Kitsune

Alfen Greenraw's page

78 posts. Alias of Twilik.


Full Name

Alfen Greenraw

Race

Kitsune

Classes/Levels

Bard (Arcane Healer) 2

Gender

HP 15/15 | AC 14 Tch 12 FF 12 | CMD 13 | Fort 1 Ref 6 Will 2 | Init +2 | Perc +4| Bardic Performances: 14/16| Dancing Lights 2/3|

Size

M

Age

21

Alignment

Chaotic Good

Location

Zobeck

Languages

Trade, Sylvan, Elven

Strength 11
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 9
Charisma 18

About Alfen Greenraw

Background and Appearance:
Background:

Alfen Greenraw has lived his entire life in the free city of Zobeck. Alfen never knew his parents; he grew up on the streets of Zobeck with other orphans and types that the people of Zobeck looked down upon and never really paid attention to. As a kitsune, Alfen earned his keep with his small gang by stealing whatever they needed; food, supplies, you name it. He would go up to a merchant, swipe whatever they were selling, and if caught would take off to hide somewhere. While out of sight, Alfen would change shape into his human form, so whoever was chasing him would never know this young boy was the same fox that had just stolen from them. The only hints that the boy and the fox were one and the same were the sharp, blue eyes and the auburn hair that shared the color of his fur. When he wasn’t out stealing, Alfen would play his fiddle (stolen of course) for passersby with a hat at his feet for his collection. Anyone who stopped long enough to listen but didn’t “donate” would have their pockets picked by his cohorts.

Alfen’s life of crime didn’t last forever. One day, shortly after turning 12, he was in the kitchen of a local inn trying to swipe dinner for him and his friends. Unfortunately, his growth spurts had made him less slippery, and the head chef Georg spotted him and snatched him by his tail before he had a chance to escape. Surprisingly, Georg didn’t immediately turn him over to the Watch. Alfen was grateful for that, the Gearforged that made up half the Watch in Zobeck terrified him. Instead, Georg offered him a deal. It turned out he had heard the young kitsune playing on the streets many times in the past. If Alfen would come to work at the inn and play for the patrons, Georg wouldn’t call the Watch on him. Relieved, Alfen accepted the deal.

Georg allowed Alfen a couple days to collect his few belongings and soon, Alfen was playing his fiddle every day for the customers Georg cooked for. After a while, he began to show an interest in cooking, and Georg agreed to take him on as an apprentice, and Alfen ended up cooking meals occasionally in between performances. Georg noticed that Alfen’s performances sometimes had a strange, almost supernatural effect on the mood of his audiences, going beyond a normal musician’s abilities. Georg encouraged him to pursue this talent, to study the arcane arts and the abilities he could have with his instrument.

It’s been about nine years since Alfen’s life turned around for the better. Sadly, Georg passed away a few months ago. Alfen still works at the inn as a performer. He rarely cooks, but will make an exception for special days and events. He prefers to spend his free time in the libraries of Zobeck, following Georg’s advice and unlocking the mysteries of his musical abilities. He enjoys performing for the patrons and using his performances to convince them to be a little more generous in how much money they spend, but he longs to use his gifts for something more. He longs to help people, as Georg helped him.

Appearance:

The first thing one notices about Alfen Greenraw, other than the auburn fur that coats his body from head to toe, or his sharp, blue eyes. He’s short for a kitsune, standing at about 5’3”, and a little chubbier than he’d like from working in a kitchen all his adult life. His ears are round at the base, but come to a dull point at the top. His tail shares the same color as the rest of his fur, except for the tip which ends in a mixture of black and white. His outfit is very simple: A grey drawstring shirt with brown pants and boots, but hiding a piece of leather armor underneath. Zobeck can be dangerous, after all.

Alfen doesn’t always look like a fox. He can change shape to appear as a human, and when he does he decides to make a few improvements. His human form stands at nearly six feet tall and is much thinner than the kitsune’s natural form. He keeps the auburn color for the mop of hair that appears on his head. The only way to tell that this man is the same person are the unchanging piercing blue eyes.

Ability Scores and Stats:

______________________
ABILITY SCORES:
______________________

Str: 11 | +0 13, -2 Racial
Dex: 14 | +2 12, +2 Racial
Con: 13 | +1 13
Int: 13 | +1 13
Wis: 9 | -1 9
Cha: 18 | +4 16, +2 Racial

20 Point Buy: 13 (3), 12 (2), 13 (3), 13 (3), 9 (-1), 16 (10)

________________
OFFENSE:
________________

Shortbow: (20 Arrows)
Attack Roll: 1d20+3 (+1 BAB, +2 Dex)
Damage Roll: 1d6 Crit 20/x3, 60 ft, P

