Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Lini

Kimiko's page

122 posts. Alias of JAF0.


Full Name

Kimiko Asami

Race

mikobito shaman 2/investigator 1

Classes/Levels

skills:
acro 5, appraise 4, bluff 6, craft alch 8, diplo 6, disable 6, escape 5, handle anml 6, heal 5, intim 6, k nature 11, k dung 11, k arc 12 k planes 11, k eng 12, perc 10, sm 8, splcrft 8, stealth 1/5, surv 9

Gender

stats:
hp 20/20 | ac 13 13 12 | F 3, R 3, W 10 | bab 1, melee -1, ranged 2 | cmb -1 cmd 10 | init +1

Size

M 5'3", 112 lbs

Alignment

LN

Languages

common, sylvan, draconic, kitsune

Strength 6
Dexterity 13
Constitution 13
Intelligence 15
Wisdom 20
Charisma 12

About Kimiko

Mikobito racial abilities:

-2 dex +2 con +2 wis
native outsider
low light vision
move 20' not slowed by encumbrance
forest bond +2 ac in forest or jungle
plant whisperer - speak with plants always on
dryad descendant - +1 dc to enchantment spells, charm person as a sla 1x/day
woodland mien +4 stealth in jungle and forest
plant allies entangle as a sla 1x/day

shaman (FC) abilities:

orisons

spirit (lore) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

spirit animal The lore shaman's spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks. (skunk: gives +2 fort saves)

spirit magic A shaman who selects the lore spirit appears far wiser and knowing that her age would suggest. Though she can seem unassuming, her eyes give the impression she is peering deep into all she looks at, seeing the secrets of the essential merely by concentrating.

Spirit Magic Spells: Identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).

spirit ability A shaman who chooses the lore spirit as her spirit or wandering spirit gains the following ability.
Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

hex - benefit of wisdom - use wisdom in place of int on all int-based skills and abilities.

hex - healing - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.

investigator abilities:

alchemy (su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

inspiration (ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

traits:

Mathematical Prodigy Benefits: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Charming Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Naive Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

adopted... Latent Psion (Human) Benefit You gain a +2 trait bonus on saves against mind-affecting effects.

feats:

True Love You found love, only to have it denied by the cruelty of fate. Prerequisite: You must have found love with a person you can't be with, have a current lover, or have the Current Lover, For Love, or The Lover background. Possible complications include distance, your love being with another, your feelings being unrequited, or your relationship being forbidden.
Benefit: You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain a +2 bonus on Sense Motive checks. If you have 10 or more ranks in Sense Motive, this bonus increases to +4.
Goal: Find a way to be with your true love (even if you can't formally wed).
Completion Benefit: The inspiration of knowing your love waits for your return gives you a +2 bonus on attack rolls, saving throws, and skill checks whenever you are below a quarter of your total hit points (not counting any temporary hit points). You lose this completion benefit if your relationship with your true love comes to an end for any reason, including death.
Special: At the GM's discretion, you can find true love with a person other than the one you designated when you chose this feat. In this case, the love you initially chose was wrong for you, but this became obvious only when you found the one truly meant for you.

Re: [Pathfinder] Emotion-based Spells and Effects
Core Rulebook: antipathy, bane 1, calm animals 1, calm emotions 2, cause fear 1, crushing despair, doom 1, eyebite, fear 4, good hope, phantasmal killer, rage, symbol of fear, sympathy, weird

Advanced Player's Guide: aura of greater courage, blessing of courage and life, castigate, euphoric tranquility, forced repentance, hunter's howl, mass castigate, moonstruck, phantasmal revenge, rally point, scare 2, shared wrath, weapon of awe, wrath

Advanced Race Guide: agonizing rebuke, battle trance

Inner Sea World Guide: unbreakable heart 1

Orcs of Golarion: blood rage

Ultimate Magic: aura of doom, compassionate ally, curse of disgust, delay pain, delusional pride, envious urge, joyful rapture, malicious spite, miserable pity, oppressive boredom, overwhelming grief, overwhelming presence, reckless infatuation, serenity, smug narcissism, terrible remorse, unadulterated loathing, unnatural lust, unprepared combatant, utter contempt, vengeful outrage, waves of ecstasy

Dilettante Prerequisites: 2 ranks each in 5 different Knowledge skills. Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

spells:

0 lvl 3/day detect magic, create water, dancing lights
1 lvl 3/day produce flame, bane, sleep

formulae:

1 lvl 2/day adhesive spittle, firebelly, touch of the sea

equipment:

handy haversack
sleeves of many garments
cracked dark blue rhomboid ioun stone +1 perc +1 sm
waterskin
belt pouch
tinderbox/flint&steel
flask filled with sweet nectar
bedroll/blanket
crossbow, 20 bolts
dagger
lockpicks

400 gp

familiar:

Skunk named "Yujin" (means 'friend') CR 1/4
Master gains a +2 bonus on Fortitude saves

XP 100
N Tiny animal
Init +4; Senses low-light vision, scent; Perception +5
DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 NA)
hp 10 (1d8-1)
Fort +1, Ref +4, Will +6
OFFENSE

Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Ranged spray +5 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk
STATISTICS

Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 7
Feats Weapon Finesse, Alertness, improved evasion, share spells, empathic link
Skills Perception +5 stealth +8
SPECIAL ABILITIES
Musk (Ex)

Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

background:

Born of mortal father and dryad mother, Kimiko came into the world as a child of the forest. Raised alone under her mother's semi-disinterested care, she was free even as a young girl to roam the woods as she pleased. Now, it's not that her mother didn't love her, it was simply that the dryad didnnot know how to show love to a child. Kimiko developed a love of travel and an insatiable wanderlust, with the trees and plants of the forest as her constant, if immobile, companions.

When she was still a child in her early teens, she wandered into the farmlands of a human settlement of her home region of Riku'Ki. This mura, or village, had a childless couple, who adopted Kimiko and taught her much of the ways of humans, such as her father might have been. She enjoyed the attention and love showered on her, since she knew little of either from her dryad mother. Still, her wanderlust kept her out sometimes for days at a time while she travelled among the forests. Her adopted family worried about her constantly during these forays but there was little they could do to stop her.

As was their custom, they arranged a marriage for her when she was of age, but she was defiant and insistent that she wanted no such entanglement to tie her down. She fled when they told her the contract was set and there was no choice.

Into the forests she ran kept running. She went much farther than she'd ever gone before. There she came on a solitary shrine she'd never seen in her previous travels. Seeing no one about, she went inside and came upon a wizened old man. He said he was Master Suenteus Po and bade her stay and tell him her story. Almost feeling compelled for some reason by the charismatic fellow, she told him everything. He offered her a warm meal, a hot bath, and place to sleep for the night.

When she woke in the morning, Master Po gave her breakfast and asked her if she wished to stay, and study, with no restrictions on her wanderings. She agreed, and they formed a fast friendship. Though she was always a little cautious around him, as if sudden movement might break the fragile old man, he never seemed deterred by his age from any sort of work around the shrine, nor did he ever seem to age more.

She stayed with him for 3 years, working about the shrine, studying and developing her gifts for speaking with spirits. He helped her summon her spirit helper, a baby skunk who she raised from a kit. After three years, she woke one morning to find the shrine, the old man had all vanished, and she and her spirit helper were alone in a clearing, to find their own way in the world. She was devastated, and it dawned on her that indeed she actually loved the old man, Master Po. She wept, her tears sprinkling the ground at the site of the shrine, and where each tear fell, a small tree sprouted... truly a sign of her dryad ancestry.

She wanders the world now, search for her lost love.


©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.