is little or no difference in our society 
  between the roles of the man and the woman, 
  excepting those natural differences arising from 
  the simple fact that our men are slightly heavier 
  of build and are unable to lay eggs. We lack the 
  sexual drive of the mammalian races and thus 
  are freed from many of the problems that other 
  races encounter. This is not to say we have no 
  drive to reproduce. We love our young and the 
  whole community is typically protective 
  of each immature tengu. A young tengu has an 
  easy life, often being quite spoiled. It is common 
  for younger tengu to address their elders, 
  excepting 
  master-teachers, 
  parents 
  and 
  grandparents, as Uncle and Auntie, a fact which 
  reflects the communal love each tengu has for 
  those younger than themselves.
  Relationships with Other Races
  Though we seek out conflict so as to test our 
  skill, we are not an especially war-like race and, 
  so far as others allow us to pursue our own, 
  private goals, we avoid mingling in their affairs. 
  We seldom judge races as a whole, preferring to 
  allow each individual to stand, or fall, according 
  to his or her own actions. This is not to say we 
  are foolish in our interactions or overly trusting. 
  Indeed, we regard most non-tengu with some 
  suspicion until we know them well enough to 
  trust them. Yet suspicion is not the same as 
  hostility and though we are cautious, we 
  typically allow people a chance to prove 
  themselves one way or another. For this reason 
  we often begin new relationships by testing the 
  worthiness of an individual.
   
  We cannot stand foolishness, corruption and 
  pride in other races and will sometimes go out of 
  our way to make examples of those we find 
  particularly grating. We still share the tale of
  Page 7
  
  Haakayio, a tengu wanderer who tricked a 
  pompous human priest into climbing a tree naked 
  so as to reach heaven. The foolish man, still in the 
  tree come morning, waiting for a celestial visit, 
  was discovered by his entire village, much to 
  Haakayio's delight (and the delight of generations 
  of young tengu since). This should not be taken to 
  mean we have an especial animosity towards 
  humans. We are often willing to aid noble 
  endeavors which appeal to our sense of adventure. 
  Likewise, individuals, regardless of race, who 
  come to us for training are accepted should they 
  prove worthy. Thus daitengu Mokaayan trained 
  the great swordsman, Minamoto Yoshitsune, an 
  honorable human. Even yet today we hold a 
  grudge against those who took his life.
  We are perhaps closest to the hengeyokai, trading 
  with them: metal mined in the mountains in 
  exchange for fabric and goods from their forest 
  homes. Our two races have much in common, 
  philosophically and historically, though they are 
  far more communal in nature than we are. Our 
  path only occasionally crosses that of the kappa, 
  indeed we are most likely to meet kappa when we 
  visit the hengeyokai. Though we share some of 
  their sense of humor, we tend to find their 
  crudeness gets old after a time and they begin 
  ruffling our feathers the wrong way. Still, we 
  admire their tenacity and while we do not enjoy 
  wrestling as much as they do, nor are we so foolish 
  as to challenge them to a wrestling match, their love 
  of competition is something we can understand.
  The korobokkuru sometimes make pilgrimages to 
  inquire of the daitengu. We treat these small men 
  well when they come. Humans used to do the same, 
  but the practice, among them, has become so 
  uncommon as to make us extremely wary when we 
  see humans climbing up toward our remote villages.
   
  Alignment and Religion
  Racially, we try to avoid labeling individual choices 
  as good or evil, right or wrong, believing that each 
  individual must decide these things for himself or 
  herself. What is good for one individual may be 
  harmful for another. Some have described this as 
  neutrality in the great issues of life, but we do not 
  see it quite that way. We most certainly believe in 
  being proactive in those matters of personal 
  importance to ourselves. Others may make 
  different choices than the ones we would make, but 
  so long as their choices do not affect us, who are we 
  to demand they conform to our desires?
  Every individual walks his own path.
  As we look at the world, we see spirits all around 
  us and within us. Each of us possesses a four-fold 
  soul, able to interact with the kami of the world 
  in a spiritual way. While we do not worship the 
  kami in the sense some races understand 
  worship, we nevertheless give them respect as 
  our elder brothers in the world. They are 
  teachers and by listening to their wisdom we 
  more easily find the wisdom necessary to achieve 
  true spiritual fulfillment. Spiritually, we are 
  served by tenguyamabushi, warriors dedicated to 
  understanding the wisdom of the kami and the 
  way of the natural world all around us. Though 
  some yamabushi will build a shrine to this kami 
  or that kami, most of them are wanderers on the 
  mountain, visiting the various villages and 
  tending to their needs.
   
  Each tengu mountain has at least two major 
  shrines. One is to the kami of that mountain, 
  our mother, for it is only right for a child to 
  respect its parent. The second shrine, typically 
  built near the top of each mountain, is dedicated 
  to our father, the wind. This shrine serves a dual 
  role, being also the shrine of the daitengu.
  Languages
  Tengu have a natural affinity for languages and 
  a general love of words. Some wags claim it is 
  because we love to hear ourselves talk, but I 
  think it is because the spoken word is an aspect 
  of the wind, whose children we are. We speak our 
  own language when among ourselves, but readily 
  learn the languages of others that we might 
  converse with them in their own tongue.
   
  Because of our love for language, poetry is one of 
  our favorite of art forms; indeed the art of the 
  spoken word is almost as highly esteemed among 
  us as sword-play. We do not have many bards in 
  the mountains, and at gatherings each tengu 
  may be called upon to provide some momentary 
  entertainment. Nearly every tengu can recite any 
  number of haiku and often know two or three 
  longer works. We relish old favorites, but are not 
  above listening to a new creation. Like our 
  sword-craft, we prefer our poetry to be graceful 
  and flowing, with each word perfectly placed. 
  This love of a word fitly spoken extends into our 
  daily conversation: we esteem those who use
  Page 8
  
  language well and carefully use words to give 
  shape to their thoughts.
   
  The written language, being a natural extension of 
  the spoken language, is also highly regarded by us, 
  and our homes are as likely to be decorated with 
  calligraphy as with any other sort of art. We do not 
  claim to have taught human men their letters, but 
  we do think the brush-work of our masters to be far 
  superior to that of humans.
  Tengu Adventurers
  As the wind blows, so blows the heart of the 
  tengu. It should not be surprising that many 
  tengu of a certain age long for excitement and 
  adventure. They desire to put their sword skills to 
  the test and discover whether they have what it 
  takes to ascend the path of enlightenment all the 
  way to the top of the mountain. Most tengu 
  adventure, if they are going to adventure, when 
  they are about twenty, old enough to have learned 
  what their teachers have to teach them and 
  young enough to still have their full strength. 
  Many teachers, recognizing this natural drive, 
  assign their students tasks and send them from 
  their schools, so as to best direct the energies of 
  their students toward enlightenment. Many of the 
  greatest of our swordmasters developed their 
  skills in just this way, wandering the world and 
  testing their skill time and time again. The 
  experience earned this way is often better than a 
  dozen years spent in a school or monastery.
  Tengu Names
  Tengu names often feature aa, k, i, and o sounds. 
  They are seldom more than three syllables long, 
  and double syllable names are most common. 
  Female names are more likely to contain b, m and 
  uu sounds. Tengu seldom employ surnames but if 
  an occasion calls for such, a tengu typically uses 
  the name of his mountain to provide the necessary 
  distinction.
   
