Valeros

Hisoka Izanagi's page

139 posts. Alias of Arrathion.


Full Name

Hisoka Izanagi

Race

Angelkin Aasimar

Classes/Levels

Samurai (Sword Saint) 3 / Lunar Oracle 3 | HP: 42/42 (35/39) | AC: 21, T: 16, FF: 17 | Fort: 6, Ref: 5, Will: 3 | BAB: +3 (+6) | CMB: +6 | CMD: 18 | Init: +2 | Perception: +6 | Kaguya HP 18/19 - AC 17

Gender

Male

Size

Medium

Alignment

NG

Languages

Common, Celestial

Strength 16
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Hisoka Izanagi

Hisoka Izanagi
Angelkin Aasimar Sword Saint Samurai Ronin 3 / Lunar Oracle 3
NG Medium Outsider(Native)
Init: +2, Senses: Perception +6, Darkvision 60ft
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Defense
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AC 19, Touch 14, Flat-Footed 15 (+5 Armor, +4 Dex *Cha*)
HP 42 (3d10+9+3)
Fort +6, Ref +5, Will +3
Weakness Oracle's Curse: Legalistic, Con Damage: 2
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Offense
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Speed 30
Melee Katana (Broken) +6 1d8+3 (18-20/x2)
..Wakizashi +6 1d6+3 (18-20/x2)
..Cold Iron Wakizashi +6 1d6+3 (18-20/x2)
Spell-Like Abilities Alter Self (1/day)
Oracle Spells Known
..1st (5/day, DC 15) Shield of Faith, Entropic Shield, Detect Evil, Cure Light Wounds, Fumbletongue
..0 (At Will, DC 14) Spark, Stabilize, Detect Magic, Light, Purify Food and Drink
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Statistics
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Str 16; Dex 10; Con 16; Int 10; Wis 10; Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Toughness, Celestial Servant
Traits Defensive Strategist, Reactionary, Childhood Crush (Shalelu)
Drawbacks Pride
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Perception +6, Profession (Trapper) +5, Knowledge Nature +4, Knowledge History +4, Knowledge Local +3, Sense Motive +4
Languages Common, Celestial
Gear Katana, Wakizashi, Kikko Armor
Other Gear Traveler's Outfit, Oracle's Kit, Spell Component Pouch, 26 GP
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Wolf Companion:

Kaguya
Celestial Wolf 3 HD
N Medium Magical Beast
Init: +3, Senses: Perception +5, Darkvision, Low-Light Vision, Scent
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Defense
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AC 17, Touch 13, Flat-Footed 14 (+3 Dex, +4 Natural)
HP 19 (3d8+6)
Fort +5; Reflex +6; Will +2
Resistances Spell Resistance 8, Acid 5, Cold 5, Electricity 5
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Offense
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Speed 50ft
Melee Bite +5 (1d6+2/x2 - Plus Trip)
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Statistics
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Str 14; Dex 16; Con 15; Int 2; Wis 12; Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs Trip)
Feats Weapon Finesse, Combat Reflexes
Skills Perception +5, Stealth +7, Survival +5 (+9 when tracking with scent)
Tricks: Sneak, Track
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Special Abilities
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Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Smite Evil: The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
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Appearance
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Kaguya
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Special Abilities:

Brutal Slash (Ex): At 3rd level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.

Challenge (1/day) As a swift action, challenge a foe in sight. -2 Penalty to AC against everyone but the subject of the challenge.

Childhood Crush (Shalelu) You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.

Darkvision (60ft) You can see in the dark (black and white vision only).

Defensive Strategist You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Iaijutsu Strike Full round action, draw a weapon as part of an attack to deal an additional 1d6 of damage.

Legalistic Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Prophetic Armor (Ex) You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Resolve (1/day) Choose from three abilities.

Self Reliant (Ex) At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack.


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Background::

Elements:
Hisoka appears as a human youth. He stands at about 5' 8" and weighs roughly 150 lbs, his build is strong and lithe. Shoulder length black hair is often tied into a knot or ponytail. His bright blue eyes are his most prominent feature from his Aasimar linaege, and often seem to glow, but the truth of it is, they merely reflect light. He favors light clothing with the most freedom of movement, often a black kimono.

Hisoka's childhood was wrought with chaos and death, having lived without knowing any of his family he has come to rely greatly on his training for survival and takes it quite seriously.

Despite his history, Hisoka has a soft side. It shows mostly when he is dealing with women and children, and as such strives for some amount of chivalry.

His honor as a samurai and as an individual is of great value to him, and frequently judges himself with the highest standards. Which may lead sometimes to moments of self-doubt and depression should he fail to meet them.

During his time in Sandpoint, he would look forward to seeing Shalelu Andosana during her visits and would often attempt to impress her in various ways, ranging from flowers, kind words or in one particular case, a poem.

Goals:
Hisoka aims to become a widely renowned Samurai, and a general role model for the youths he encounters on his journey. Seeing his influence on the young, when positive is one of his greatest joys.

He has a fascination with his own lineage, and whenever circumstance provides, he aims to learn as much as possible about who he is and where he comes from.

I myself would like to explore the possibility of discovering a living celestial relative, that secretly has been keeping tabs on Hisoka throughout his life.

Secrets:
When he was young, early in his training he rebelled against his master to pursue known slavers in the area that were at the moment, active. This resulted in the death of his master as he came to save Hisoka, and he has yet to truly come to terms regarding this failure. Though Hisoka managed to save himself and those that were enslaved through luck and rage inspired determination.

Should the possibility of a living celestial relative be workable, this would also be a secret unknown even to Hisoka.

People:
Master Ryuu Satoshi, Hisoka's master and only father figure. He lived a modest life in a small hut outside the city and was adept at woodcarving, though he was originally from Tian Xia. One such carving, that of a wolf on the run, Hisoka keeps on his person.

Shalelu Andosana, though not very many opportunities to get close to her have presented themselves, Hisoka revels in the chance to earn even a passing glance, or a small smile from the elven woman when they do.

Jiro Masato, a human male youth that Hisoka once bested in training. Since then, Jiro has shown nothing but dislike and often times hostility toward Hisoka though nothing to date has been too over the top. Mostly childish pranks, some may have resulted in minor injury.

Memories:
Hisoka remembers little of his early childhood, before Master Satoshi took him in. All he can remember was that he was lost when the younger Master found him in the rain and brought him home. It is his most cherished memory as that is when he was truly born into the life he now leads.

He can recall perfectly the first time he met Shalelu, and the first time she graced him with a smile. Such a simple thing as this has often given him the determination to push through the troubles of his past and those of every day life.

The discovery of his innate magical talent became apparent on a series of hunting trips, where his unnatural reflexes avoided several traps and other unexpected things that could have resulted in severe injury or even death. His first spell allowed him to start a campfire despite the heavy wind and imminent rain.


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