Sir Torlgrith

Kayin Ashok's page

377 posts. Alias of Sam C..


Race

Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8

Classes/Levels

Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Gender

HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3

Size

Medium

Alignment

Charitable, Deceitful, Merciless, Selfish (Neutral)

Deity

Korlez, the Formless

Languages

Broani, Common, Draconic, Sylvan

Strength 12
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Kayin Ashok

Appearance:

Kayin appears as a slight-bodied young male human of Broanin extraction, possessing a narrow face with sharp, fox-like features, a pale complexion, and a curly tangle of shoulder-length auburn hair frosted white at the tips. His face has a dusting of freckles across the bridge of the nose and the upper checks, and gold-green eyes, fringed by thick lashes, that reflect light quite unnervingly in the dark.

Kayin wears a suit of studded leather armor worn over a surprisingly effective mish-mash of clothing meant to ward off the intense cold. He carries little in the way of equipment, just a leather pouch with several compartments of varying sizes, an empty bandolier slung from left shoulder to right hip across his chest, and a few weapons; a rapier sheathed on his right hip, a kukri tucked into a hardened leather scabbard at the small of his back and angled for a right-handed draw, a small mace dangling from a stout leather strap hooked onto his bandolier, and a nasty-looking whip wound into a tight coil--and kept that way by what appears to be a quick-release binding--and dangling from another strap attached to the bandolier. His armor and clothing both are festooned with an assortment of charms and talismans meant to either attract good luck or ward off bad luck.

General Stats and Senses:

Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted)* 2

*Favored Class Benefit: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

5' 1", 115 lbs.

Senses
Perception +7; Low-Light Vision

Race
Human

Combat:

Init +3
AC 16, 13 touch, 13 flat-footed (+3 armor, +3 Dex)
HP 26 (1d10+0, 2d8+0)
Fort +2, Ref +3, Will +3
Speed 30 ft.
Melee masterwork rapier +6 (1d6+1, 18-20/x2) OR
Melee scorpion whip +2 (1d4+1, x2); kukri +4 (1d4+1, 18-20/x2); light mace +5 (1d6+1, x2) OR
Melee bite +5 (1d4+1, x2)

Full Attack masterwork rapier +4 (1d6+1, 18-20/x2) and scorpion whip -0 (1d4+1, x2); kukri +3 (1d4+1, 18-20/x2); light mace +3 (1d6+1, x2) OR
Full Attack masterwork rapier +4 (1d6+1, 18-20/x2) and scorpion whip -0 (1d4+1, x2); kukri +3 (1d4+1, 18-20/x2); light mace +3 (1d6+1, x2) and bite -0 (1d4+0, x2)

Base Attack +2; CMB +5 (+7 to disarm), CMD 16

Rapier attack bonus is BAB (+2) + Dex (+3) + masterwork (+1).
Scorpion whip/kukri/light mace/bite attack bonus is BAB (+2) + Dex (+3).

Magic:

Caster Level CL 3rd
3/day: dancing lights;
2/day: disguise self;

Oracle Magic:

Curses: Haunted (secondary), Wrecking Mysticism (primary)
Mystery: Battle
Revelations: Martial Flexibility

Spells/Day
CL: 2nd (DC = 10 + spell level + Charisma [+ 1 Enchantment])
Orisons: At-will (DC 13 [14 Enchantment])
1st Level: 5 (DC 14 [15 Enchantment])

Spells Known
Orisons: detect magic, ghost sound, guidance, mage hand, read magic, resistance
1st Level: cure light wounds, dream feast, ill omen, embrace destiny

Abilities, Feats, Traits, and Skills:

Ability Scores and Modifiers
Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)

Feats
Agile Maneuversb, Combat Expertiseb, Combat Staminab, Deadly Aimb, Fencing Grace, Magical Tail (I), Power Attackb, Piranha Strikeb, Two-Weapon Fighting, Weapon Finesseb

Traits and Drawback
Adaptive Magic, Rice Runner, Seeker; Tainted Spirit

Adventuring Skills
Oracle Ranks/Level: 9 (+4 Class, +2 Int, +1 Campaign [Knowledge only], +2 Background)
Fighter Ranks/Level: 9 (+2 Class, +2 Archetype [Int-based only], +2 Int, +1 Campaign [Knowledge only], +2 Background)

