Miyaro

Aikawa Tenuki's page

51 posts. Organized Play character for Meranthi.


Full Name

Pel Tenuki

Race

HP 32/32 | AC 18 | Fort +8, Ref +7, Will +4 | Perc +6 | Stealth +5 | Speed 25 | Init +6 (usually) |

Classes/Levels

Hero Pts 2/3 | FP 1 | Exploration Activity: Search| Active Conditions: 0 | Action Symbols: (◆), (◇), (↺)

Gender

N (she/her) kitsune undine fighter 2 |

About Aikawa Tenuki

Pel - Aikawa Tenuki EA Fighter 2
Perception +6; Low-Light Vision Darkvision
Languages Common, Tian
Skills Acrobatics +5, Athletics +8, Crafting +5, Lore: Cooking +5, Medicine +4, Society +5, Stealth +5

Str +3, Dex +1, Con +2, Int +2, Wis +0, Cha +1
Items Half Plate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Bolts (10), Climbing Kit
AC 20; Fort +8, Ref +7, Will +4
HP 32

Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Reactive Strike Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Speed 20 feet

Melee Glaive +10 (Deadly d8, Forceful, Reach), Damage 1d8+4 S
Melee Dagger +10 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Ranged Arbalest +7 (Backstabber, Crossbow), Damage 1d10 P
Ranged Bola +7 (Nonlethal, Ranged Trip, Thrown), Damage 1d6+4 B

Dragging Strike (Press) You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee Strike. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions. This Strike has the following failure effect. Failure The target becomes flat-footed until the end of your current turn.

Vicious Swing (Flourish) You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.

Change Shape (Kitsune) (Concentrate, Polymorph, Primal, Transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn’t list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Additional Feats Aquatic Eyes (Darkvision), Seasoned, Underwater Marauder, Undine

Seasoned (General, Skill) You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.

Underwater Maraudwer (General, Skill) You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.