  Some common tengu male names include: Aakoni, 
  Bitaan, Jaariko, Kimaako, Kiji, Kutaamo, Taakiko 
  and Waakiki.
   
  Some common tengu female names include: 
  Aamuu, Bimuuko, Fuumkuu, Haanako, H'ruubo, 
  Kaabiko, Mitsuu, Suumik, and Umuuko.
  Tengu Characters / Tengu Racial Traits
  Tengu 
  are 
  bird-like 
  humanoids, 
  possessing 
  feathers, beaks, and taloned hands and feet. 
  Tengu are a naturally graceful race, given to 
  introspection, though their light frame means they 
  are not as hardy as some other races. Tengu have 
  the following racial traits.
  +2 Dexterity, -2 Constitution, +2 Wisdom
  Medium: Tengu are Medium creatures and have 
  no bonuses or penalties due to their size.
  Normal Speed: Tengu have a base speed of 30 
  feet.
  Low-Light Vision: Tengu can see twice as far as 
  humans in conditions of dim light.
  Bite: Tengu have a natural bite attack that 
  inflicts 1d3 points of damage on a hit. If the tengu 
  is otherwise unarmed, it is a primary attack; 
  otherwise it is a secondary attack.
  Yokai Subtype: Tengu always count Survival and 
  Stealth as class skills.
  Sneaky: Tengu gain a +2 racial bonus on 
  Perception and Stealth.
  Gifted Linguist: Tengu gain a +4 racial bonus on 
  Linguistic checks, and learn 2 languages each 
  time they gain a rank in Linguistics, rather than 1 
  language.
  Sword Trained: Tengu are trained from birth in 
  the 
  use 
  of 
  swords 
  and 
  as 
  a 
  result 
  are 
  automatically proficient with sword-like weapons 
  (including bastard swords, daggers, elven curve 
  blades 
  and 
  katanas, 
  falchions, 
  greatswords, 
  kukris, longswords, punching daggers, rapiers, 
  scimitars, short swords, and two-bladed swords).
  Languages: Tengu begin play speaking common 
  and Tengu. Tengu with high Intelligence scores 
  can choose any language as a bonus language, 
  except secret languages such as Druidic.
  Alternate Racial Traits
  The following racial traits replace or supplement 
  existing tengu racial traits. Consult your GM 
  before selecting any of these options.
  Axe Trained: The kite tengu sometimes train 
  with the axe instead of the sword. These tengu are 
  automatically proficient with ax like weapons 
  (including 
  handaxes, 
  battleaxes, 
  greataxes, 
  glaives, scythes, waraxes, and double axes). This 
  ability replaces sword trained.
  Boar Rider: The boar-riding northern tengu 
  spend much time with dire boars and are quite 
  skilled at handling them. These tengu gain a +2 
  racial bonus to Ride and Handle Animal checks. 
  This ability replaces sneaky.
  Page 9
  
   
  Born Poet: Some tengu are especially gifted 
  poets and songwriters. They have a +4 racial 
  bonus on Performance (oratory) checks and a +2 
  bonus on Linguistic checks. This ability replaces 
  gifted linguist.
  Forestborn: While most tengu live high on the 
  mountains, some are born lower down, where the 
  trees are more plentiful. These tengu have a +4 
  bonus on Survival checks and a +2 bonus on 
  Linguistic checks. This ability replaces gifted linguist.
  Kite Tengu: Kite tengu are more savage than the 
  typical black feathered tengu. These tengu have a 
  a +2 bonus in Intimidate and Survival checks.
   
  This ability replaces the sneaky ability
  Mountainborn: Living all their lives in the 
  mountains, some tengu are adept rock-climbers. 
  These tengu have a +4 racial bonus to Climb 
  checks. This ability replaces sneaky.
  Spear Trained: The boar-riding northern tengu 
  frequently employ spears and quarterstaffs as 
  their 
  primary 
  weapon. 
  These 
  tengu 
  are 
  automatically proficient with staff- and spear-like 
  weapons (including shortspears, quarterstaffs, 
  longspears, spears, tridents, lances, and ransuers). 
  This ability replaces sword trained.
  Page 10
  
  Age, Height, and Weight
  Excepting the immortal daitengu, tengu live about 
  sixty years. Players may choose a starting age for 
  their tengu character or they can use the following 
  table. Tengu suffer the effects of aging as normal.
   
  Tengu Random Starting Ages
  Adulthood Bbn, Brd
  Ftr, Drd
  Rog, 
  Pal, 
  Mnk
  Clr
  Hishoken Sor, 
  Rgr, 
  Wiz
  11
  +1d4
  +2d4
  +3d4
   
  Tengu Age Table
  Middle Aged
  Old
  Venerable M a x i m u m 
  age
  30
  45
  55
  55+2d6
   
  Tengu stand about five feet tall, weighing close to 
  a hundred pounds, with the male tengu being 
  slightly heavier than the female.
   
  Tengu height and weight table
  Race, Gender
  Base Ht.
  Base 
  Wt.
  Modifier
  Weight Multiplier
  Tengu (male)
  4 ft. 6 in.
  90 lbs.
  +2d6 inches x 2 lbs.
  Tengu (female)
  4 ft. 6 in.
  70 lbs.
  +2d6 inches x 2 lbs.
   