Acrobatics (3 ranks) +11, Bluff (2 ranks) +5, Disguise (1 rank) +4, Knowledge (arcana) (2 ranks) +8, Knowledge (religion) (2 ranks) +7, Perception (3 ranks) +7, Sense Motive (2 ranks) +5, Spellcraft (3 ranks) +8, Survival (1 rank) +4, Use Magic Device (2 ranks) +9

Background Skills
Appraise (2 ranks) +7, Craft (alchemy) (3 ranks) +8, Sleight of Hand (1 rank) +3

Class Abilities:

Daily Abilities Tracker:

Stamina: 2/2

Martial Flexibility: 3/3

Campaign Boons:

Gift of Korlez: As an oracle with Korlez as his patron, Kayin may manifest a set of claws at will. These claws do 1d4 points of damage. If Kayin shifts into his natural form, or uses the Fox Shape racial feat to assume fox form, he may manifest the claws in either of those forms as well.

Unused Essences:

Primal Death Essence (Plague Zombie)

Possessions and Encumbrance:

Cold-weather oufit, masterwork rapier, weapon cord, Talanor scorpion whip, weapon cord, kukri, light mace, studded leather, nine-tailed ring, bandolier (), spell component pouch, assorted lucky talismans and charms

Weight: 40 lbs. (Light)

Masterwork backpack (50' silk rope, bedroll, winter blanket, explorer's outfit, soap, grooming kit, dandy brush, small steel mirror, mess kit, 35 wandermeal, 6 pounds tea [average quality], teapot, canteen [full; 1 lb. empty])

Weight: 58.5 lbs. (Medium when combined with worn gear)

Bright Tower Quarters

masterwork brewer's kit, portable alchemist's lab, portable crucible, retort, 100 filters, alchemical materials (197 gp, 5 sp worth), alchemical reagents (125 gp worth)

138 lbs.

Encumbrance
Light: 43 lbs. (50 lbs. with masterwork backpack)
Medium: 44-86 lbs. (51-100 lbs. with masterwork backpack)
Heavy: 87-130 lbs. (101-150 lbs. with masterwork backpack)

10-Minute Background:

Step 1: Appearance and Background
1) In human form, Kayin appears as a slight-bodied young male human of Braonin extraction, possessing a narrow face with sharp, fox-like features, a pale complexion, and a curly tangle of shoulder-length auburn hair frosted white at the tips. His face has a dusting of freckles across the bridge of the nose and the upper checks, and gold-green eyes, fringed by thick lashes, that reflect light quite unnervingly in the dark. His kitsune form is of similar stature, covered in an auburn pelt with white-tipped ears, tail, and muzzle. His hands from roughly mid-forearm down are covered in white-furred "gloves," and matching "socks" of the same color cover his feet from just above the ankle to the tips of his toes.

2) Kayin's personality is quite odd. On the surface, he appears to be callous and uncaring, interested only in what benefits him first and foremost. And there is more than a measure of truth to this initial impression. But this is a carefully-constructed mask, meant to protect him. The reality is that Kayin is a terribly lonely person who craves friendship, even as he lives in fear of what will happen if the truth about him ever gets out. Even before the world was ruined, he found life as a wandering exile all but unbearable. Now, with so few people left, he has no choice but join other survivors to improve his own chances, but constantly worries that being forced away again will be his literal end. So he strives to balance being just off-putting enough to keep people from digging into any oddities that they might notice about him while also demonstrating that he has skills that others need now.

3) The bane of Kayin's existence is a curse whose origins lie in the distant Godling Wars, when his ancestors took up arms in support of Korlez. Though the exact source of the curse has been lost to time, it is known that it originated with one of the Ealintaine, who blighted the kitsune for something that they did upon the battlefield. Only the intervention of Korlez himself kept the curse from wiping the foxfolk from the world. Instead, the curse was altered so that the first kitsune born in each generation to the descendants of those who participated in the Godling Wars was the sole bearer of the curse, acting as living sacrifice for their particular generation. The curse, which becomes active around puberty, afflicts its bearer with ill luck and misfortune that slowly but inexorably grows in potency until the bearer dies. As the curse wasn't very discriminating about who suffered its effects, its bearers more often than not found themselves unwelcome pretty much everywhere.

