Miyaro

Alyssa Fox's page

47 posts. Alias of AGM Lemming.


Classes/Levels

Diplomacy: +11, Perception: +10, Stealth: +13 | Spells: 8/8, 6/6, 4/4

Gender

Female Kitsune Tattooed Sorceress | HP: 38/38 | AC: 15 T:14, FF:11 | Init: +14 | Fort +5, Ref +7, Will +6 | CMB +3; CMD 17 |

About Alyssa Fox

Character Name: Alyssa Fox
Character Race: Kitsune
Alignment: Chaotic Good
Deity: Pulura

Current Moderator:
Adventure:
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Gender:
Age: 18
Height: 5'
Weight: 120
Eyes: Blue
Hair: Black
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Character Level: 6

Known Languages
Common, Sylvan, Skald
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STR: 11 (3 points, Race -2)
DEX: 18 (5 points, Race +2, Belt +2)
CON: 14 (5 points)
INT: 14 (5 points)
WIS: 10
CHA: 20 (7 points, Race +2, Level 4 +1, Headband +2)
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Hit Points: (d6 +2)
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Armor Class: 15 (Base: 10, Dex +4, Armor +1)
Flatfooted Armor Class : 11
Touch Armor Class: 14

Silken Ceremonial +1 AC

Special Armor Class Notes: None
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Save vs. Fortitude: +5 (Base: +2, Con: +2, Cloak: +1)
Save vs. Reflex: +7 (Base: +2, Dex:+4, Cloak: +1)
Save vs. Will: +6 (Base: +5, Wis: +0, Cloak: +1)

Special Save Notes: None
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Initiative Modifier: +14 (Dex +4, Trait +2, Feat +4, Familiar +4)
Base Attack Bonus: +3
Melee Attack Bonus: +0
Ranged Attack Bonus: +4

Special Combat Notes: None
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Weapons:

Dagger d4 | 19-20/x2 | 10' | P or S
Light Crossbow d8 | 19-20/x2 | 80' | P
10 Bolts (durable)

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Skills
Total skill points earned: 4/level (2 + Int(2)) +2 Background Skills ??

Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha),
- Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Sorcerer Fey Class Skill: Knowledge (nature)
From Traits: Stealth, Diplomacy, Perception

Acrobatics: = +4 (Dex 4)
Bluff: = +5 (Cha 5)
Diplomacy: = +11 (Cha 5) 2 Ranks +3 [Class Skill] Trait +1
Disguise: = +5 (Cha 5)
Escape Artist: = +4 (Dex 4)
Fly: = +4 (Dex 4)
Intimidate: = +5 (Cha 5)
Knowledge (arcana): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +7 (Int 2) 5 Ranks
Perception: = +10 (Wis 0) 6 Ranks +3 [Class Skill] Trait +1
Ride: = +4 (Dex 4)
Spellcraft: = +6 (Int 2) 1 Ranks +3 [Class Skill]
Stealth: = +13 (Dex 4) 5 Ranks +3 [Class Skill] Trait +1
Survival: = +3 (Wis 0) 3 Ranks
Use Magic Device: = +9 (Cha 5) 1 Ranks +3 [Class Skill]

Background Skills
Appraise: = +8 (Int 2) 3 Ranks +3 [Class Skill]
Artistry: = +2 (Int 2)
Craft: = +2 (Int 2)
Handle Animal: = +8 (Cha 5) 3 Ranks
Knowledge (geography): = +7 (Int 2) 5 Ranks
Perform(Sing): = +6 (Cha 5) 1 Ranks

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Feats & Traits:
1st Level: Additional Traits

Bonus Class Feat for Archtype: Varisian Tattoo
- Enchantment Spells Cast at +1 to CL. 3/day cast Daze as a spell-like ability.