  Tengu Adventurers
  Tengu often become adventurers when their 
  teachers send them on a mission. Still others, 
  perhaps coming from a less formal training 
  situation, leave on their own, driven by a craving 
  for excitement and a natural longing to roam. This 
  longing is present in most tengu of a certain age, 
  though most of them lose the impulse when they 
  reach middle age.
  Alchemist (Rentanjutsu) Tengu alchemists are 
  extremely rare, as the loud explosions typical of the 
  occupation offend tengu sensibilities.
  Barbarian (Emishi) Most tengu barbarians hail 
  from the kite tengu clans.
  Bard (Bakushi) Tengu bards are rare in the 
  mountains, though are more common among those 
  tengu who have migrated to the cities of men.
  Cavalier (Tenguhatamoto) Tengu cavaliers are 
  found on only a few mountains. These mountains 
  are those which have an abundance of dire boars, 
  which the tengu warriors ride into battle.
  Cleric (Kappa-kannushi) Few tengu follow the 
  path of the kannushi, especially the kappa-
  kannushi, as its devotion to the kami runs counter 
  to their religious philosophy.
  Druid (Hengekanushi) Few tengu follow the path 
  of the kannushi, as its devotion to the kami runs 
  counter to their religious philosophy. Those tengu 
  who learn the ways of the hengekannushi have 
  typically been raised by the hengeyokai.
  Fighter (Tengubushi) Many tengu sword schools 
  teach the ways of the tengubushi and almost every 
  tengu village has several such warriors in it.
  Inquisitor (Metsuki) Metsuki are uncommon 
  among the tengu, though upon occasion a militantly 
  lawfully oriented tenguyamabushi monastery may 
  train a few of its members as inquisitors.
  Magus (Tengukensei)  Many Tengu choose the 
  kensei path, eventually gaining divine access.
  Monk (Budoka) Monks are not unknown among 
  the tengu, though their monastic traditions often 
  focus more on sword-use than on unarmed combat.
  Oracle (Miko) Sometimes, led by visions, certain 
  tengu maidens make a journey to one of their 
  people's shrines, becoming a shrine maiden and 
  tending to the care thereof. Miko adventure 
  infrequently, being tied to their shrine.
  Paladin (Yamabushi) Serving the tengu as 
  priests, the yamabushi wander the mountains, 
  righting wrongs, teaching the wisdom of the kami, 
  and providing spiritual guidance to their people. It 
  is 
  not 
  uncommon 
  for 
  the 
  quests 
  of 
  these 
  tenguyamabushi to take them, for a time, away 
  from the mountain they call home.
  Ranger (Tengu Matagi) Tengu matagi are 
  common among the more solitary tengu, those who 
  live on the edge or outside of the tengu villages. 
  These hunters make their living selling meat to the 
  various schools, but their skills are also useful 
  when it comes time to defend the mountain from 
  encroachment.
  Rogue (Sekko) Tengu rogues are not common in 
  the mountains, though tengu who migrate to 
  human cities often find their natural talents lend to 
  success in this class. Nevertheless, even in the 
  mountains, some schools train their students as 
  shinobi, utilizing the rogue class.
  Sorcerer (Jugondo) Sorcery is no more common 
  among the tengu than it is among humans. Tengu 
  sorcerers frequently have either the elemental (air) 
  or fey subtypes.
  Summoner (Yobukami) Of all the yokai, the tengu 
  are most likely to study the art of summoning. Like 
  the master sen (wizard), a master yobukami often 
  lives alone, in remote areas of the wilderness, where 
  they can study their craft in peace.
  Page 11
  
  Witch (Mahoutsukai) There are very few tengu 
  witches and those that exist are seldom trusted by 
  other tengu.
  Wizard (Sen) While most tengu actively pursue 
  the path of the sword, the life of a hermetic wizard 
  appeals to a subset of the tengu population. The 
  wizards live alone, sometimes on their own 
  mountain, with powers rivaling those of the 
  daitengu, accepting worthy students and then 
  sending them out into the world when their 
  training is over.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever he gains a level in a favored class, 
  a tengu has the option of choosing from a number 
  of other bonuses, depending on his favored 
  class(es). The following options are available to all 
  tengu who have the listed favored class, and, 
  unless stated otherwise, the bonus applies each 
  time you select the favored class reward. 
  Fractional bonuses have no effect until enough are 
  taken to form a whole number.
  Barbarian (Emishi) Add +1 to any Acrobatic 
  skill check made to jump or leap.
  Cavalier (Tenguhatamoto) Add +1 to any 
  Handle Animal skill check made to handle boars 
  or dire boars.
  Fighter (Tengubushi) Add +1 to the 
  tengubushi's CMD when attempting to resist a 
  feint or disarming maneuver.
  Monk (Budoka) Add +1 to any Acrobatic skill 
  check made to jump or leap.
  Paladin (Yamabushi) Choose a kind of sword. Add 
  +1/2 circumstance bonus on critical hit confirmation 
  rolls with that weapon (maximum bonus +4). This 
  bonus does not stack with critical focus.
  Ranger (Tengu Matagi) Add +1 ft. to the tengu's 
  base speed. This increase in speed has no effect in 
  combat until chosen five times so that speed has 
  increased by 5 feet. A speed of 34 ft. is effectively a 
  speed of 30 ft. when in combat.
  Rogue (Sekko) Add a +1/2 bonus on Bluff checks 
  against non-tengu.
  Summoner (Yobukami) Add +1 hp to the 
  summoner's eidolon.
  Wizard (Sen) Add +1/2 to any Linguistics skill check.
   
  Class Archetypes
  The following alternate class archetypes are 
  available for tengu characters. Consult your GM 
  before choosing any of these options.
   
  Page 12
  
   
  Cavalier (Tenguhatamoto; Order of the Boar)
  Riding massive boars, the tenguhatamoto are a 
  cavalier order unique to the tengu. While any tengu 
  may belong to the order, most tenguhatamoto come 
  from a small group of clans. 
   
  Mount (Ex): A tenguhatamoto gains the services 
  of a loyal dire boar which he may ride into battle. 
  This ability otherwise functions identically to the 
  cavalier's regular mount ability. The dire boars 
  used by the tenguhatamoto have been bred for 
  years to be good steeds. Starting statistics for 
  these dire boars are as follows:
   
  Tenguhatamoto Dire Boar:
  Starting Statistics: Size Large; Sp
  AC +4 natural armor; Attack gore 1d8; Ability 
  Scores Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 
  6; Special Qualities low-light vision, scent.
  4th-level Advancement: Attack gore 2d6; Str +4, 
  Cha +2; Special Attacks ferocity.
   
  Order of the Boar
  Edicts: The tenguhatamoto must be true to 
  himself. He must not lie, either to himself or to 
  others, and must conduct himself in a way that will 
  not bring shame upon himself. He must avenge
  Page 13
  