4) On the day Kayin was born, two other kits were born at roughly the same time, leaving considerable doubt as to which of them would be the unfortunate curse-bearer. To their shame, Kayin's extended family responded poorly to this conundrum, shunning all three youngsters through their childhoods until Kayin himself finally provided evidence of where the curse had come to roost. The arrival of this evidence not only solidified Kayin's outcast status among the kitsune of his home, but it also cost him his only friends. Freed from their pariah status, the other two kits wasted no time in distancing themselves from their former comrade.

5) Shortly after the confirmation of his unwanted eminence, Kayin was stunned to learn that he was being exiled. In the process of communing with diverse spirits who served as intermediaries to Korlez, the elders of his people learned that the one who cursed them had grown weary of their continued existence in the face of divine judgement, and so altered the curse to once more strike all kitsune, this time as a plague spread by ones born with the curse. With their patron trapped on the Plane of Bone and unable to intercede on their behalf as he had before, the kitsune were forced to resort to desperate measures, casting out all those bearing the curse and exiling them from not just the barony itself, but the entire Duchy of Derncape on pain of death should they return.

6) Though forced into exile, Kayin's family--driven by equal measures of love and guilt--didn't send him forth helpless and unprepared. In the time that they had available, they taught him the basics of tapping into his people's innate magical gifts, how to harness his curse for power, and how to use a weapon effectively when all else failed. In the process, he even managed to learn the basics of alchemy and more dubious forms of acquiring coin. With that, and a generous measure of supplies, he was summarily ejected from the only home he'd ever known and told in no uncertain terms to never come back. Kayin arrived in Talanor only weeks before the Shaping occurred, quickly carving out a niche for himself in the city's notorious Point district, peddling his wares and spells to get by (with more than a bit of fast-handed thievery when necessary).

Step 2: Goals
1) Ideally, he'd like to rid himself of the curse entirely. But more realistically, Kayin would settle for a return to the status quo, when it wasn't a contagious disease that infects any kitsune to come within arm's reach of him.

2) Survive whatever the world has become following the Shaping, by any means necessary.

Step 3: Secrets
1, Known) Kitsune, as with many of those blessed in distant ages by Korlez, are not looked upon favorably by most who encounter them, and generally conceal their true nature from the rest of the world. And Kayin is no exception, shedding his human guise to reveal his actual form only when it provides him with a measurable edge of some sort.

But Kayin's curse gives him a secret beyond that of other kitsune, one shared only by the relative few who themselves bear the burden for their own generation. Stories have spread, through the Duchy of Derncape and beyond over the centuries, of those individuals from one particular barony who live under the heavy hand of misfortune, their every endeavor doomed to fail in some way or another, oftentimes at dear cost to those who made the mistake of befriending them. These unfortunates are forced to wander, always driven away from any community the instant that the curse makes itself known yet again. And Kayin, bearing a horrible new iteration of this eons-old grudge against his kind, is willing to do whatever he has to to keep anyone from learning of his affliction and using it against him in some manner.

2, Unknown) Kayin wasn't meant to be the bearer of the curse for his generation. Rather, that dubious eminence was actually attached to one of his two childhood friends. When the curse manifested on its intended bearer, the young kitsune's parents made a foul bargain with a fell power to substitute one of the other two kits born around that time for their own as the recipient of the curse.

3, GM-assigned) ????

Step 4: Friends and Enemies
1, Friend) Kayin's status as a bearer of his people's curse has left him bereft of friends, or even casual acquaintances, among the kitsune of his home. Even before it was changed to its present form, nobody wanted to risk getting caught up whenever the curse decide it was time to show itself again.

2, Friend)

3, Enemy) None at the moment.

Step 5: Mannerisms, Memories, and Quirks
1) While in kitsune form, Kayin developed the habit of stroking his tails in an effort to calm himself after particularly bad days.

2) One of Kayin's most treasured childhood memories is of the time a caravan arrived in the hamlet he called home. Relegated, along with his two fellow outcasts, to the fringe of the crowd watching the show being put on by the caravan's members, Kayin and his friends missed nearly everything there was to see. However, the caravan's master noted their treatment, and though he didn't make mention of his displeasure over this rank treatment of children to his hosts, the three kits got to see the entire show for themselves at no cost before the caravan left.

