About Amico Argento Il'oratoreAmico Argento Iloratore
Melee:
Quarterstaff of Entwined Serpents (Quarterstaff +1) +2 (1d6+1, x2)
Bite (natural form) +1 1d4-1 Bite (Fox form) +2 1d3-2 Laughing Touch 7/day (+1 melee touch attack, makes target laugh and may only take 1 move action for 1 round) Ranged:
Quarterstaff of Entwined Serpents (2 Magic Missiles) 2d4+2 Force 130 ft.
Background:
Ryowa is the son of a pair of kitsune merchant sailors who run a route along the coast from Absalom to Korvosa. He was born dockside in Kintargo and lived on his parents' boat for most of his young life. While he's a mean haggler with a keen eye for goods, the sailor's life wasn't for him and he settled in Kintargo a couple of years ago to take a shot at starting a business.
He adopted a human identity and rather than opening a shop, he became a serial entrepreneur in the city, investing in and advising on others' efforts. This lends itself better to his particular skills than maintaining a storefront and inventory- he's a great talker, an excellent friend-maker, and fantastic at ferreting out information. As Amico, Ryowa has developed a relationship with a number of business owners and minor nobles looking for opportunities and a network of merchant and other contacts throughout the Silver City. Before the invasion and crackdown, he would have said he wasn't much for politics, but after seeing many of his friends thrown in jail and having many of his opportunities and investments fail or disappear due to the harsh new laws he decided to throw in with the rebellion.
PERSONALITY:
happy go lucky, friendly, outgoing, quick to make friends curious to a fault pack rat, loves collecting randoms bits of stuff habitually Arcane Marks his possessions whispers and listens to inanimate magical items Appearance:
His natural form is of a six foot tall, lithe humanoid fox with rusty red fur, two long, bushy tails, and black tipped, pointy ears.
In human form, he is equally tall and lithe, but appears to be a young human man in his late teens or early twenties, with messy red hair and clever brown eyes so dark they almost look black. In both humanoid forms he carries wood staff carved and dyed to look like two entwined asps, one black and one white. When he casts bolts of force from the staff, they appear in the form of a glowing white snake and a shadowy black snake. In fox form, he is about three feet long and two feet tall with a long snout, black nose and rusty red fur across the face, back, sides, and tail. The bottom half of his snout and his throat, chin, and belly are white while his feet are black his pointy ears are tipped with black fur. He has two long, fluffy red tails, as well. Race and Class Traits:
+2 Dex/Cha, -2 Str Medium size Kitsune, Shapechanger subtype Low-light vision 30' mvmt Affable Change Shape (Su) (Alter Self to adopt 1 specific human form) Superior Shapeshifter replaces Kitsune Magic (gain Fox Shape feat) Natural Weapons (Ex) Bite 1d4 (only in natural form) All simple weapons Spellcasting Bloodlines: Fey, Serpentine Nine Tailed Heir:
Stories often tell of kitsune with multiple tails, but not many realize that fewer than one kitsune in every thousand has this potential, and those that do usually have a magical quirk in their blood or have been blessed by their race’s deific matron. As a result, most that harness the mystic powers of their newfound tails often gain sorcerous powers, becoming nine-tailed heirs.
Requirement Kitsune
This ability replaces the bloodline spell class feature.
Crossblooded:
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.
A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks). Class Skill
Bonus Feat
Bloodline Arcana
Bloodline Powers
Drawbacks
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves. Fey Bloodline:
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bonus Feats: 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. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. 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. Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level. Serpentine Bloodline:
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.
Class Skill: Diplomacy.
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff ), Stealthy. Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language. Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace. Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier. Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level. Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1. Den of Vipers (Sp): At 15th level, you may summon a host of writhing serpents. This power acts as creeping doom, but the swarms’ poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled. You may use this ability once per day. Scaled Soul (Su): At 20th level, you gain the shapechanger subtype, and you can assume the form of a reptilian humanoid (as alter self ) or snake of Diminutive to Huge size (as beast shape III) at will. You retain the power of speech and the ability to use somatic spell components when transformed. You also become immune to poison and paralysis. You may use serpent’s fang as often as desired, and you may choose to inflict damage to any ability score. Magical Tail:
You grow an extra tail that represents your growing magical powers.
Prerequisites: Kitsune. Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. disguise self
Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. Skills:
(2 +1 Int mod)/lvl
Bluff 16 = 4 +5 Cha +3 CS +1 racial +3 familiar Diplomacy 13 = 4 +5 Cha +3 CS +1 racial Kn: Arcana 5 = 1 +1 Int +3 CS Kn: Local 6 = 1 +1 Int +3 CS +1 racial Perception 2 = 0 +0 Wis +2 familiar Sense Motive 2 = 0 +0 Wis +2 familiar Spellcraft 11 = 1 +5 Cha +3 CS +2 item Stealth (Fox form) 11 = 0 +3 Dex +8 size Use Magic Device 11 = 1 +5 Cha +3 CS +2 item Knowledge: Geography 2 = 1 +1 Int
Languages: Common, Infernal, Sylvan
Traits and Feats:
Tr: Nine-Tailed Scion (+1 on CL checks for racial SLAs and Magical Tail SLAs, can select Magical Tail as bonus feat whenever class grants bloodline/combat/metamagic feat) Tr: Empty Heart, Full Heart (+1 to save vs charm, targets take -1 to save vs PC's charm) Tr: Voices of Solid Things Bonus: Fox Shape
Spells Known
Spells per day
MAGIC ITEMS:
Ioun Torch Quarterstaff of Entwined Serpents 5050gp Sleeves of Many Garments 200gp GEAR:
527gp REMAINING MW Spellcraft tool (a monocle that helps him decipher magical auras) 50gp MW Use Magic Device tool (a clear crystal on a silver chain that helps him focus his thoughts) 50gp MW Backpack (30.5 lbs, medium load)
Belt pouch
Bandolier
Signal whistle
28 sp
Viper Familiar:
Bloodline feature, Familiar level is -2 class level
N Tiny animal (a red-bellied black snake)
DEFENSE AC 17, touch 16, flat-footed 14 (+3 Dex, +2 natural, +2 size)
OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft.
STATISTICS Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
SPECIAL ABILITIES Poison (Ex)
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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