  wrongs done against himself, his steed, and his 
  clan, as he has opportunity.
  Challenge: Whenever the tenguhatamoto issues 
  a challenge, he receives a +1 morale bonus to 
  attack rolls made against the target on rounds 
  following rounds in which his mount damaged the 
  target. This bonus increases by +1 for every four 
  levels the tenguhatamoto possesses.
  Skills: The tenguhatamoto adds Acrobatics (Dex) 
  and Perception (Wis) to his list of class skills. In 
  addition, whenever the tenguhatamoto's mount 
  makes an Acrobatics check to jump or leap, he
  may add a bonus equal to 1/2 the tenguhatamoto's 
  class level (min 1) to the attempt. 
  Acrobatics (Dex), Climb (Str), Craft (Int), Handle 
  Animal 
  (Cha), 
  Intimidate 
  (Cha), 
  Knowledge 
  (geography) 
  (Int), 
  Knowledge 
  (nature) 
  (Int), 
  Profession (Wis), Stealth (Dex), and Survival (Wis).
  Skill Ranks per Level: 4 + Intelligence modifier.
  Weapon and Armor Proficiency:
  Tenguhatamoto are proficient with all simple and 
  martial weapons and with light armor and shields.
  Skilled Leaper (Ex): Beginning at 1st level, the 
  tenguhatamoto adds his class level to any 
  Acrobatic skill checks made to jump, both for 
  vertical jumps and horizontal jumps. In addition 
  he always counts as having a running start when 
  making jump checks using Acrobatics.
  Weapon 
  Finesse 
  (Ex): At 
  1st 
  level, 
  the 
  tenguhatamoto gains Weapon Finesse as a bonus 
  feat. This replaces the bonus feat the fighter 
  would normally gain at 1st level.
  Agility (Ex): At 2nd level, the tenguhatamoto 
  gains a +1 bonus on saving throws made against 
  effects that cause him to become paralyzed, slowed, 
  or entangled. This bonus increases by +1 for every 
  four levels beyond 2nd. This ability replaces bravery.
  Armed Defense (Ex): At 3rd level, so long as he 
  is armed with a manufactured weapon, the 
  tenguhatamoto can add a +2 class bonus to his 
  AC. He can only add this bonus if he is wearing 
  light armor or no armor. He may not benefit from 
  this bonus if he is flat-footed or helpless. This 
  bonus increases by an additional +1 for every four 
  levels beyond 3rd. This ability replaces armor 
  training and armor mastery. 
  Dexterous Swordplay (Ex): At 5th level, when 
  using a one-handed sword or heavy blade, the 
  tengubushi may add his Dexterity modifier to any attack 
  rolls in place of his Strength modifier. This ability does not 
  stack with Weapon Finesse but instead expands the 
  Weapon Finesse feat to include one-handed heavy blades 
  (including bastard swords, longswords, and scimitars) 
  which would otherwise not be useable in conjunction with 
  the feat. A tengubushi wearing medium or heavy armor 
  cannot use this ability. This ability replaces weapon 
  training 1.
   
  Weapon Training (Ex): A tenguhatamoto gains 
  the weapon training ability beginning at 9th level.
   
  Order Abilities: A tenguhatamoto gains the 
  following abilities as he increases in level.
  A tengu's honor (Ex): Beginning at 2nd level, if the 
  tenguhatamoto misses an opponent, who, in the 
  same round damages the tenguhatamoto, the 
  tenguhatamoto gains a +1 bonus to all attack and 
  damage rolls made against that opponent on the 
  following round. This bonus increases by +1 every 
  4 levels following the 2nd.
  Strong burst of speed (Ex): At 8th level the 
  tenguhatamoto gains the ability to encourage his 
  mount to quick bursts of speed. Once per combat, 
  for one round, the tenguhatamoto can add +30 ft. 
  to his mount's speed. If the tengu charges during 
  this round, he suffers a -2 circumstantial penalty 
  to attack rolls, but upon a successful strike, he 
  does double damage, unless he is using a lance, in 
  which case he does triple damage
  Mounted Combat Reflexes (Ex): At 15th level, the 
  tenguhatamoto learns to react quickly to the 
  movements of opponents, even if they are not 
  immediately next to him. Once a round, when
  mounted, the tenguhatamoto has the chance to 
  make a single attack of opportunity as if his reach 
  were 10 feet longer than it actually is. The 
  tenguhatamoto can only make such an attack if an 
  enemy within the extended reach range acts in a 
  way that would normally provoke an attack of 
  opportunity and the tenguhatamoto's mount can 
  move close for the tenguhatamoto to attack. When 
  the tenguhatamoto's mount does move in order for 
  its rider to attack, it is possible that it provokes 
  attacks of opportunity against itself, but the 
  tenguhatamoto's attack is resolved first. Following 
  the use of the ability, the tenguhatamoto's mount is 
  staggered for 1 round, during which time the 
  tenguhatamoto cannot use this ability.
  Page 14
  
  Fighter (Tengubushi)
  Tengu warriors are proficient with a wide variety of 
  weapons, but they are especially adept with swords. 
  Disdaining the use of heavy armors, the tengu 
  fighting style focuses on quick movements, prodigious 
  leaps, and dexterous sword-play. The tengubushi is a 
  fighter archetype available to all tengu.
   
  Class Skills: The tengubushi's class skills are
  Acrobatics (Dex), Climb (Str), Craft (Int), Handle 
  Animal 
  (Cha), 
  Intimidate 
  (Cha), 
  Knowledge 
  (geography) 
  (Int), 
  Knowledge 
  (nature) 
  (Int), 
  Profession (Wis), Stealth (Dex), and Survival (Wis).
  Skill Ranks per Level: 4 + Intelligence modifier.
  Weapon and Armor Proficiency: Tengubushi 
  are proficient with all simple and martial weapons 
  and with light armor and shields.
  Skilled Leaper (Ex): Beginning at 1st level, the 
  tengubushi adds his class level to any Acrobatic 
  skill checks made to jump, both for vertical jumps 
  and horizontal jumps. In addition he always 
  counts as having a running start when making 
  jump checks using Acrobatics.
  Weapon Finesse (Ex): At 1st level, the 
  tengubushi gains Weapon Finesse as a bonus feat. 
  This replaces the bonus feat the fighter would 
  normally gain at 1st level.
  Agility (Ex): At 2nd level, the tengubushi gains a 
  +1 bonus on saving throws made against effects that 
  cause him to become paralyzed, slowed, or 
  entangled. This bonus increases by +1 for every four 
  levels 
  beyond 
  2nd. 
  This 
  ability 
  replaces 
  bravery.Armed Defense (Ex): At 3rd level, so 
  long as he is armed with a manufactured weapon, 
  the tengubushi can add a +2 class bonus to his AC. 
  He can only add this bonus if he is wearing light 
  armor or no armor. He may not benefit from this 
  bonus if he is flat-footed or helpless. This bonus 
  increases by an additional +1 for every four levels 
  beyond 3rd. This ability replaces armor training 
  and armor mastery. 
  Dexterous Swordplay (Ex): At 5th level, when 
  using a one-handed sword or heavy blade, the 
  tengubushi may add his Dexterity modifier to any 
  attack rolls in place of his Strength modifier. This 
  ability does not stack with Weapon Finesse but 
  instead expands the Weapon Finesse feat to 
  include one-handed heavy blades (including
  bastard swords, longswords, and scimitars) which  
  would otherwise not be useable in conjunction 
  with the feat. A tengubushi wearing medium or 
  heavy armor cannot use this ability. This ability 
  replaces weapon training 1.
   
  Weapon Training (Ex): A tengubushi gains the 
  weapon training ability beginning at 9th level.
   
  Page 15
  
  Magus (Tengukensei)
  Tengu on the path of the kensei seek inner peace and 
  spiritual enlightenment through the union of  arcane 
  and martial disciplines. Quick with both spell and 
  sword, the powerful tengukensei make formidable 
  opponents. Those who follow the path to its end gain 
  true enlightenment and the ability to wield both 
  divine and arcane energies. The tengukensei class is 
  an archetype available for any tengu character.  
   