3) In an effort to mitigate the worst effects of his curse, Kayin has taken to performing odd little rituals meant to disrupt or cleanse his bad luck and replace it with good. While the rituals appear utterly nonsensical to the casual observer, anyone who has been in Kayin's company long enough to witness what his luck is usually like cannot deny that the rituals seem to be working.

Role and Advancement:

Kayin is intended to a generalist, offering combat flexibility backed by light to moderate spellcasting, with an emphasis on unlocking innate kitsune racial spell abilities. The intended build, while capable on the front line, depends very much on working in close concert with at least one melee ally.

At 2nd level, Kayin begins his career as an oracle. Going with the intended kitsune theme, the dual-cursed archetype would be used, with wrecking mysticism as the primary curse and haunted as the secondary curse. Martial advancement would continue with the selection of warsighted as a second archetype, paired with the battle mystery.

Character Bonus Feat Progression
CL 1st: Magical Tail; Fighter 1st: Two-Weapon Fighting
CL 3rd: Fencing Grace
CL 5th: Extra Revelation (Weapon Mastery [scorpion whip])
Fighter 2nd: Two-Weapon Grace
CL 7th: Extra Revelation (Maneuver Mastery [Trip])
CL 9th: Extra Revelation (Maneuver Mastery [Disarm])
CL 11th: Magical Tail
CL 13th: Fox Shape
CL 15th: Swift Kitsune Shapechanger
CL 17th: Vulpine Pounce
CL 19th: Improved Natural Weapon (bite)

Character Ability Increase Progression
CL 4th: +1 Str
CL 8th: +1 Cha
CL 12th: +1 Cha
CL 16th: +1 Cha
CL 20th: +1 Str

Oracle Revelation Progression
1st: Martial Flexibility
3rd: Weapon Mastery (rapier)
5th: Misfortune
7th: Martial Flexibility
11th: Martial Flexibility
13th: Fortune
15th: Martial Flexibility
19th: War Sight

Oracle Mystery Spell Progression
2nd: Ill Omen
4th: Oracle's Burden
6th: Bestow Curse
8th: Magical Tail feat
10th: Magical Tail feat
12th: Magical Tail feat
14th: Magical Tail feat
16th: Magical Tail feat
18th: Magical Tail feat

Life Essence Feats
Revelations: Abundant Revelation, Extra Revelation, Strange Revelation

Martial Flexibility: Extra Martial Flexibility

Maneuvers: Break Guard (disarm), Directed Disarm (disarm), Dirty Trick Master (dirty trick), Disarming Strike (disarm), Quick Dirty Tricks (dirty trick), Tripping Strike (trip)

Metamagic

Item Creation: Brew Potion, Scribe Scroll

Style: Kitsune Style (Kitsune Tricks, Kitsune Vengeance), Fox Style (Fox Insight, Fox Trickery)

Combat: Combat Reflexes, Improved Two-Weapon Feint, Improved Two-Weapon Fighting (Greater Two-Weapon Fighting as bonus upon prerequisites), Quick Draw, Serpent Lash, Slashing Grace, Two-Weapon Defense, Two-Weapon Feint, Two-Weapon Rend, Weapon Versatility, Whip Mastery (Improved Whip Mastery, Greater Whip Mastery)

Shopping List
Flawed Scarlet and Green Cabochon Ioun Stone
Cord of Stubborn Resolve
Allnight (alchemical compound)
Invigorate bard spell

House Rules & Character Rules:

Class
Using this version of the lore warden archetype, not the updated version.

Nine-tailed Ring
This ornate metal ring, worn on Kayin's left hand, is shaped to resemble nine overlapping fox tails. While most of the ring is a silver-grey color, one of the tails is russet with a white tip. Curiously, this splash of color doesn't look as though it's been painted onto the metal, but rather like the metal's natural color.

Talanor Scorpion Whip
Cost: 5gp; Weight: 3 lbs.
Damage: 1d3 (Small), 1d4 (Medium); Critical: x2; Type: Slashing
Category: Light; Proficiency: Exotic; Weapon Group: Flails
Special: disarm, performance, reach, trip

This whip has a series of razor-sharp blades and fangs inset along its tip.

