Siwar Kurash

Ako-chan's page

87 posts. Organized Play character for Edward Sobel.


Race

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

About Ako-chan

Ako-chan

PFS #9406-8
XP 7 (need 9 for level 4)
Faction Grand Lodge

Female kitsune sorcerer 3 (Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +1

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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 17 (3d6+3)
Fort +3, Ref +5, Will +5
modifiers Fort save: (+5 circumstance bonus (cold weather outfit) vs. cold weather, +2 circumstance bonus (furs) vs. cold weather)

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Offense
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Speed 30 ft.
Melee
. . kunai +1 (1d4)
. . bite +1 (1d4)
Ranged
. . kunai +4 (1d4 / range 10’)
Spell-Like Abilities (CL 3rd; concentration +6; melee touch +1; ranged touch +4)
. . 3/day—dancing lights used: 1
. . 2/day—Charm Person (DC 15), disguise self
Bloodline Spell-Like Abilities (CL 3rd; concentration +6; melee touch +1; ranged touch +4)
. . 6/day—laughing touch
Sorcerer Spells Known (CL 3rd; concentration +6; melee touch +1; ranged touch +4)
. . 1st (4/6)—Entangle (DC 14), Magic Missile, sleep (DC 18), snowball (DC 14)
. . 0 (at will)—daze (DC 16), detect magic, haunted fey aspect[UC], ray of frost, read magic
. . Bloodline Fey

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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 17
Base Atk +1; CMB +1; CMD 14
Feats Eschew Materials, Magical Tail[ARG], Magical Tail [ARG]
Traits havoc of the society, mediator

Skills
Acrobatics +5
Bluff +8
Diplomacy +4
Disguise +3 (+13 with disguise self spell)
Knowledge (arcana) +5
Knowledge (nature) +5
Profession (courtesan) +6
Sense Motive +1
Spellcraft +7
Stealth +3
Survival +1 (+3 to avoid becoming lost)
Racial Modifiers +2 Acrobatics

Languages Common, Senzar, Tien
SQ change shape, dragon empire native, kitsune magic

Gear
kitsune star gem (1st level) [ARG]
wand of burning hands (CL 3rd, 2 charges)
wand of summon monster i (CL 3rd, 9 charges)
Cloak of Resistance +1
Potion CLW (1d8+1)
Potion CLW (1d8+1)
alchemist's fire (2)
+1 haramaki[UC]
kunai (5)
ioun torch ioun stone [APG]
wayfinder [ISWG]
backpack
bedroll
belt pouch
climber's kit
cold weather outfit
flint and steel
furs[APG]
mess kit[UE]
pot
soap
waterskin
1,589 gp, 6 sp

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Special Abilities
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Change Shape (Human) (Su) Assume a single human form.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
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 cast.
Laughing Touch (6/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mediator You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
havoc of the society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
kitsune star gem (1st level) This magical jewel glows like faerie fire, shedding light as a candle. It acts as a pearl of power, except it only allows a kitsune to recover a spent use of a spell-like ability of the appropriate spell level.
Magical Tail You gain a new spell-like ability, each usable twice per day, from the following list, in order: () = spell level
1. disguise self (level 1) 
2. charm person (level 1) 
3. misdirection (level 2)
4. invisibility (level 2)
5. suggestion (level 3)
6. displacement (level 3)
7. confusion (level 4)
8. dominate person. (level 5)
For example, the first time you select this feat, you gain disguise self-2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

completed chronicles:

The Confirmation – GM credit (#5-08)
Master of the fallen Fortress (special)
Quest for perfection Part I – The Edge of Heaven (#3-09)
Quest for Perfection Part II – On Hostile Waters (#3-11)
The Temple of Empyrel Enlightenment (#3-21)
The Consortium Compact (#7-10)
The Glass River Rescue (#5-01)
The Bloodcove Disguise (#2-01)

character images: