Sironu

Akito .'s page

106 posts. Organized Play character for Woodenman.


Full Name

Akito

Race

Spell Slots: (1) 8/8, (2) 5/5, - Channel Energy (3d6) 6/6 -

Classes/Levels

Active Conditions: Nil

Gender

NG M Life Oracle (Spirit Guide) of Milani 5 - HP 33/33 - AC 16, T 12, FF 14 - F+4, R+4, W+5 - Init: +2 - SM +8, Perc +9 (LLV) -

About Akito .

PFS #:127693-8 Faction: Grand Lodge
Sex:M Race:Kitsune Class/Level: Life Oracle (Spirit Guide) of Milani 5
XP: 13 Fame: 23 PP: 13
Alignment:NG Size:Medium Type (Subtype): Humanoid (Kitsune, Shapechanger)
Init +2; Perception +9 (LLV)
Favored Class Bonus: 1/6 of Magical Tail Feat (x5)

DEFENSE
AC 16, touch 12, flat-footed 14
HP 33 (5d8 +5 Con +0 FCB)
Fort +4, (+1 Base, +1 Con, +1 Cloak, +1 Trait)
Ref +4, (+1 Base, +2 Dex, +1 Cloak)
Will +5 (+4 Base, +1 Cloak)

OFFENSE
Speed 30ft
Melee
Bite +2 (1d4, 20/x2, P)

Ranged
Light Crossbow +5 (1d8, 19-20/x2, 80' P)

STATISTICS
Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int14 (+2), Wis 10 (+0), Cha 21 (+5)
BAB +3, CMB +2, CMD 14

Feats & Traits
Observant, Extremely Fashionable, Resilient, Selective Channeling, Beacon of Hope; Magical Tail (x3)

Skills (4 skill points/level +2/level (Int) +1/lvl (Skilled) = 35)
+17 Bluff (+5 Ranks, +5 Cha, +3 CS, +1 Trait, +3 Com)
+17 Diplomacy (+5 Ranks, +5 Cha, +3 CS, +1 Trait, +3 Com)
+14 Intimidate (+5 Ranks, +5 Cha, +1 Trait, +3 Com)
+6 Knowledge: Arcana (+1 Rank, +2 Int, +3 CS)
+6 Knowledge: Local (+1 Rank, +2 Int, +3 CS) (Int)
+6 Knowledge: Nature (+1 Rank, +2 Int, +3 CS)
+8 Knowledge: Planes (+3 Rank, +2 Int, +3 CS)
+8 Knowledge: Religion (+3 Rank, +2 Int, +3 CS)
+9 Perception (+5 Rank, +3 CS, +1 Trait)
+8 Sense Motive (+5 Rank, +3 CS)
+6 Spellcraft (+1 Rank, +2 Int, +3 CS)

Languages
Common, Sylvan, Celestial, Aklo, Aquan.

Racial Abilities:

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Skilled: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Class Abilities:

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Life Revelation [Channel 3d6 (Su) / DC 17]: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Oracle Curse (Wrecking Mysticism): A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you. Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell. At 5th level, add minor image and ventriloquism to your list of spells known. At 10th level, add magic jar to your list of spells known. At 15th level, add project image to your list of spells known.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only those of spell levels she can cast.

Spirit Hex [Life Link (Su)]: The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until either the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends the bond as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Equipment:

Combat Gear (21.5 lbs)
Darkleaf Lamellar (Leather) (12.5 lbs), Light Crossbow (4 lbs), Crossbow Bolts x20 (2 lbs), Springloaded Wrist Sheath (1 lb)with Wand of Moment of Greatness 50/50, Springloaded Wrist Sheath (1 lb) with Wand of Bless 34/50, Cloak of Resistance +1, Headband of Alluring Charisma +2, 1x Scroll of Endure Elements (6 charges), 1x Scroll of Comprehend Languages (6 charges), Sleeves of Many Garments (1lb), Wand of Cure Light Wounds (47/50), Circlet of Persuasion.

Other Gear (6 lbs)
Backpack (2 lbs), Flint & Steel, Earplugs, Smoked Goggles, 2x Acid Flask (2lbs), Traveler’s Any-Tool (2 lb), Book of War Prayers.

Money
1993 gp, 9 sp, 7cp

Encumbrance (Str 9)
Light: 0-30 lbs
Medium: 31-60 lbs
Heavy: 61-90 lbs

Chronicles:

Silverhex Chronicles - 500 gp
[] Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.
[X] Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
[] Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).
Purchase Wand of Mage Armor for 2PP (After 1st Level Rebuild, its now CLW)

Phantom Phenomena - 500 gp
[] Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
[X] Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
[] Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).
Activate Wand of Mage Armor (After 1st Level Rebuild, its now CLW) 3 times

We B4 Goblins - 504 gp
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

We Be Goblins - 500 gp
You Be Goblin Whelp: Long days spent walking too far, sleeping under bushes, eating bad food, and fearing for your life—some may call that adventuring, but you’ve realized that it’s also frightfully similar to a Licktoad goblin’s childhood. At least they get badges for it, and now you do, too! Choose one of the badges below, and cross the other off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
[] [] Happy Beat: When you are hit by an attack, you can check one of this badge’s boxes to gain DR 5/— against that attack.
Great Goblin Relics: To a goblin, even the most repugnant and mundane trinkets can become valuable treasure. As if empowered by the goblins’ superstitions, several of the mementos of the wedding raid have manifested minor enchantments. Choose one of the objects below, and cross the others off your Chronicle sheet. If you are a Small creature, you can instead choose two. If you are a goblin (requiring a special Chronicle sheet), you can choose three. When you use the item, you must check the box that precedes it; afterward the object is a mundane keepsake with no further powers.
[] Handful of Wedding Cake: You can eat this heaping handful of wedding cake as a full-round action. At the beginning of your next turn, the sugary treat grants you the benefits of haste for 1d4+2 rounds, after which you are fatigued for 1 minute.
Purchase Darkleaf Lamellar (Leather) for 810gp
Purchase Wand of Bless for 2 PP
Purchase Non Magical Jewellery for 150gp

