Frqazzikal

GM KoKyu's page

1,650 posts. Alias of KoKyu.


Race

Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Gender

Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33

Age

Liscensed by CrackerJack Box

Special Abilities

Member in Good Standing of the AGMU Local 322 since 2014 | Reprimands 100+

Alignment

People of Sandpoint

Deity

Gozreh | Servant: Kraz Tesh an icy dragonfly like creature

About GM KoKyu

"The spirit of a sword is influenced by the sword smith and the owners of a sword"
"When a kami fails to carry out its duties due to negligence, it can be cast out and lose its status as a kami. Most kami sadly accept this judgment, becoming aimless spirits who have no purpose or means of interacting with the Material Plane."
"A spirit can possess a living creature, but it cannot control the body as a ghost does. A spirit does have an effect upon a body it possesses, however, sometimes beneficial and sometimes detrimental. "

Master of Puppets Shamisen cover
Iron Maiden's Trooper cover
Awaodori Festival Music
Bad Romance
Painted Black
Battle Song!
Ho-oH Battle Theme
Demon Slayer
Varki Flute

Shizuru:

Shizuru, Empress of Heaven, is a prominent deity throughout the vast lands of Tian Xia and among Tien immigrants to other parts of Golarion. Her portfolio includes ancestors, honor, swordplay, and the sun. She also teaches the value of devoted love even beyond death and across great distances, as she has with the moon god
Tsukiyo, her lover and the Prince of the Moon. Her worship is rare in the Inner Sea region, but many who venerate her there are paladins.
Ancestor’s Blade (Shizuru): You were trained by your family with a weapon passed down from a venerable ancestor. You begin play with an heirloom masterwork weapon worth up to 400 gp. You gain a +1 trait bonus on attack rolls with weapons of this type (not just your initial heirloom weapon when you smite evil.
Pristine Reputation (Shizuru): You come from an especially esteemed family, religious order, school, or other group that worships Shizuru, and draw upon that tradition to maintain your identity. The first time each day that you fail a saving throw against a charm or compulsion effect, you can reroll that saving throw. If you do so, you gain a +2 trait bonus on this roll and use this result as the actual result for that saving throw.
Shizuru’s Paladin Code
The paladins of Shizuru are warriors who serve just lords, peacekeepers who oppose banditry, and those who advocate for honored ancestors. When great heroes fall, these dedicated paladins sometimes ritually preserve the bodies for later revivification. Their tenets include the following affirmations.
• My blade will be as steady as the sun and my training
will be as consistent; I shall respect what I have mastered
and seek to impart this training to others.
• I will honor my ancestors, who have come before me and
provided for my life.
• The bonds of love extend across any distance, but I will
not add to the burden by separating lovers.
• My personal honor ref lects on my family and my liege;
I will conscientiously maintain my reputation for the
sake of theirs, even on the battlefield.
• As I respect the Empress of Heaven, so will I respect my
sworn liege.

Ring of the Clean Hands:

Aura strong transmutation; CL 9th
Slot hand; Price 18,000 gp
DESCRIPTION
This delicate ring of forged bronze is formed into the shape of two hands, which do not quite touch as they meet at the top of the wearer’s finger. A ring of the clean hands grants use of telekinesis as a standard action and has 10 charges. These charges return at the start of the next day.
The ring’s charges can be expended to create the following effects:
Combat maneuver: This effect costs 3 charges for each round it is active, but otherwise functions as described by the spell telekinesis. The force created by this effect has a +9 base attack bonus, and is considered to have Strength 20 and Dexterity 20.
Force lash: This effect costs 3 charges, striking out as if with an invisible whip. One target within 60 feet must make a DC 17 Will save or be struck for 4d6 points of nonlethal damage. This attack does not affect targets with a +3 or higher natural armor bonus, or a +1 or higher armor bonus.
Sustained force: This effect costs 1 charge for each round it is active, but otherwise functions as described by the spell telekinesis, making it capable of lifting 225 lbs.
Violent thrust: This effect costs 5 charges, but otherwise functions as described by the spell telekinesis, allowing you to throw up to 9 creatures or objects up to 90 feet, with a total weight of 225 lbs. The attack roll has a +9 modifier. The Will save is DC 17.
CONSTRUCTION: Requirements Craft Wondrous Item, telekinesis; Cost 9,000 gp, 720 XP