3rd Level: Improved Initiative

5th Level: Spell Focus(Enchantment)

Traits:
Social: Seeker: Perception +1 and class skill
Faith: Ease of Faith: Diplomacy +1 and class skill
Regional: Silent Hunter: Stealth +1 and class skill
Combat: Reactionary: +2 Initiative

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Race:
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Change Shape: 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.
xxxx Agile: Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic: Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following languages: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Gregarious (Ex)
Source Advanced Race Guide pg. 192
Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
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Class:
Sorcerer
Bloodline: Fey
Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th),
- tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)
Bloodline Powers:
- 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.
Bonus Feats: (lvl 13 & 19) Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point-Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2

Archetype: Tattoed Sorcerer

Tattoed Sorcerer:
- Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Familiar: Jerboa +4 to my Initiative
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
- Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.
- Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Favored Class Bonus: +1/4 to the DC of Enchantment spells

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Equipment & Gear:
Armor: Silken Ceremonial 30 GP, 4 lbs
Weapons:
- Dagger 2 GP, 1 lb
- Light Crossbow 35 GP, 4 lbs
- Crossbow Bolts(10) 10 GP, 1 lb

Belt of Incredible dexterity +2: 4,000 GP, 1 lb
Headband of Alluring Charisma +2: 4,000 GP, 1 lb
Cloak of resistance +1: 1,000 GP, 1 lbs
Boots of the Winterlands, 2,500 GP, 1 lb

Handy Haversack: 2,000 GP, 5 lbs
Waterskin 1 GP, 4 lbs
Rations, 2 days: 1 GP, 2 lbs
Rope (silk, 50') 10 GP, 5 lbs
Wand of Mage Armor 50 charges: 750 GP
Wand of Endure Elements 50 charges: 750 GP

Wrist sheath(spring loaded): 5 GP, 1 lb
Wand of Adhesive Spittle 50 charges: 750 GP

Pouch, Belt: .5 lbs, 1 GP: Total: 36 GP, 3.5 lbs
Flint and steel 1 GP
1 Alchemist's Fire(flask): 20 GP, 1 lb
1 Acid Flask: 10 GP, 1 lb
2 Sunrods: 4 GP, 2 lbs

Spell Component Pouch: 5 GP, 2 lbs

Total weight carried:
Weapons: 6 lbs
Armor: 4 lbs
Equipment: 16.5 lbs

Carrying capacity : Light -> 38 lbs, Medium -> 76 lbs, Heavy -> 115 lbs

Starting Gold: 16,000 GP
Weapons: 47 GP
Armor: 30 GP
Equipment: 15,808 GP

Remaining Gold: 115 GP
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Movement: 30'
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Magic:

Spells Known:
Cantrips: 7:
- Acid Splash: Orb deals 1d3 acid damage.
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action. [Enchantment/Compulsion]
- Detect Magic: Detects spells and magic items within 60 ft.
- Grasp: Retry a Climb check as an immediate action
- Mending: Makes minor repairs on an object.
- Prestidigitation: Performs minor tricks.

1st Level: 4
- Burning Hands: 1d4/level fire damage (max 5d4).
- Feather Fall: Objects or creatures fall slowly.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber. [Enchantment/Compulsion]
Bloodline: Entangle: Plants entangle everyone in 40-ft. radius.

2nd Level: 2
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Sensory Overload: Make concentrating difficult for a creature, forcing a save to perform standard or full-round actions. [Enchantment/Compulsion]
Bloodline: Hideous Laughter: Subject loses actions for 1 round/ level. [Enchantment/Compulsion]

3rd Level: 1
- Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.

Bloodline Spells gain the +1 CL from Varisian Tattoo.