  Alignment: Any lawful
   
  Class Skills
  The tengukensei's class skills are Acrobatics (Dex), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), 
  Knowledge (arcana) (Int), Knowledge (religion) (Int), 
  Knowledge (planes) (Int), Profession (Wis), Spellcraft 
  (Int), Stealth (Dex), Use Magic Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier.
   
  Arcane Pool (Su): At 5th level, when the 
  tengukensei enhances his weapon, he can use his 
  enhancement bonuses to add the following weapon 
  properties to his weapon: dancing, frost, ghost 
  touch, holy, icy burst, keen, shock, shocking burst, 
  speed or vorpal. Beyond this, the tengukensei's 
  arcane pool functions as the magus's arcane pool.
   
  New Magus Arcana:
  Blurred Form (Su):  By expending 1 point from his 
  arcane pool as a swift action, the tengukensei causes 
  his form to blur as he moves, granting him 
  concealment (20% miss chance). The tengukensei 
  benefits from the blur effect for a number of rounds 
  equal to 1/2 his class level + his intelligence modifier. 
   
  Boundless Energy (Ex): By expending 1 point from 
  his arcane pool as a swift action, the tengukensei 
  adds a +4 bonus to Acrobatic and Climb checks. If 
  the tengukensei spends 2 points from his arcane pool 
  he also gains a +2 dodge bonus to AC. Both points 
  must be spent at the same time for this second effect 
  to occur. These bonuses lasts for a number of rounds 
  equal to the tengukensei's class level. 
   
  Undead Killer (Su): The tengukensei can expend 1 
  point from his arcane pool as a swift action to charge 
  his weapon with positive energy anathema to undead 
  for 1 minute. A successful strike with the empowered 
  weapon deals an additional 1d6 points of positive 
  energy damage to undead creatures.  
   
  Healing Hands (Su): At 7th level, by expending 1 
  point from his arcane pool as a free action, the 
  tengukensei can convert a prepared spell into healing 
  energy, in effect spontaneously casting a cure spell of 
  a level equal to the level of the spell being lost. This 
  ability replaces the magus' Knowledge Pool ability. 
   
  Agile Fighter (Ex): At 7th level, the tengukensei 
  gains a +3 bonus to Acrobatic checks. This bonus 
  increases to +6 at 13th level. This bonus replaces the 
  magus' Medium Armor and Heavy Armor abilities. 
   
  Divine Spell Access (Su): At 19th level, the 
  tengukensei gains access to an expanded spell list. 
  He learns and places 14 spells from the clerics spell 
  list into his spell books as magus spells of their cleric 
  level. He gains two of each of the following cleric 
  spells not on the magus spell list: 0-level, 1st level, 
  2nd-level, 3rd-level, 4th-level, 5th-level, and 6th 
  level. He can ignore the divine focus and somatic 
  components of these spells. This ability replaces the 
  magus' Greater Spell Access ability. 
   
  Page 16
  
  Paladin (Tenguyamabushi)
  The tenguyamabushi serve the mountain tengu as 
  priests and spiritual leaders. Their duties are 
  wide ranging encompassing weddings, executions, 
  funerals, inter-village disputes, and the protection 
  of the mountain. Tenguyamabushi are students of 
  the kami, drawing their spiritual powers from a
   regime of meditation, prayers and “straight” 
  living. Most yamabushi train in monastic schools, 
  with an emphasis on swordplay and meditation, 
  but a few are self-taught. The tenguyamabushi is 
  an archetype available to any tengu possessing 
  the appropriate alignment.
  Class Skills: The tenguyamabushi's class skills 
  are Acrobatics (Dex), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nature) (Int), Knowledge (religion) 
  (Int), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int), Stealth (Dex), and Survival (Wis).
  Skill Ranks per Level: 4 + Intelligence modifier.
   
  Weapon and Armor Proficiencies: 
  Tenguyamabushi are proficient with all simple and 
  martial weapons, and with light and medium armors.
   
  Spells: Different tenguyamabushi schools teach 
  different spell techniques. The tenguyamabushi, 
  at 4th level, can choose to use either the paladin 
  spell list or the ranger spell list. Once this choice 
  is made, the character must continue using that 
  spell list for the duration of her career.
   
  Natural Empathy (Su): At 4th level, the 
  tenguyamabushi gains a number of abilities 
  related to nature and the spirits of nature. Firstly, 
  he gains wild empathy, as a druid but using the 
  tenguyamabushi's class level in place of the druid 
  class level. When making either a Diplomacy 
  check (to affect the attitude of a creature with the 
  Elemental subtype), or a Handle Animal check (to 
  affect the attitude of an animal), he may add +10 
  to his roll by expending a use of lay on hands. 
  Additionally, the tenguyamabushi gains a +2 
  bonus 
  on 
  Knowledge 
  (nature). 
  This 
  ability 
  replaces channel positive energy.
  Sword Bond (Sp): Upon reaching 5th level, in 
  place 
  of 
  the 
  standard 
  divine 
  bond, 
  a 
  tenguyamabushi forms a spiritual bond with his 
  sword, awakening within it a shard of the kami. 
  As a standard action, the tenguyamabushi may 
  awaken this spirit within his sword, for 1 minute 
  per tenguyamabushi level. At 5th level, this 
  awakened spirit causes the sword to function as a 
  +1 weapon. For every three levels beyond 5th, the 
  bonus increases by an additional +1, to a 
  maximum of +6 at 20th level. These bonuses can 
  be added to the weapon, stacking with existing 
  weapon bonuses to a maximum of +5, or they can 
  be used to add any of the following weapon 
  properties: axiomatic, defending, keen, shocking, 
  shocking burst, speed, thundering, or vorpal. 
  Adding these properties consumes an amount of 
  bonus equal to the property's cost. These bonuses 
  are added to any properties the weapon already 
  has, but duplicate abilities do not stack. If the 
  weapon is not magical, at least a +1 enhancement 
  bonus must be added before any other properties 
  can be added. The bonus and properties granted 
  by the kami when the spirit is awoken and cannot 
  be changed until the spirit is awoken again. If the 
  weapon is a double-ended weapon, the properties 
  and bonus apply to only one end of the weapon. A 
  tenguyamabushi can use this ability once per day 
  at 5th level, and one additional time per day for 
  every four levels beyond 5th, to a total of four 
  times a day at 17th level.
  If a weapon bonded with a kami spirit is 
  destroyed, the tenguyamabushi loses the use of 
  this ability for 30 days or until he gains a level, 
  whichever comes first. During this 30-day period, 
  the tenguyamabushi takes a -1 penalty on attack 
  and weapon damage rolls.
  Aura of the Kami (Su): At 11th level, the 
  tenguyamabushi is filled with power granted by 
  the kami. He gains, as a druid, woodland stride 
  and trackless step. Moreover, he can expend two 
  uses of his lay on hands ability to add a +1 bonus 
  to his weapon as with sword bond, for a number of 
  minutes 
  equal 
  to 
  his 
  Charisma 
  modifier 
  (minimum of 1). The sword may not function as 
  greater than a +5 weapon, but the bonus can be 
  used to purchase additional weapon properties. 
  Bonuses granted by aura of the kami stack with 
  one another and with bonuses granted by a use of 
  the sword bond ability, but aura of the kami may 
  be used independently of the sword bond ability. 
  This ability replaces aura of justice.
   