This specialized variant of the standard whip was developed for use in gladiatorial bouts, and has a few features meant to optimize it for a showier style of combat. However, while these additions change the weapon enough so that it requires a distinct proficiency from whips to use properly, they don't impede or otherwise alter its ability to do everything that a standard whip is capable of doing.

The scorpion whip deals lethal damage, even to creatures with armor bonuses. The scorpion whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a scorpion whip provokes an attack of opportunity, just as if you had used a ranged weapon.

The scorpion whip is treated as a whip for the purposes of feats requiring whip proficiency.

Rules
Unchained Craft Rules

Foraging (Note that Garidan may use the rules for foraging to locate alchemical raw materials and reagents, subject to the terrain being foraged.)

Spontaneous Alchemy
Recipes Known
Tanglefoot Bag: 55 myrrh + 55 urea/congelation; DC 25, 10 minutes, alchemist's lab.
Icecap Ale: 50 spirit of wine + 40 urea/distillation; DC 20, 1 week, brewer's kit.

Alchemical Ingredients & Goods
Talanor: Components

Talanor: Collecting Parts; Living and Dead

Alchemical Concoctions

Alchemical Goods

Alchemical Weapons

Houserules for New & Existing Alchemical Items
Exemplar Weapon Salve: Applied to weapons and ammunition only, craftable (DC 30).

Tanglefire Bags: Craftable item (DC 27) requiring a tanglefoot bag and a flask of alchemist's fire to create. When thrown, a tanglefire bag functions as a tangleburn bag, save that it creates a splash of fire damage on impact identical to that of a flask of alchemist's fire.

Alchemy Progress Tracker:
Making a dose of acid, for which the DC is 15. Using UC crafting rules, I use 2 gp, 5 sp worth of ingredients and the item's complexity is normal, so I make 2 gp worth of progress each day with a successful Craft check (with checks of 5, 10, 15, and so on over the DC increasing progress accordingly).

Craft Progress: Acid
DC 15 (normal, 2 gp/day progress); 10 gp
Checks Made: 1 (); Progress Made (in gp): 2/10.

Starting Equipment List:

Cold-weather oufit; - gp, 7 lbs.

masterwork rapier; 320 gp, 2 lbs., 1d6+, 18-20/x2
weapon cord; 1 sp, - lbs.
Talanor scorpion whip; 5 gp, 3 lbs., 1d4+, x2
weapon cord; 1 sp, - lbs.
Kukri; 8 gp, 2 lbs., 1d4+, 18-20/x2
Light Mace; 5 gp, 4 lbs., 1d6+, x2

studded leather; 25 gp, 20 lbs., +3 AC, +5 Dex, -1 ACP, 30 ft.

bandolier; 5 sp, - lbs.
spell component pouch; 5 gp, 2 lbs.

368 gp, 7 sp, 40 lbs.

Masterwork backpack; 50 gp, 4 lbs.
50' silk rope; 10 gp., 5 lbs.
bedroll; 1 sp, 5 lbs.
winter blanket; 5 sp, 3 lbs.
explorer's outfit; 10 gp, 8 lbs.
soap; 1 cp, 0.5 lbs.
grooming kit; 1 gp, 2 lbs.
dandy brush; 2 sp, 2 lbs.
small steel mirror; 10 gp, 0.5 lbs.
mess kit; 2 sp, 1 lb.
wandermeal; 1 cp, 0.5 lbs. (x35, 3 sp, 5 cp, 17.5 lbs.)
tea (average quality); 6 cp, 1 lb. (x4, 2 sp, 4 cp, 4 lbs.)
teapot; 1 sp, 1 lb.
(full) canteen; 2 gp, 5 lb. (1 lb. empty)

84 gp, 7 sp 58.5 lbs.

masterwork brewer's kit; 75 gp, 50 lbs.
portable alchemist's lab; 75 gp, 20 lbs.
portable crucible; 20 gp, 3 lbs.
retort; 2 gp, 0.5 lbs.
filter; 5 sp, 0.5 lbs. (x100, 50 gp, 50 lbs.)
alchemical materials; 200 gp worth of material, 1 lb./100 gp (or 0.5 lbs./50 gp)
alchemical reagents; 125 gp worth of reagents, 1 lb./10 gp (or 0.5 lbs/5 gp)

547 gp, 138 lbs.

Total 1,000 gp, 4 sp, 236.5 lbs.