Kitsune Magic: 3/day—Cast Dancing Lights as a spell-like ability. (no verbal, somatic, focus, or material components)
Varisian Tattoo: 3/day-Cast Daze as a spell-like ability. (no verbal, somatic, focus, or material components)

Spells/Day:
Level 1: 8 (6 + CHA(2))
Level 2: 6 (5 + CHA(1))
Level 3: 4 (3 + CHA(1))

Save DC: 10 + Spell level + CHA(4)
- Varisian Tattoo: Enchantment Spells Cast at +1 to CL.
- Enchantment +1 DC from Kitsune Magic
- Enchantment(Compulsion) +2 DC from Fey Bloodline
- Enchantment +1 DC from Spell Focus Feat
- Enchantment +1 DC from Favored Class Bonus
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Character History :
My family was from Varisia. I don't know exactly where because I was barely four years old when they decided to head north. Again I don't know why. I really didn't like the cold of our new home in Kalsgard, but a four year old Kitsune girl doesn't have much say in where her family lives.

We lived there in relative happiness for the next ten years. We all stayed in human form if anyone was around. That was another thing that I didn't understand at first, but my parents explained that the big humans were superstitious and wouldn't trust us if we didn't more like them. I argued that my dark hair didn't look like theirs, but mother said hair wouldn't upset them as much as my regular face. Anyway, my parents were traders. Or at least as far as I knew they were. It doesn't explain why they were killed and I wasn't though. I'll never forget the details of that night. It was quiet and I had just gotten to sleep under the thick covers of my pallet. Something woke me, a movement or a sound that wasn't supposed to be there. Then there was a strong hand over my mouth. I heard other sounds, blades being thrust into the furs over my parents, and the death rattle as their lungs expelled what breath was left in them.... I heard a raspy voice saying "If you scream you die. We're leaving now." The hand lifted and I wet my bed.

There was a short investigation. As a girl of fourteen years I wasn't an adult. My parents property was sold off and given to a neighbor that took me in. I was devistated of course. I wanted to know who killed my parents. I wanted to know who was behind that voice, and why I hadn't been killed. The only thing I was told of the investigation, other than it's over, you're too young, and you need to focus on your future.... was that it was a mysterious group known as the Frozen Shadows. I was told that they are professional assassins. They are ruthless killers but they don't kill randomly. My parents were a target for some reason.

As things turned out I was very lucky. The neighbor that took me in could've had me killed and just kept the money. Nobody followed up on my placement. But they were a good couple and as long as I followed their rules (very easy) my life was good. Also, my step-father was a low level arcane caster. He noticed that I had a gift and he worked with me to figure out what I could do. Once that was figured out he arranged for training. I wasn't a wizard so his books and his gift didn't help, but he did have a friend that was able to train me. They were also followers of Pulura, a strange God-like power that was rarely even known of by the people of the area.

It took about a year to get my powers under control. Impulse casters like me sometimes are hard to train. If I didn't want it, nothing happened. And I was a young girl still dealing with the night of death.... But, eventually I did learn. The event that triggered the success of my powers was when my familiar showed up, and jumped into my skin. Yes, I did say that it jumped into my skin. And the creature is a Jerboa, a tan colored rodent normally found in deserts. I thought it was attacking me but was too shocked to defend myself, vast a spell, or even try to dodge. It landed on my right arm and disappeared into it, leaving an image of itself in its place. Then the picture, or tattoo, started crawling up my arm and on to my chest! There was no pain, no feeling at all actually, and once it got over my heart I felt a connection with it. Even in the tattoo form I could sense it, and feel happiness from it. He was happy because he was warm again. After that day I accepted the powers of my magic and focused on learning everything that I could about it.

I also decided that I needed to learn more about the Frozen Shadows. But I knew they were dangerous and I had to be careful.

I kept eyes and ears open for strangers or adventuring groups around town. I knew I'd need to hone and increase the powers that I had. My magic was pretty strong, but I had a special strength with enchantment and compulsion spells. Those spells were stronger than normal and harder to resist.

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thinking about going Stargazer PrC
Stargazer
Alignment: Neutral good, chaotic good, or chaotic neutral.
Deity: Must worship Pulura.
Skills: Knowledge (geography) 5 ranks, Knowledge (planes) 5 ranks, Survival 3 ranks.
Spells: Able to cast 3rd-level spells.
Go to 7th level Sorc to get Create Spell Tattoo. ??