Cayden Cailean

Kyto The Blade's page

12 posts. Alias of havoc xiii.


Full Name

Kyto Shinomori

Race

Human

Classes/Levels

Kensai Magus lvl 4

Gender

Male

Age

22

About Kyto The Blade

 Kyto The Blade
Race: Human| Size: M | Class/Levels: Magus 4*(kensai (hp)) Gender: Male | Age: 22 | Alignment: CN
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ABILITY SCORES

STR: 18 (+4) DEX: 14 (+2) CON: 12 (+1)
INT: 16 (+3) WIS: 10 (+0) CHA: 10 (+0)
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DEFENSE:
Fort: +5 | Ref: +3 | Will: +4

AC: 17 (+3 Int, +2Dex  +2BoA) | HP: 28-28
Flatfoot: 12 Touch: 15 CMD: 19
Armor: none
Concentration Check: + 7
Notes: none
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OFFENSE:
BAB: +3 | Initiative: +6 | CMB: +7
Movement 30 feet 
Notes: Arcane Pool  7/7
Duel: reputation 2 gaze 2 reaction 7 Draw 6 attack 10

MW Katana:

- Attack Bonus:  10 / 8
- Damage:  1d8 + 5 / 7
- Critical: 18-20 x2
- Type: S
- Weight: 6 lbs.
-Notes:  deadly +4 to fort save during coup de grace
-Location Left hip.

Dagger x2:

- Attack Bonus:  +7
- Damage: 1 d4 + 4
- Critical: 19-20 x2
- Range: 10ft
- Type: P/S
- Weight: 1lb each  
- Location: Crosswise lower back.

Coat Pistol):

- Attack Bonus:  +5
- Damage: 1d4
- Critical: 20 x3
- Range:  10ft
- Type:  B/P
- Weight:  1lb
-Ammo:  10 bullets 10 doses in horn
- Location: right sleeve

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SKILLS:
 
(Ranks + class skill + ability + Miscellaneous = total)
Fly: 6+3+2+0=11
Knowledge Arcana: 6 +3+3+0=12
Knowledge Dungeoneering: 6 +3+3+0=12
Knowledge Planes: 6 +3+3+0=12
Ride: 6+3+2+0=11
Spellcraft: 6 +3+3+0=12

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RACIAL ABILITIES:

2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. str
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

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CLASS ABILLITIES (MAGUS)

Spellbooks:

Lvl0: All 0 lvl words and meta words

Lvl1: Burning Flash; Dash; Force Shield; Glide; Radiance; Shock Arc; Fade; Metaword Careful; Metaword Quiet

Lvl2: Accelerate; Enhance Form

Prepared Spells:

Lvl0: Cone of Sense Magic; Selected Fire Jet; Selected Cold Snap;

Lvl1: Lengthy Force Shield; Selected Burning Flash; Shock Arc

Lvl2: Boosted Accelerate 
 

Canny Defense (Ex):
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense  ability. This is identical to the duelist prestige class ability 
of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex):
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Arcane Pool (Su)::

At 1 st level, the magus gains a reservoir of  mystical arcane energy that he can draw upon  to fuel his powers and enhance his weapon.  This arcane pool has a number of points equal  to 1 /3  his magus level (minimum 1) +  his  Intelligence  modifier. The pool refreshes once  per day when the magus prepares his spells. At 1st level, a magus can expend 1  point from  his arcane pool as a  swift action  to grant any  weapon he is holding a +1  enhancement bonus for 1  minute. For every four levels beyond 1st,  the weapon gains another +1  enhancement  bonus, to a maximum of +5  at 17th level.  These bonuses can be added to the weapon,  stacking with existing weapon enhancement to  a maximum of +5.  Multiple uses of this ability  do not stack with themselves. 

At 5 th level, these bonuses can be used to add  any of the following weapon properties:  dancing,  flaming,  flaming burst,  frost,  icy burst,  keen,  shock,  shocking burst,  speed or  vorpal .

Adding these properties consumes an amount  of bonus equal to the property’s base price  modifier. These properties are added to any  the weapon already has, but duplicates do not  stack. If the weapon is not magical, at least a  +1  enhancement bonus must be added before  any other properties can be added. These  bonuses and properties are decided when the  arcane pool point is spent and cannot be  changed until the next time the magus uses  this ability. These bonuses do not function if  the weapon is wielded by anyone other than  the magus. A magus can only enhance one weapon in this  way at one time. If he uses this ability again,  the first use immediately ends.