7-07 Trouble In Tamran - 500 gp
Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet. +1 human bane ammunition
+1 seeking ammunition
+1 flaming ammunition
+1 holy ammunition (limit 1)

Zurnzal’s Foe: You defeated Zurnal’s protégée Cetenna. You gain access to the following unique magic item at the listed discount.
[q]Slippers of venomous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet;Discounted Price 8,000 gp): These delicate slippers function as slippers of spider climbing, and provide the wearer with additional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.[/q]

6-16 Scions of the Sky Key Part 3: The Golden Guardian (GM) - 508gp
Scholar of Ashkurhall (Grand Lodge faction): Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Vanei’s Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
[q]BLADE OF THE OPEN ROAD (Slot none CL 8th Weight 4 lb. Aura moderate conjuration Price: Lesser Blade 2,515 GP, Blade 19,715 GP, Greater blade 35,715 GP)
Blades of the open road are longswords specifically crafted to strike against the Aspis Consortium. A lesser blade of the open road is a +1 longsword with a Glyph of the Open Road stamped into its hilt. A blade of the open road is a +1 Aspis bane longsword. Against agents of the Aspis Consortium and creatures directly employed by the Aspis Consortium, the weapon’s enhancement bonus is 2 higher than its actual bonus, and the weapon deals an extra 2d6 points of damage. A greater blade of the open road has all of the properties of a blade of the open road and gains the ominousUE and heartseekerUE weapon special abilities against Aspis Consortium agents and the Consortium’s employees. Any wayfinder the wielder carries grants a +2 circumstance bonus on all Survival checks, not just checks to avoid becoming lost. A blade of the open road and greater blade of the open road increase this bonus to +4 or +6, respectively. Between scenarios, the wielder can enhance a lesser blade of the open road to become a blade of the open road and later into a greater blade of the open road by paying the difference in price between the two items.[/q]
Purchase Cloak of Resistance +1 - 1000gp
Purchase Scroll of Comprehend Languages (6 charges) - 1pp
Purchase Scroll of Endure Elements (6 charges) - 1pp

9-04 The Unseen Inclusion - 1190gp
Debt to the Scarred Sage: As a representative of the Jeweled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threat to the organization. Whether this is ultimately to your benefit or not remains to be seen.
Activate 2x Impressive Find boons from SilverHex Chronicles & Phantom Phenomena chronicle sheets to gain 2PP.

9-00 Assault on Abasalom - 1250 gp
Defender of Absalom: You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a faction’s objective that either the House successfully fulfilled (corresponding to one of the conditions announced during play) or that your table successfully fulfilled; cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
[X] Tempest Guardian (Grand Lodge): You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: [-]fast-talker[/-], resilient, or [-]suspicious[/-]. Alternatively, you can gain the trait.
[] Anointed Champion (Silver Crusade): Scion Lady Xerashir of House Shamyyid has marked you a friend of the good-aligned planes, and you gain a +2 bonus on all skill checks while adventuring on such planes or when interacting with a creature with the good subtype. You can check the box that precedes this boon when expending Prestige Points for a spellcasting service to reduce the Prestige Point cost by 25% (rounding the discount up, minimum cost 1, a maximum discount of 35%).

2-00 Year of the Shadow Lodge – 1250gp
[] Skill Boon: As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.

5-22 Scars of the Third Crusade – 1185 gp
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill & ability checks made to influence crusaders of Mendev (maximum +3).

10-01 Oathbreaker’s Die – 1915 gp
Prospective Poisoner: You earned the respect of Pemak, a members of the Daggermark’s Poisoner Guild. She welcomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class (Pathfinder Campaign Setting: Paths of Prestige 18) as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master AlchemistAPG feat and can purchase and use poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option.
Timinic’s Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments (Pathfinder RPG Ultimate Equipment 275), or a traveler’s any tool (Ultimate Equipment 323), for 1 Prestige Point. You can use this boon any number of times.
Purchase Headband of Alluring Charisma +2 for 4000g[
Purchase Sleeves of Many Garments for 1 pp
Purchase Traveler’s Any-Tool for 1 pp

10-00 The Hao Jin Cataclysm – 1250 gp
Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed and cross the others off your Chronicle sheet.
These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action.
The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
[ ] [ ] Serene Kappa (Eternal Lake): This kappa wishes to find a new lake on Golarion, but not before sharing his wisdom with the Society. Language: Aquan; Skills: Heal, Sense Motive; Special: The kappa casts water breathing (CL equal to your character level).
[ ][ ]Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use
restoration to remove a permanent negative level, check both boxes.
Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
Spend 2PP to learn Aquan
Spend 2PP on Wand of Moment of Greatness
Spend 4500 gp on Circlet of Persuasion

8-08 Tyranny of Winds, Part 1: The Sandstorm Prophecy – 1250 gp
Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forbears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character’s records.
Ifrit: Ifrit bloodragers with the elemental (fire) bloodline and ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
Oread: Oread bloodragers with the elemental (earth) bloodline and oread sorcerers with the deep earth or shaitan bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
Slyph: Sylph bloodragers with the elemental (air) bloodline and sylph sorcerers with the djinni or stormborn bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
Undine: Undine bloodragers with the elemental (water) bloodline and undine sorcerers with the aquatic or marid bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
Oread’s Favor: You have earned the respect of the oread researcher Qiarah. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.