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About Alys HimuroGestalt Sorcerer(Starsoul)/Magus(Kensai)
Height: 4'8"
Fortitude: +11 =7(Class)+4(Con)
BAB: +7 CMB: +10 CMD: 27 Armor Class(Human): 23 =10(Base)+3(Natural Armor)+7(Dex)+3(Canny Defense)
Offense:
All Forms:
Breath Weapon: 15ft. cone of fire (6d4, Ref DC 18 for half) Natural Form:
Fox Form:
Human Form:
Strength 16(+3)
Kitsune Abilities:
Spell-Like Abilities (DC = 23):
3/day: Arcane Mark, Dimension Door At Will: Dispel Magic, Invisibility, Obscuring Mist Spider Climb: The Kitsune can walk along any solid surface as though under the effect of a constant spider climb spell. Immunities: All Kitsunes have immunity to sleep, paralysis effects and electricity. Kitsunes are also immune to any spell that can locate them. Objects in their possession are not immune. Divine location abilities or scrying are not hindered, only mortal magics. Posession: A Kitsune may attempt to possess any intelligent living creature within sight. The victim must succeed at a will save of 10 + ½ the Kitsune’s HD + Cha mod, or its will is pushed aside as the Kitsune takes control of his target’s body. He does not learn anything from his target (he can not read its mind) nor gains any of it’s skills or feats. He may do anything he wishes with the body, and can use any skill he normally has, including all of his abilities except for his breath weapon, although for physical skills or attacks his target’s physical scores/natural weapons restrict him. If he attempts to directly kill the body (commit suicide), he must beat his own will save DC or die with it and the target gains another save attempt at a +4 bonus. A popular tactic is to possess a meddlesome human, make him attack a greater foe, then end the possession, leaving his target hung out to dry. Doing this, though he must end possession before his target body has reached ½ of its hit points, or be subject to make a save to avoid perishing with it. While possessing another body, the Kitsune remains aware of everything happening to and around his body, and can end the possession at will. To posses is instantaneous, but going back to his body takes 1d4 rounds. Empowering Leech: Kitsune have the ability to drain the life energy out of those around him, to his own benefit. With a standard action, the Kitsune may activate this ability, his eyes begin to glow, and each of the tips of his tails appear to be on fire, giving everyone in a 60 ft, radius 2 temporary negative levels. For every temporary negative level bestowed, the Kitsune adds that many d8’s as temporary hitpoints, and the DC’s for his spells increase by one for each target drained. This affect has no saving throw, not subject to spell resistance, but ends when the target leaves the 60-ft. area. The benefits for the Kitsune do not end until the encounter is over. The visual effects last until either no one is within 60 ft. or the encounter ends.
Sorcerer Abilities:
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Bloodline Powers:
Kensai Abilities:
Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Canny Defense: When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per Kensai class level as a dodge bonus to her Armor Class while wielding her chosen weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Magus Arcana:
Equipment of note:
Galaxy's Edge::
Said to be forged from the very fabric of the galaxy, this katana has a blade shaped window that shows the view of the galaxy that onlookers would have if pesky things like planets and such were not in the way. Galaxy's Edge exudes the cold of the void when drawn, noticeably lowering the temperature in the immediate area. Alys is almost never seen without the blade resting easily at her left hip. Meta Words Known:
Level 0:
Boost Distant Lengthy Level 1:
Level 4:
Target Words Known::
Level 0:
Cone Personal Selected Level 1:
Level 3:
Effect Words Known:
(spell points: 70, max spell level: 4)
Level 0: Acid Burn Beacon Bleeding Wounds Cold Snap Cramp Decipher Echo Flame Jet Force Block Lift Sense Magic Soothing Touch Spark Level 1:
Level 2:
Level 3:
Level 4:
Common Wordspells:
Skills:
+13 Acrobatics 3(ranks)+3(trained)+7(dex)
+14 Appraise 3(ranks)+3(trained)+8(int) +15 Bluff 3(ranks)+3(trained)+9(chr) +6 Climb 3(ranks)+3(str) +14 Craft (Alchemy) 3(ranks)+3(trained)+8(int) +14 Craft (Armor) 3(ranks)+3(trained)+8(int) +14 Craft (Calligraphy) 3(ranks)+3(trained)+8(int) +14 Craft (Cloth) 3(ranks)+3(trained)+8(int) +14 Craft (Clothing) 3(ranks)+3(trained)+8(int) +14 Craft (Jewelry) 3(ranks)+3(trained)+8(int) +14 Craft (Painting) 3(ranks)+3(trained)+8(int) +14 Craft (Sculpture) 3(ranks)+3(trained)+8(int) +14 Craft (Weapons) 3(ranks)+3(trained)+8(int) +15 Diplomacy 3(ranks)+3(trained)+9(chr) +13 Escape Artist 3(ranks)+3(trained)+7(dex) +21 Fly 3(ranks)+3(trained)+8(perfect)+7(dex) +6 Heal 3(ranks)+3(wis) +15 Intimidate 3(ranks)+3(trained)+9(chr) +14 Knowledge (Arcana) 3(ranks)+3(trained)+8(int) +14 Knowledge (Engineering) 3(ranks)+3(trained)+8(int) +14 Knowledge (Geography) 3(ranks)+3(trained)+8(int) +14 Knowledge (History) 3(ranks)+3(trained)+8(int) +14 Knowledge (Nature) 3(ranks)+3(trained)+8(int) +14 Knowledge (Nobility) 3(ranks)+3(trained)+8(int) +14 Knowledge (Planes) 3(ranks)+3(trained)+8(int) +14 Knowledge (Religion) 3(ranks)+3(trained)+8(int) +9 Perception 3(ranks)+3(trained)+3(wis) +12 Perform (Dance) 3(ranks)+9(chr) +12 Perform (Sing) 3(ranks)+9(chr) +12 Perform (Stringed) 3(ranks)+9(chr) +7 Profession (Cook) 1(ranks)+3(trained)+3(wis) +7 Profession (Courtesan) 1(ranks)+3(trained)+3(wis) +10 Ride 3(ranks)+7(dex) +15 Sense Motive 3(ranks)+3(trained)+9(chr) +10 Stealth 3(ranks)+7(dex) +14 Spellcraft 3(ranks)+3(trained)+8(int) +6 Survival 3(ranks)+3(wis) +15 Use Magic Device 3(ranks)+3(trained)+9(chr) Feats:
Kensai Bonus: Weapon Focus(Katana)
Sorcerer Bonus: Eschew Materials Level 1: Quicken Spell-Like Ability (Dispel Magic) Level 3: Combat Casting Level 5: Dimensional Agility Level 7: Dimensional Assault Equipment of Note:
Class Schedule:
Period 1:
Period 2: Period 3: Period 4: Period 5: Period 6: Favored Class Bonus: Sorcerer x 3 (Hit Points) Active Magics:
DEFCON 5: Life as Normal DEFCON 4: Hostilities Suspected DEFCON 3: Hostilities Expected DEFCON 2: Hostilities Imminent DEFCON 1: Engaged by Hostile Forces
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