Bite:
Attack Roll: 1d20+1 (+1 BAB)
Damage Roll: 1d4 Crit 20/x2

_________________
DEFENSE:
_________________

HP: 16 (1d8 + 1 Con + 2nd Level 4 + 1 Con 2 FC Bonus)
Initiative: 1d20 + 2 (+2 Dex mod)
AC: 14 (10 + 2 armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-Footed: 12 (10 + 2 Armor)

________________
SAVES (PRD):
________________

BAB: 1
Fort:1 (0 + 1 Con)
Ref:6 (3 + 2 Dex + 1 Quick Reactor trait)
Will:2 (3 - 1 Wis)

Speed: 30 feet w/o armor, 20 feet w/armor

Skills:

SKILLS:

Tot | Mod | Rank | Misc
_4_ = _2_ + ___ + _2_ Acrobatics +2 Racial Trait
_5_ = _1_ + _1_ + _3_ Appraise +1 Background Skill
_8_ = _4_ + _1_ + _3_ Bluff
_0_ = _0_ + ___ + ___ Climb
_9_ = _4_ + _2_ + _3_ Diplomacy
_8_ = _3_ + _1_ + _4_ Disable Device Additonal + 1 and Class skill benefit from Criminal Trait
_9_ = _4_ + _2_ + _3_ Disguise another +10 when in human form
_2_ = _2_ + ___ + ___ Escape Arist
_2_ = _2_ + ___ + ___ Fly
_-1_ = _-1_ + ___ + ___ Heal
_4_ = _4_ + ___ + ___ Intimidate
_2_ = _1_ + ___ + _1_ Knowledge (Arcana) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Dungeoneering) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Engineering) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Geography) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (History) + half of class level
_7_ = _1_ + _2_ + _4_ Knowledge (Local) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Nature) + half of class level
_6_ = _1_ + _1_ + _4_ Knowledge (Nobility) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Planes) + half of class level
_2_ = _1_ + ___ + _1_ Knowledge (Religion) + half of class level
_4_ = _-1_ + _2_ + _3_ Perception
_9_ = _4_ + _2_ + _3_ Perform (Fiddle)
_9_ = _4_ + _2_ + _3_ Perform (Oratory)
_4_ = _-1_ + _2_ + _3_ Profession (Cook) +2 Background Skills
_2_ = _2_ + ___ + ___ Ride
_-1_ = _-1_ + ___ + ___ Sense Motive
_2_ = _2_ + ___ + ___ Stealth
_-1_ = _-1_ + ___ + ___ Survival
_0_ = _0_ + ___ + ___ Swim

(+6 Bard + 1 Int mod + 2 background skills)x2 levels=18 TOTAL

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magical Device

Feats and Traits:

_____________

FEATS
_____________

Extra Performance: Use Bardic Performance for 6 additional times a day

______________

TRAITS
______________

Criminal: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Chosen Disable Device.

Quick Reactor: You gain a +1 trait bonus on Reflex saves.

Special Abilities:

___________
RACIAL
___________

Agile: +2 bonus on Acrobatics

Change Shape: Assume appearance of human of the same sex, standard action. Can not use Bite. +10 to disguise. Functions as alter self.

Kitsune Magic: +1 to DC for saving throws against any enchantment spells they cast. Also, gain spell Dancing Lights to use 3 times a day (caster level=Kitsune level)

Natural Weapons: Bite attack. Does 1d4 damage.

Low-light Vision: Can see twice as far as humans in dim light.

__________
BARD
__________

Proficient in: Simple weapons, longsword, rapier, sap, shortsword, shortbow, whip, light armor and shields (no tower shields). Does not incur spell failure when wearing light armor or shield.

Bardic Knowledge: +half class level to all Knowledge checks. Can make checks untrained.

Bardic Performance: Can use 4+Cha mod every day, + an additional 2 with every level after first. Can use 16 times a day. Current performances: Countersong, Distraction, Fascinate, and Inspire Courage.

Channel Energy: Can channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.

Well-Versed: +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Bardic Performances:

PRD

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong
is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate
the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such
as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mindaffecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally
receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting
his performance.

Spells:

PRD

Orsirions: Spells Known=5. Save DC=14.

Detect Magic

Summon Instrument

Read Magic

Flare

Mage Hand

Level 1 Spells: Spells Known=3 (2 + 1 bonus from Int score) Save DC=15. Spells per day: 2/3.

Charm Person

Summon Monster I

Cure Light Wounds

Gear:
Combat Gear: Shortbow, Arrows (20), Leather Armor, Spell Component Pouch, Alchemical Fire (1)

Other Gear: Backpack, Trail Rations (1), Waterskin, Fiddle (Musical instrument, common), Artisan's Outfit

Coin: 176 gp, 5 sp

Total Weight: 35

Light Load: 38
Medium Load: 76
Heavy Load: 115
Lift Over Head: 115
Lift Off Ground: 230
Drag or Push: 575