Steal Book Spell:

Steal Book
School divination; Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target one book touched
Duration permanent
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Often used by bards, spies, and arcane scholars to steal important texts without alerting their owners, steal book allows you to copy the contents of one book, folio, scroll, or other text to a blank one of sufficient size. In doing so, the original pages are wiped blank, though any covers or binding remain unchanged. Differences in size between the original and the blank folio don’t matter, though the blank folio that the information is being transferred to must have an equal or greater amount of space (in number of pages or inches of scroll) or else any text that overflows the document is lost forever.
This spell cannot transfer magical writing (such as a wizard’s spellbook or a magical scroll). At GM’s discretion, the spell can restore lost information, such as a page obscured by spill wine, text erased by magic or mundane means, or even pages lost to fire or other damage.
When cast from a scroll, the beginning of the stolen text appears on the steal book scroll until you select a target book for the text to appear. The stolen text glitters and sparkles while it remains on the scroll.

Stat Block:

GM KoKyu
Quasit freebooter 17 (Freeport: City of Adventure 364, Pathfinder RPG Bestiary 66)
CN Tiny outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 32, touch 17, flat-footed 27 (+13 armor, +5 Dex, +2 natural, +2 size)
Vig 186 (20d10) Wnd 22 (Threshold 11); fast healing 2
Fort +11, Ref +18, Will +9
Defensive Abilities improved uncanny dodge; DR 5/good or cold iron, 5/magic; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee +1 adroit impervious keen shocking burst speed unholy horacalcum bastard sword +31/+31/+26/+21/+16 (1d6+1/17-20 plus 1d6 electricity and 2d6 vs. good) or
bite +27 (1d4), 2 claws +27 (1d3 plus poison)
Ranged +1 endless ammunition flaming burst igniting seeking unholy elysian bronze heavy crossbow +28 (1d6+1/19-20 plus 1d6 fire and 2d6 vs. good and 1d6 fire)
Space 2½ ft.; Reach 0 ft.
Special Attacks dirty fighting +5d4
Spell-Like Abilities (CL 6th; concentration +11)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-ft. radius) (DC 16)
1/week—commune (6 questions)
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Statistics
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Str 10, Dex 21, Con 11, Int 13, Wis 13, Cha 21
Base Atk +20; CMB +23; CMD 33
Feats Ability Focus (poison), Agile Maneuvers, Combat Reflexes, Combat Stamina, Exotic Weapon Proficiency (bastard sword), Flyby Attack, Go Unnoticed[APG], Greater Weapon Focus (bastard sword), Hover, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Finesse, Weapon Focus (bastard sword)
Skills Acrobatics +18 (+14 to jump), Bluff +23, Climb +9, Disable Device +21, Disguise +23, Escape Artist +20, Fly +30, Intimidate +11, Knowledge (planes) +7 (+7 vs. forbidden lore, +7 vs. non-forbidden lore), Perception +20, Sense Motive +12, Sleight of Hand +16, Stealth +24
Languages Abyssal, Common, Varisian; telepathy (by touch only)
SQ agile maneuvers, change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), combat reflexes, defensive style (flashy fighting), forbidden lore (0 lore; +0/+0), freebooter talents (freebooter's luck +8 [2/day], hide in plain sight, improved uncanny dodge, nimble footwork, scrambling evasion, uncanny balance, uncanny dodge), greater weapon focus, improved initiative, improved precise shot, insanity points (0; effective Wis 13/13), point-blank shot, precise shot, rapid reload, weapon finesse, weapon focus
Other Gear +5 invulnerability elysian bronze armored kilt, +1 adroit impervious keen shocking burst speed unholy horacalcum bastard sword, +1 endless ammunition flaming burst igniting seeking unholy elysian bronze heavy crossbow, bracers of armor +8, scarab of death, masterwork thieves' tools
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) (Su) You can change your form.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting +5d4 Attacks deal extra damage if flanking a foe or they are flat-footed.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flashy Fighting +5 The freebooter adds her Charisma bonus as a dodge bonus to AC. She gains this bonus only when wearing light or no armor and while wielding a melee weapon (natural weapons do not count, but a freebooter with Improved Unarmed Strike is always considere
Fly (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Hide in Plain Sight (Ex) You can use Stealth even while observed, as long as there is a shadow within 10'
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Precise Shot [Combat Trick] Bonus for Precise Shot combat trick increases to +4.
Improved Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed and cannot be flanked.
Improved Uncanny Dodge (Lv >= 21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Nimble Footwork (Ex) Movement is not reduced or penalized when making an Acrobatics check to move through threatened squares.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Poison (DC 20) (Ex) Claw—injury; save Fort DC 20; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Dexterity-based.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload [Combat Trick] 5 stamina points to reduce reload time of a crossbow or firearm by one step. If already a free action, 2 stamina for +1
Scrambling Evasion (Ex) On successful Ref. save, move up 1/2 speed with sucessful Acrobatics check.
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
Uncanny Balance (Ex) Roll twice and take better result when making Acrobatics checks.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.