  Aura of Lawfulness (Su): At 14th level, the 
  tenguyamabushi's 
  weapons 
  are 
  treated 
  as 
  axiomatic for the purposes of overcoming damage 
  reduction. Any attack made against an enemy 
  within 10 feet of her is treated as axiomatic for the 
  purposes of overcoming damage reduction. This
  Page 17
  
  ability only functions while the tenguyamabushi is 
  conscious, not if she is unconscious or dead. This 
  ability replaces aura of faith.
   
  Code of Conduct: A tenguyamabushi must be 
  Lawful Good and loses all class features except 
  proficiencies if he ever willingly and knowingly 
  acts in a way which dishonors his name.
   
  A tenguyamabushi's code requires that he act with 
  honor towards himself (not lying, not cheating, 
  using poison, or bringing great shame upon 
  himself and dishonor upon his name through gross 
  cowardice), help those in need, and punish those 
  who harm or threaten the weak. This code of 
  conduct replaces the paladin's code of conduct.
   
  Associates: A tenguyamabushi has more flexibility 
  than a typical paladin in accepting associates, but 
  will not knowingly work with criminals or traitors 
  against his people, except in extreme cases, and 
  then only for a brief period of time.
  Racial Paragon Class
  In most campaigns, the ideas of class and race are 
  separate concepts. But, with racial paragon 
  classes, the line between the two becomes blurred. 
  Racial paragons are, as the name suggests, nearly 
  ideal examples of the strengths and abilities of the 
  character's race. Unlike members of other classes, 
  however, racial paragons are more than merely 
  powerful individuals. They are strong in all the 
  ways that their race is strong, while still 
  vulnerable in the ways that their race is 
  vulnerable. Beyond that, they possess powers and 
  capabilities that supersede those of normal 
  members of their race.
   
  Racial paragons rarely undergo the rigorous 
  training or study that members of other classes 
  commonly 
  undertake 
  between 
  levels. 
  Their 
  experience, wisdom, and heroic abilities simply 
  manifest in the form of superior innate racial 
  abilities. Despite this strong association with race, 
  racial paragons need not have specific views or 
  special dedication to their race's beliefs or typical 
  attitudes (although many do). Obviously, a 
  character can only take levels in the racial 
  paragon class associated with his race. Like the 
  fighter, wizard, and other standard character 
  classes, 
  racial 
  paragon 
  classes 
  have 
  no 
  prerequisites (other than being a member of the 
  appropriate race). Levels in racial paragon classes 
  are considered to be advancing in a favored class.
   
   
   
  Hishoken
  The soul of the tengu longs to fly, knowing, 
  instinctively, that the power to do so lies within 
  them. Their study of sword-play is often geared 
  toward awakening this power, allowing the tengu 
  to reconnect with their elemental roots. The 
  hishoken is a racial paragon class available to 
  tengu which allows them to awaken their natural 
  powers. The class focuses on lightning fast sword-
  attacks, prodigious leaps, and ultimately limited 
  flight. The class draws its power from the tengu's 
  natural affinity for the element of air.
   
  Role: Hishoken are agile combatants, especially 
  skilled with the sword. Their ability to leap and 
  fly, even if only briefly, gives them great 
  maneuverability. There are few physical obstacles 
  they cannot simply bypass and they are more than 
  capable of holding their own in a fight.
  Page 18
  
  Hishoken
  Alignment: Any
  Hit-Dice: d10
   
  Class Skills: The hishoken's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (nature), Knowledge (religion), Linguistics (Int), Perception (Wis), Performance (Cha), Profession (Wis), 
  Sense Motive (Wis), Stealth (Dex), Survival (Wis).
  Skill Ranks per level: 4 + Intelligence modifier
   
  LevelBAB
  Fort Ref
  Will
  Special
  1
  +1
  +2
  +2
  +0
  Master Leaper, Controlled Blade
  2
  +2
  +3
  +3
  +0
  Uncanny Dodge
  3
  +3
  +3
  +3
  +1
  Lightning Strike 1/day
  4
  +4
  +4
  +4
  +1
  Fast Movement +10 ft.
  5
  +5
  +4
  +4
  +1
  Electric Resistance, Hishoken Flight
  6
  +6/+1
  +5
  +5
  +2
  Bonus Feat
  7
  +7/+2
  +5
  +5
  +2
  Evasion
  8
  +8/+3
  +6
  +6
  +2
  Lightning Strike 2/day
  9
  +9/+4
  +6
  +6
  +3
  Feathered Step
  10
  +10/+5
  +7
  +7
  +3
  Improved Uncanny Dodge
  11
  +11/+6/+1
  +7
  +7
  +3
  Improved Controlled Blade
  12
  +12/+7/+2
  +8
  +8
  +4
  Bonus Feat
  13
  +13/+8/+3
  +8
  +8
  +4
  Lightning Strike 3/day
  14
  +14/+9/+4
  +9
  +9
  +4
  Improved Evasion
  15
  +15/+10/+5
  +9
  +9
  +5
  Elemental Body
  16
  +16/+11/+6/+1
  +10 
  +10
  +5 
  Feathered Fall
  17
  +17//+12/+7/+2
  +10
  +10
  +5 
  Fast Movement +10 ft.
  18
  +18/+13/+8/+3
  +11
  +11
  +6
  Bonus Feat, Lightning Strike 4/day
  19
  +19/+14/+9/+4
  +11
  +11
  +6
  Lightning Charge
  20
  +20/+15/+10/+5
  +12
  +12
  +6
  Electrical Immunity, Flying Blade
  Page 19
  Class Features
  The following are class features of the hishoken.
   
  Weapons 
  and 
  Armor 
  Proficiencies: 
  The 
  hishoken is proficient with all simple and martial 
  weapons. He is proficient with light and medium 
  armors.
   
  Master Leaper (Ex): When making an Acrobatic 
  skill check to jump or leap, the hishoken adds 
  double his hishoken class level to the check. 
  Furthermore, the hishoken always counts as 
  having a running start when making a jump check 
  using Acrobatics.
  Controlled Blade (Ex): Beginning at 1st level, 
  when using a sword, the hishoken can choose to 
  use either Strength or Dexterity to modify his 
  attack roll.
  Uncanny Dodge (Ex): At 2nd level, so long as 
  he is wearing light armor or no armor, the 
  hishoken gains the ability to react to danger 
  before his senses would normally allow him to do 
  so. He cannot be caught flat-footed, even if the 
  attacker is invisible. He still loses his Dexterity 
  bonus to AC if immobilized or if an opponent 
  successfully uses feint against him. If the 
  hishoken already has uncanny dodge from 
  another class, he automatically gains improved 
  uncanny dodge (see below) instead.
   
