Okuru's page

239 posts. Organized Play character for JASON RODARTE.

Full Name

Init +3; Senses low-light vision; Perception +0 Hp 7 13/13/10 Fort +1, Ref +3, Will +2


Int +3, Low Light, HP 7 AC 13/13/10 Fort +1, Ref +3, Will +2

About Okuru

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Male kitsune sorcerer (nine-tailed heir) 1 ( Pathfinder Player Companion: Blood of the Beast 13, Pathfinder
RPG Bestiary 4 175)
CN Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +0
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
morningstar -1 (1d8-1) or
bite -1 (1d4-1)
Ranged javelin +3 (1d6-1)
Spell-Like Abilities (CL 1st; concentration +5)
3/day—dancing lights
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—corrupting touch (1 round)
Sorcerer (Nine-Tailed Heir) Spells Known (CL 1st; concentration +5)
1st (4/day)— charm person (DC 19), color spray (DC 15)
0 (at will)— daze (DC 16), detect magic , disrupt undead , ghost sound (DC 14)
Bloodline Infernal
Str 9, Dex 16, Con 12, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Spell Focus (enchantment)
Traits domineering, nine-tailed scion
Skills Acrobatics +2 (-2 to jump), Bluff +8, Profession (gambler) +4, Spellcraft +5; Racial Modifiers +2
Languages Common, Sylvan, Tien
SQ bloodline arcana (+2 DC for charm spells), change shape, kitsune magic
Combat Gear wand of grease (11 charges) , drow poison; Other Gear dagger, javelin (2), morningstar,
backpack, bedroll, belt pouch, flint and steel, mess kit UE, pot, soap, torch (10), trail rations (5), waterskin,
190 gp
Special Abilities
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Change Shape (Su) Assume a single human form.
Corrupting Touch (1 round, 7/day) (Sp) As a standard action, touch shakes foe and they radiate evil for
1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.