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Kiru by Kiruriboy

Kiru

Kiruriboy

Name:
Kiru
Age:
22
Gender:
Male
Height:
5'7"
Weight:
145 lbs
Species:
Kitsune

Kiru, Bladed Scarf Dancer (Magus archetype) Level 1, Tattooed Sorcerer (Fire Elemental bloodline) 1

Race: Kitsune
Age: 22, Height: 5'7", Weight: 145 lbs, Hair: Gray (fox) or Brown (human), Eyes: Green
Alignment: Choatic Neutral, Deity: ?
Languages: Common, Sylvan, Elven, Aklo.

ABILITY SCORES
STR: 14
DEX: 16
CON: 16
INT: 17
WIS: 8
CHA: 13

HP: 11 (lv1: 8, +3/lv) (HD: d8)
Initiative: +3 (+3 dex)
Speed: 30 feet

AC: 15 (10 + 3 dex + 2 dodge ( 1 feat, 1 canny defense ))
Touch: 15 Flat-Footed: 10
Spell Resistance: -na-

Fort Save: 5 (base 2 + 3 con)
Ref Save: 3 (base 0 + 3 dex)
Will Save: 2 (base 3 - 1 wis)

Base Attack Bonus: +1
CMB: 3 (1 bab + 2 str)
CMD: 16 (10 + 1 bab + 2 str + 3 dex)

Weapons
Bite: +1; 1d4 (Piercing); x2
Bladed Scarf: +4; 1d6+2 (slashing); crit x2; 2 lbs

Armor

SKILLS
Acrobatics: 11 (2 rank + 3 dex + 1 trait + 2 racial + 3 class)
Craft (Tattoo): 8 (2 rank + 3 int + 3 class)
Perform (Dance): 9 (2 rank + 2 cha + 2 trait + 3 class)
Spellcraft: 8 (2 rank + 3 int + 3 class skill)
Use Magic Device: 7 (2 rank + 2 cha + 3 class skill)

Traits
Reckless: +1 acrobatics. acrobatics is a class skill.
Savant: +2 perform (dance). perform is a class skill.

FEATS
Dodge
Weapon Focus (Bladed Scarf) (Bonus Feat): +1 to attack with bladed scarves.

ABILITIES
Agile: +2 racial bonus to acrobatics.
Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Arcana Pool: 4
Spell Combat: Cast spell before or after a full attack. -2 on these attacks. Can take up to int mod as penalty on attacks and bonus on check to casting defensively. Must have a free hand.
Canny Defense: When wearing light or no armor and not using a shield, a bladed scarf dancer adds 1 point of Intelligence bonus (if any) per bladed scarf dancer class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a bladed scarf dancer is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Familiar Tattoo (Su): Familiar as a wizard, familiar can change to/from a tattoo as a move action (by the familiar).
Mage's Tattoo (Ex): (Evocation) +1 caster level on evocation spells. Spell-light ability: Dancing Lights 3/day.
Bloodline Tattoos (Ex): Bonus bloodline spells are always affected by Mage's Tattoo regardless of school.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to Fire. This also changes the spell's type to Fire.

GEAR & MONEY
Money: 0pp, 130gp, 0sp, 0cp
Carrying Capacity:
Light Load: 58 lbs or less
Medium Load: 59-116 lbs
(Max Dex Bonus +3; Check Penalty -3; Speed drops to 20 ft.; Running is x4)
Heavy Load: 117-175 lbs (Max Dex Bonus +1; Check Penalty -6; Speed drops to 20 ft.; Running is x3)
(Lift over head: Max Load
(Lift off ground: Double Max Load, but no Dex Bonus to AC and can only move 5 ft. per turn as a full round action)
(Drag: Generally 5x Max Load, but may double or reduce to less than half depending on conditions)

Gear List:
2 lbs - Bladed Scarf
4 lbs - Entertainer's Outfit
2 lbs - Backpack
1/2 lbs - Belt Pouch
4 lbs - Waterskin
5 lbs - Silk Rope (50ft.)
1/2 lbs - Scroll Case
2 lbs - Torches (x2)
Ø lbs - Flint and Steel
Total Weight: 20 lbs (Light Load)

Magus SPELLS
Level 0: [2 / day] [ - bonus]
Level 1: [1 / day] [ 1 bonus]

MAGUS SPELLBOOK
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Level 1: Chill Touch, Expeditious Retreat, Jump, Shocking Grasp, Snowball, Vanish

MAGUS PREPARED SPELLS
Level 0: Acid Splash, Dancing Lights
Level 1: Chill Touch, Chill Touch

Sorcerer Spells
Level 0: [∞ / day] [- bonus] [4 known]
Level 1: [3 / day] [1 bonus] [2 known]

SORCERER SPELLS KNOWN
Level 0: Detect Magic, Prestidigitation, Read Magic, Spark
Level 1: Feather Fall, Transfer Tattoo

Character Information

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