  Lightning Strike (Ex): Beginning at 3rd level, 
  the hishoken is able, as a swift action, to make a 
  lightning fast attack with any weapon he is 
  proficient with using his full attack bonus. This 
  attack must be made against a target which is 
  within range of the weapon and, if it is not 
  helpless or pinned, the creature is allowed a 
  Reflex saving throw where the DC is equal to 10 
  + 1/2 the hishoken's class level + the hishoken's
  
  Dexterity modifier. Characters with uncanny 
  dodge gain a +4 to this saving throw. If the subject 
  of the attack fails his saving throw, he is 
  considered flat-footed against the attack. If the 
  saving throw is successful, the attack is resolved 
  as normal. A lightning strike does not preclude the 
  hishoken from further actions during the round, 
  including additional attacks. At 3rd level, the 
  hishoken can make a single lightning strike each 
  day. For every 5 levels beyond 3rd, the hishoken 
  gains an additional lightning strike per day.
  Fast Movement (Ex): At 4th level, so long as he 
  is wearing medium armor, light armor or no 
  armor, and is not carrying a heavy load, the 
  hishoken's base speed increases by +10 ft. The 
  hishoken's speed increases an additional +10 ft. at 
  17th level. These bonuses stack with any other 
  bonuses to the hishoken's base speed.
   
  Electric Resistance (Ex): Beginning at 5th level 
  the hishoken gains resistance to electricity equal 
  to his hishoken class level. At 20th level, the 
  hishoken gains immunity to electrical damage.
   
  Hishoken Flight (Su): At 5th level, the hishoken 
  gains the ability to fly for brief periods of time. 
  Each day, the hishoken can fly for a number of 
  rounds equal to his class level – 4. When flying, 
  the hishoken has a flight speed equal to his 
  normal speed and an average maneuverability. 
  The hishoken's rounds of flight each day do not 
  need to be used consecutively. A hishoken who 
  uses all his rounds of flight while in the air is 
  subject to falling as normal.
   
  Bonus Feat (Ex): At 6th level and every 6 levels 
  thereafter the hishoken gains a bonus feat. The 
  feat must be taken from the following: Acrobatic, 
  Agile Maneuvers, Combat Reflexes, Dodge, Quick 
  Draw, Lightning Reflexes, Mobility, Skill Focus 
  (Acrobatics), Skill Focus (Fly), Spring Attack, 
  Weapon Focus. The hishoken must qualify, as 
  normal, for the selected bonus feat.
   
  Evasion (Ex): At 7th level the hishoken gains the 
  ability to avoid even magical and unusual attacks 
  with great agility. Any time he makes a successful 
  Reflex save which would normally result in half 
  damage, the hishoken instead takes no damage. 
  Evasion can only be used if the hishoken is 
  wearing medium, light or no armor. A helpless 
  hishoken cannot benefit from evasion.
  Feathered Step (Ex): At 9th level, the hishoken 
  is 
  considered, 
  for 
  all 
  practical 
  purposes, 
  weightless. He can stand on thin branches without 
  breaking them, does not trigger trap doors or 
  terrain features dependent on weight, and gains a 
  +10 bonus to Climb checks. Feathered stepcan 
  only be used if the hishoken is wearing medium, 
  light or no armor. A helpless hishoken cannot 
  benefit from feathered step.
   
  Improved Uncanny Dodge (Ex): At 10th level 
  and higher a hishoken can no longer be flanked. 
  This defense denies a rogue the ability to sneak 
  attack the hishoken by flanking him, unless the 
  attacker has at least four more rogue levels than 
  the tengu has hishoken levels. If a character has 
  uncanny dodge from another class, the levels from 
  the classes that grant uncanny dodge stack to 
  determine the minimum rogue level required to 
  flank the character.
   
  Improved Controlled Blade (Ex): At 11th level, 
  the hishoken's control of his sword has improved 
  so that when attacking with a sword, the hishoken 
  can choose to modify his attack rolls with both his 
  Strength and his Dexterity modifiers.
   
  Improved Evasion (Ex): At 14th level the 
  hishoken's evasion improves. While he continues 
  to take no damage on a successful Reflex save, he 
  now also takes only half damage on a failed save. 
  The same conditions affecting evasion likewise 
  affect improved evasion.
   
  Elemental Body (Su): Beginning at 15th level, 
  as a swift action, the hishoken gains the ability to 
  take on the form of a medium air elemental, as 
  with elemental body II. The hishoken can remain 
  in this form for a number of rounds per day equal 
  to 1/2 his hishoken class level. The rounds spent in 
  the form of an air elemental do not need to be 
  consecutive.
  Feathered Fall (Su): Beginning at 16th level, 
  the hishoken no longer falls as normal and is 
  considered to have feather fall, at will. This 
  abilitycan only be used if the hishoken is wearing 
  medium, light or no armor and a helpless 
  hishoken cannot benefit from feathered fall.
   
  Lightening Charge (Ex): At 19th level, the 
  hishoken can, when charging, put on a burst of 
  speed, moving up to three times his normal
  Page 20
  
  distance before attacking (instead of double) and 
  gaining a +3 charge bonus instead of the normal 
  +2 bonus. The hishoken suffers the normal 
  penalties to his AC when making a charge.
   