Hala:

Sent by Pazuzu to investigate Lamashtu's sudden interest in these adventurers, the Hala has sensed Rennyn's 'Haversack' and now covets the object to add to its collection...

Skin the color of thunderheads and wings made for soaring through the most violent winds mark this lean, cyclopic being as a master of terrible storms. The sound of shrieking wind emanates from its mouth full of needle-sharp teeth.

Hala CR 4
XP 1,200
CE Medium outsider (air, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +8
Aura stormwind aura
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +1
Defensive Abilities: vengeful wind
DR 10/cold iron or good; Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 15
Weaknesses: enemy of dragons and eagles
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claws +9 (1d4+3), bite +9 (1d6+3)
Special Attacks: hailstorm
Spell-Like Abilities: (CL 5th; concentration +7)
At will —alter winds (DC 13)
3/day— gust of wind (DC 14), river of wind* (DC 16)
1/day—control winds (DC 17), summon (level 3, 1 hala 40%)
* See the Advanced Player’s Guide.
STATISTICS
Str 16, Dex 19, Con 14, Int 12, Wis 11, Cha 15
Base Atk +5; CMB +8; CMD 22
Feats Flyby Attack, Hover, Weapon FinesseB, Wingover
Skills Acrobatics +12, Escape Artist +12, Fly +20,
Intimidate +10, Knowledge (planes) +9, Perception
+8, Stealth +12
Languages Abyssal, Celestial, Draconic, telepathy 100 ft.
ECOLOGY
Environment any (Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Enemy of Dragons and Eagles (Ex) Halas are hated enemies of dragons and eagles. Those creatures gain a +2 bonus on attack and damage rolls against hala demons. Hailstorm (Su) A hala can call down hailstones from surrounding clouds once every 1d4 rounds as a standard action. These hailstones deal 1d6 points of bludgeoning damage and 1d6 points of cold damage to all creatures within a 20 foot radius that have no overhead cover. A DC 14 Reflex save halves this damage. The save DC is Constitution-based. To use this ability, the hala must be outside and there must be clouds in the sky.

Stormwind Aura (Su): Halas surround themselves with a buffeting shroud of supernatural, windstorm-force winds. These winds shield a hala from any other wind effects and form a shell of breathable air around it, allowing the hala to breathe underwater. Ranged weapons and gases directed toward a hala are affected as the spell wind wall.

Vengeful Wind (Su): Anytime a hala takes damage from a critical hit, a powerful blast of wind explodes forth in the direction of the attacker. This blast takes the form of a 60-foot-long gale, treated as a gust of wind spell, directed from the hala toward the opponent that scored the critical hit against it (if that creature is more than 60 feet away, the wind is aimed in its direction but doesn’t come close enough to affect it). This wind is also charged with electricity. Any creature in or that enters the area of effect must make a DC 14 Reflex save or take 3d6 points of electricity damage. The save DC is Constitution-based.
Hala demons are commonly known as storm demons. Bound to service by Pazuzu, these demons ride the winds across the Abyssal skies, lurk within dark and turbulent clouds, and act as his scouts and spies. Halas have a single, blood-red eye, an enormous mouth lined with razor-sharp teeth, and lengthy horns growing from their heads.
A typical hala stands 7 feet tall, weighs 200 pounds, and possesses large wings that span 20 feet across.

