My Ameiko Kaijitsu!


Rise of the Runelords


She has no part in Burnt Offering, but in my game she is going to be more useful than usual.....
During last session my PCs were all taken captive and stripped of everything by Thistletop goblins since they were too slow in Nettlewood and gave the enemy time to prepare a super ambush in the building.
The party is composed of an aasimar druid,two humans cavalier and barbarian and a tiefling rogue.
The rogue talked Nualia into letting her go (naked) in exchange for another captive,which she is supposed to lure in Nualia's hands,and Bruthazmus asked for Shalelu.
Of course i wouldn't have allowed for Shalelu to be so easily captured but needed some idea for the party's rescue mission..
Nualia kept the other PCs hostages and said her sentinels will guard the road, and that she wants to see the rogue coming back with Shalelu asap, both un-armed and un-armored and no one else.
I'm planning also to use Orik as a hook for the rescue from inside, but meanwhile Shalelu asked for help to Ameiko and Koya.
I'm planning to use Ameiko and Koya as baits when the time comes;they will walk along the road disguised as the party rogue and Shalelu.....while the elf searchs and kills the sentinels in stealth.
But to do this i had to re-create Ameiko's stats, since i don't like that one level in aristocrat and RotR gives no real sheet for her.

Ameiko Kaijitsu:

Ameiko Kaijitsu
Female Human Bard 3/Rogue (Rake) 2
CG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 deflection, +1 dodge)
hp 29 (5d8+5)
Fort +2, Ref +8, Will +5; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 mithral rapier +6 (1d6+2/18-20) and
. . dagger +5 (1d4+1/19-20)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), bravado's blade, sneak attack +1d6
Bard Spells Known (CL 3rd; concentration +7):
1st (4/day)—charm person (DC 15), cure light wounds, feather step (DC 15), vanish (DC 15)
0 (at will)—detect magic, light, mage hand, prestidigitation, summon instrument, unwitting ally (DC 14)
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Statistics
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Str 12, Dex 14, Con 13, Int 12, Wis 11, Cha 18
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Extra Performance, Iron Will, Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +11, Bluff +12, Diplomacy +10, Disguise +12, Escape Artist +7, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nobility) +6, Perception +8, Perform (act) +12, Perform (dance) +9, Perform (string instruments) +14, Sense Motive +4, Sleight of Hand +7, Spellcraft +6, Stealth +10; Racial Modifiers rogue talents (charmer)
Languages Common, Tien
SQ bardic knowledge +1, versatile performance abilities (act)
Combat Gear potion of remove disease, wand of cure moderate wounds, wand of identify (50 charges); Other Gear +1 leather armor, +1 mithral rapier, dagger, ring of protection +1, explorer's outfit, masterwork shamisen, noble's outfit, 18 pp, 3 gp
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Special Abilities
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Acrobat When doing an accelerated climb, penalty is reduced to -2.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Versatile Performance (Acting) +12 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Wand of identify (50 charges) Add this item to create a wand of a chosen spell.

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Fun! At their higher level, they should be able to be fairly effective. There's also the possibility due to poor goblin tactics, that the prisoners may be left 'unattended' for brief periods of time that roll with a rescue attempt. They are pretty disorganized and Nualia has other important things to distract her from keeping them in line.

Sovereign Court

Don't forget to use the time they spend as prisoners to convey some of the information they'll get through Nualia's journals more naturally (through gloating and so forth) as it can be a bit of an info-dump otherwise...

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