  Flying Blade (Ex): At 20th level, the hishoken 
  masters the tengu flying blade technique. When 
  flying, the hishoken gains a +4 dodge bonus to AC, 
  Reflex saves and CMD. Furthermore, when using 
  a sword, if the hishoken scores a critical hit, he 
  may immediately make an additional attack 
  against the same target, using the same attack 
  bonus as he used to achieve the critical.
  The Daitengu
  Each tengu mountain traditionally has a single 
  daitengu, an unaging tengu-master who dwells 
  near the summit, providing guidance, counsel and 
  wisdom to those who come seeking. The daitengu 
  draw their ageless existence from the kami of the 
  mountain upon which they reside. They also adopt 
  the name of the mountain as their own official 
  name, though young daitengu may still sometimes 
  be called by their given name in private.
  In order for a mountain to possess a daitengu, it 
  must first have a properly sanctified shrine to the 
  kami of the mountain built near the summit. If 
  there is not yet a tengu-of-the-mountain, or, if by 
  some chance, the old daitengu vacates his post, 
  any non-evil tengu may become the daitengu. If 
  there is already a daitengu associated with the 
  shrine, it is necessary for a supplicant to defeat 
  the current daitengu in a physical fight to the 
  death. As daitengu are typically quite powerful, 
  this is not a challenge to be undertaken lightly.
  When tengu become daitengu, they cease to age, 
  become immune to poison and gain DR 10/―. 
  Daitengu maintain these traits so long as they are 
  within their shrine. Should they leave the shrine, 
  not only do they lose these traits, but they age at 
  the rate of 1 year per day until their physical 
  condition matches their actual age. In daitengu of 
  sufficient age, such an event can be fatal. Younger 
  daitengu are thus more likely to leave the shrine 
  than older daitengu, as the former have less to 
  lose than the latter.
  When a daitengu dies, a part of their soul, called 
  the nigimitama, remains in the shrine. These 
  spirits seldom manifest of their own accord, 
  though if the shrine is truly threatened, there are 
  tales of such a thing happening (and a company of 
  ghostly daitengu is a fearsome thing). By 
  meditating for an hour, the current daitengu can 
  attune himself to the spirits of the former 
  daitengu, and seek their counsel, gaining a bonus 
  to any Knowledge checks he makes while 
  meditating. For this reason, the older a shrine, 
  and the greater the number of daitengu who have 
  lived within, the greater the store of knowledge 
  available to the current daitengu (The exact bonus 
  to Knowledge checks varies from shrine to shrine). 
  This fact, that former daitengu aid the current 
  daitengu, coupled with the practice of calling the 
  daitengu after the mountain, helps explain why 
  there is seldom a distinction made by the tengu 
  between the current daitengu in a shrine and 
  those that came before.  
   
  Level wise, NPC daitengu should be assumed to be 
  at least 20th level. 
  Page 21
  
   
  Tengu-Related Feats
  The following feats are available to characters, at the GM's 
  discretion.
  Bird Speaker
  You can speak with birds.
  Prerequisites: Tengu, Wis 13
  Benefits: You gain speak with animals as a spell-
  like ability so long as the animal being spoken to 
  is a bird. You can use this ability a number of 
  times per day equal to 2 + your Wisdom bonus.
  Natural Flyer
  You make flying look easy.
  Prerequisites: Tengu, 4 ranks in Fly
  Benefit: You gain a +4 racial bonus on Fly checks 
  and never have a maneuverability of less than 
  Good, unless pinned or helpless.
  Leaping Charge (Combat)
  Leaping into battle, your attacks are more powerful.
  Prerequisites: Base attack bonus +6
  Benefit: You can attempt a leaping charge. When 
  charging, determine the distance from your target 
  at which you wish to begin your leap. The total 
  distance of the leap planned plus the amount 
  moved before the leap cannot be more than the 
  distance you could normally move when charging 
  (typically double your base movement). Once the 
  planned distance has been determined, make an 
  Acrobatics check for leaping as normal. If the 
  check is not successful, the leap fails, but you can 
  continue moving forward, making your charge as 
  normal. If the check is successful, for every 5 feet 
  leaped, past the first five feet, add +1 to any 
  damage dealt by the charge. Thus a 10 foot leap 
  would result in +1 damage, 15 feet in +2, 20 feet 
  in +3 and so on. All leaps must be calculated in 
  multiples of 5 and a leap with a result between 
  such a multiple must be rounded down, so that a 
  14 foot leap would only count as 10 feet for the 
  purpose of calculating the damage bonus.
  Mountain Strider
  You are more nimble when in the mountains.
  Prerequisites: Tengu, Mountain Tengu, Dex 13
  Benefit: When in mountainous terrain, you gain a 
  +2 racial bonus to Acrobatics checks. Furthermore, 
  your speed increases by 5 feet, even when moving 
  through rough terrain. Thus, when moving 
  through normal mountain terrain your speed is 
  3/4 your base speed + 5 feet, and when through
  trackless mountain terrain, you actually move at 
  1/2 speed + 5 feet.
  Mountain Heart
  You draw strength from your connection to the mountains.
  Prerequisites: Tengu, Mountain Tengu, Wis 13
  Benefit: When in mountainous terrain, you gain a 
  +1 racial bonus on all saving throws.
  Mountain Tengu
  You have a close spiritual connection to the mountains.
  Prerequisite: Tengu
  Benefit: When in mountainous terrain, you gain a 
  +2 racial bonus on Climb checks, Survival checks 
  and Initiative rolls.
  Practiced Flyer
  You have spent many hours practicing your flying, 
  growing faster as a result.
  Prerequisite: Skill Focus (Fly)
  Benefit: Your speed when flying increases by 1 for 
  every rank of the Fly skill you possess. In combat, 
  all speeds must be in multiples of 5 and thus, in 
  combat, a Fly speed of 34 feet is no different than 
  a Fly speed of 30 feet.
  Practiced Swordsman (Combat)
  You know several tricks using a sword.
  Prerequisites: Proficient with a sword, Combat 
  Expertise
  Benefit: When you feint in combat, using a sword 
  you are proficient with, you gain +1 to the Bluff check 
  and the DC to feint against you is increased by +1. 
  Additionally, when using a sword you are proficient 
  with, you gain +1 to CMB when attempting a disarm 
  attempt and a +1 to CMD when defending against a 
  disarm attempt. These bonuses stack with those 
  provided by Improved Disarm.
  Savage Bite (Combat)
  Your bite attack is more fearsome than others of 
  your kind.
  Prerequisites: Natural Bite attack
  Benefit: The damage caused by your bite attack is 
  increased by one step. For example, 1d3 becomes 
  1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8.
   
  Skilled Swordsman (Combat)
  You have trained extensively with the sword, 
  practicing multiple techniques, allowing you to 
  better handle difficult combat situations.
  Prerequisites: Proficient with a sword, Combat 
  Expertise, Practiced Swordsman, base attack bonus +8
  Benefit: Any attack bonuses your opponents 
  receive from being on higher ground or flanking 
  you is reduced by -1. Any attack bonuses you 
  receive from being on higher ground, or flanking 
  your opponent, is increased by +1.
  Page 22
  
  Page 23
  OPEN GAME LICENSE Version 1.0a
   
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christoffers
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
   
  In the Company of Tengu copyright 2011, Steve D. Russell and Michael Tumey. All rights reserved; Author:  
  Jonathan McAnulty
   
  
  KD05
  K A I D A N
  We are tengu. We are children of the 
  wind and the mountain. Our way is the 
  way of the sword, the path of the 
  warrior. The highest challenge for a 
  tengu is that which tests both heart 
  and soul, mind and body. We seek 
  enlightenment at the edge of good 
  steel. When each movement flows 
  seamlessly into the next, a perfect 
  dance of flesh and wind and flashing 
  blade, we find peace.
  Listen and I will teach you wisdom, 
  I will tell you of the tengu...
   
   
  A player character race
  designed for use with the
  Pathfinder Roleplaying Game
  Jonathan McAnulty
  Rite Publishing
  IN THE COMPANY OF TENGU
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Kaidan/Kaidan - In the Company of Tengu.pdf