Sandpoint Devil:

Sandpoint Devil CR 8
XP 4,800
NE Large outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 114 (12d10+48)
Fort +10, Ref +11, Will +7
Immune fire; SR 14
DR 5/cold iron
OFFENSE
Speed 40 ft., fly 60 ft. (poor)
Melee 2 kicks +20 (1d8+8), bite +20 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks bay, hellfire breath, trample (2d6+12, DC 24)
Spell-Like Abilities (CL 10th)
At will—fog cloud (DC 15), gust of wind (DC 15), pyrotechnics (DC 15), scare (DC 15)
3/day—dimension door (DC 17), phantasmal killer (DC 18)
STATISTICS
Str 26, Dex 16, Con 18, Int 8, Wis 16, Cha 16
Base Atk +12; CMB +21; CMD 34 (38 vs. trip)
Feats Alertness, Dodge, Hover, Mobility, Spring Attack, Stealthy
Skills Climb +18, Disguise +9, Intimidate +13, Knowledge (geography) +10, Perception +20, Stealth +16, Survival +14
SPECIAL ABILITIES
Bay (Su)

When the Sandpoint devil screams, all creatures within a 300-foot-radius spread must succeed on a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based.

Hellfire Breath (Su)

The Sandpoint devil can unleash blasts of infernal flame in a 30-ft cone, once every 1d4 rounds (damage 6d6 fire, Reflex 20 half). Any creature that fails the save also takes a –4 penalty on attack rolls, saves, ability checks, and skill checks. This effect lasts for a number of days equal to the damage taken, but is otherwise treated and can be removed as per the spell bestow curse. The save DC is Constitution-based.


Sasquatch:

Paakis-Si
A wicked scar runs the lennth of this blue-eyed, apish humanoid's
face, and he wields a dislodiJed tree trunk as a club.
PAAKIS-SI CR 5
XP 1,6oo
Male sasquatch ranger (warden"c) 3
LN Medium humanoid (sasquatch)
I nit +4; Senses darkvision 6o ft., low-light vision, scent;
Perception +15
DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 56 (6 HD; 3d8+3d10+27)
Fort +8, Ref +10, Will +4
OFFENSE
Speed 40ft.
Melee +l greatclub +13 (1d10+1o) or
slam +11 (1d4+9)
Ranged rock +10 (1d6+6)
Special Attacks rock throwing (no ft.)
STATISTICS
Str 22, Dex 19, Con 18, lnt 11, Wis 14, Cha 9
Base Atk +5; CMB +n; CMD 25
Feats Endurance, Self-Sufficient, Skill Focus (Stealth),
Weapon Focus (greatclub)
Skills Heal +10, Knowledge (nature) +6, Perception +15, Stealth +20
(+24 in forests), Survival +17; Racial Modifiers +4 Perception,
+4 Stealth (+8 in forests), +4 Survival
Languages Sasquatch
SQ favored terrain (forest +4, mountain +2),
live in comfort"c, pungency, track +1,
wild empathy +2, woodland stride
Gear +1 greatclub
SPECIAL ABILITIES
Pungency (Ex) See page 236 of Pathfinder RPG Bestiary 3·
Woodland Stride (Ex) See page 236 of Pathfinder RPG Bestiary 3·
Travelers passing by the Churlwood in Varisia might hear tales of a longlived sasquatch who has inhabited the woods for almost so years now. Trackers recognize the Sasquatch's unique trail thanks to a birth defect that left the sasquatch with a distinctive gait. Locals in the area refer to the sasquatch by nicknames such as "Old Limpy," but the Shoanti call the honored being Paakis-si.
Many among the Shoanti claim that Paakis-si has lived for thousands of years. They poetically describe Paakis-si as more nature spirit than living creature, a guardian of the woods who protects the natural creatures and punishes those who would seek to despoil the sacred land. The scar that runs across his face and the soul-piercing gaze of his cerulean eyes lends evidence to the Shoanti's fables, and those who encounter the legendary sasquatch know he is no ordinary member of his elusive species. The magical tree branch he wields as a deadly club lends further evidence to such claims, and many believe the ancient being found his weapon at the same time he received his characteristic scar.
Those who have caught a glimpse of Paakis-si report that the sasquatch appears extremely healthy and vital for a semicentennial, and whether he is actually a thousandyear- old nature spirit or just an unusually long-lived and wise sasquatch is left up to debate. Travelers passing near to or through the Churlwood often consider it a lucky omen to spot Paakis-si's