Spell Combat (Ex): :

At 1st level, a magus learns to cast spells and  wield his weapons at the same time. This  functions much like two-weapon fighting, but  the off-hand weapon is a spell that is being  cast. To use this ability, the magus must have  one hand free (even if the spell being cast does not have somatic  components), while wielding  a light or one-handed melee weapon in the  other hand. As a  full-round action , he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the  magus spell list with a  casting time  of 1  standard action  (any  attack roll  made as part of this spell also takes this penalty). If he casts  this spell defensively, he can decide to take an  additional penalty on his  attack rolls , up to his  Intelligence  bonus, and add the same amount  as a  circumstance bonus  on his  concentration   check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can  choose to cast the spell first or make the  weapon attacks first, but if he has more than  one attack, he cannot cast the spell between  weapon attacks.

Spellstrike (Su)::

At 2nd level, whenever a magus casts a spell  with a range of “touch” from the magus spell  list, he can deliver the spell through any  weapon he is wielding as part of a melee  attack. Instead of the free melee  touch attack   normally allowed to deliver the spell, a magus  can make one free melee attack with his  weapon (at his highest  base attack bonus ) as  part of casting this spell. If successful, this  melee attack deals its normal damage as well  as the effects of the spell. If the magus makes  this attack in concert with spell combat, this  melee attack takes all the penalties accrued by  spell combat melee attacks. This attack uses  the weapon’s critical range (20, 19–20, or 18– 20  and modified by the  keen  weapon property  or similar effects), but the spell effect only  deals ×2  damage on a successful  critical hit ,  while the weapon damage uses its own critical  modifier.

Perfect Strike (Ex):
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrikes, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Magus Arcana::

Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn
 

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PROFICIENCIES:
 
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

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LANGUAGES:
Common
Elven 
Draconic
Abyssal
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TRAITS:
Killer Eyes: +2 reputation +1 confirm crit
Warrior Spirit katana: +1 attack and damage
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FEATS:

Lvl1: improved initiative 
Lvl1 human bonus: extra arcane pool
Lvl3: Quickdraw

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EQUIPMENT:
Platinum: 
Gold: 120
Silver: 0
Copper: 0
Spell component pouch

Backpack:

50 ft of string; Whetstone 1lb; 2 pieces chalk; Spell Book; 10 flasks acid; blank spell book; Compass; Crowbar; 10 trail 50 ft silk rope; 3 vials ink; inkpen; skeleton key; steel mirror

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Character

PERSONALITY::

Quick to anger and just as quick to respond to a threat. Sees drunkenness as an escape from reality and refuses to drink in excess.

APPEARANCE: :

Short black hair eyes a piercing yellow that have seen far too much violence and pain. Five foot eleven and three quarters broad shoulders that leads to a slim waist for quick precise movements.

HISTORY::

Kyto was adopted by a man from the east called Miyamoto who was a disgraced samurai from the east. He never explained to his adoptive son what had happened Kyto just assumed it was to depressing and painful to explain so he never pushed it. His “father” taught him the way of the sword in the style of the samurai and Kyto was always fascinated by the stories of magic that his “father” told him of so he would also study magic despite the superstitions surrounding it as dark.  One day while Kyto was out looking for a new book on magi he comes back to his home to find his “father” shot lying in a pool of his own blood. The house had been ransacked and everything of value had been stolen. Including his “father’s” katana which he had told him was more precious to him than his own life. He set out as soon as he had buried him and looked for the people who could have done this.
He heads to a well known fence asking if any men had tried to sell off any unusual items. He showed him a very familiar blade, Miyamoto’s own katana. The man wouldn’t explain who had sold it to him, but after a show of magically might that involved burning part of his wares he relented.  Kyto headed towards the place the men had set up camp after selling off their stolen goods. After waiting for the fall off night and their drunken snores he walked into their camp and slaughtered the three off them without remorse and left their bodies for the animals. He had to leave his village after the fence had accused him of witchcraft which was fine with Kyto.
Sometime later while on the hunt for a bounty he ran into a beautiful and sultry woman who originally told him her name was The Black Butterfly its not until later that he finds out her real name is Aedia. When he found out they were after the same bounty they decided to team up and get him together, and split the bounty fifty-fifty.  The two of them took the bounty down easily with her expert marksmanship and his quick blade and magic. After spending a few hours together after the payoff they decided to continue working together falling in love and getting married. They now work as a team making a name for themselves as a married bounty hunter team.