Bankou Inari's page

11 posts. Alias of Doomed Hero.


HP: 35, AC 21, Fort +5, Ref +4, Will +4


Spells: 1st 8/8, 2nd 4/4, Martial Flex 5/5

Strength 16
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 11
Charisma 20

About Bankou Inari

Wrecking Mystic Warsighted Oracle of the Dark Tapestry 4


Inari looks like whatever he wants to look like.

His favorite form, and the one most people would know as "Inari" is that a lithe, attractive human man with green eyes, dark, medium length swept back hair, a well manicured short beard and a near constant grin.

He wears a loose white shirt with well worn dark grey leather breeches and boots with a matching vest and bracers tooled with fox heads and intricate knotting. Sometimes he wears a grey cloak, sometimes he doesn't. Sometimes he wears a black bandana as a head wrap, sometimes he doesn't. The only splash of color he wears is a dark red scarf.

Imagine Wesley from the princess bride, with black hair and a red scarf.

Other times he's a small charcoal grey fox with white at the tips of his tail and his paws.

In his true form he's a human sized male fox-man with green eyes, white hands and feet, and two tails with white tips.


Inari is a fake. His personality is an empty shell that he fills with whatever traits get him the best results. He has no idea who he is or what he should supposed to be doing, so he makes it up as he goes and hopes no one catches on. The one thing about him that he feels is real and true is the sense of honor he learned from his parents. Honor abides certain rules which in truth were the only things that kept Inari from sliding into debauchery and ruin when he was younger and in the depths of anger and loss. Inari will always repay his debts. He will always keep his word. He will always be faithful to his allies. Beyond that, he will lie, cheat and steal with a smile on his face.

Aside fro his sense of honor, his only real motivation is to be liked. He has a desperate need for approval and acceptance. Without that, he would probably fall to madness or villainy. It was pure dumb luck that had him fall in with Oleg, and as a result he's slowly learning to be a good person himself. Not because he really cares or understands anything about goodness for it's own sake, but because he's copying the behaviors of good people. As such, he's become a strange combination of naive idealism and playful amorality.

Inari tries on new personalities like other people try on clothes. So far, nothing has felt like a good fit so he just keeps trying. He's scared nothing ever will so he distracts himself with entertainment. He's found he loves gambling, and after seeing a traveling Varisian circus, he's fascinated with performance arts.

In spite of his self doubt and hollow morals, Inari is a fun, personable and even loving person. He's also loyal to a fault. Right now, Oleg has that loyalty, but he becomes quickly attached to anyone who shows him kindness. In his heart of hearts, what he wants most is something to believe in, and a cause to fight for.


Long ago, Inari's parents fled their homeland and made their way over the crown of the world to the northern Inner Sea region. They never spoke of why, but when Inari was young his parents told him to take fox form, hid him in their den and told him not to come out for any reason until three moons had passed, even if he heard their voices saying it was alright.

He heard violence. Then he heard his parents calling for him. He wanted to go to them, but he didn't. Three nights passed. When he came out of the den his parents were simply gone. Their house burned to the foundation. Everything he had ever known, destroyed.

He would have starved to death if not for Oleg. Inari didn't know where else to go, so he went to the trade house that his parents sometimes frequented. Oleg gave him food and shelter and tried somewhat unsuccessfully to be a father figure to the orphaned young man. Inari was too skittish, too capricious and too independent to be much good as a surrogate child, but he always came back to Oleg's. If Inari could be said to have a home, it is there.

Inari has long since paid off the debt to Oleg, but the two still have a friendly business relationship. Oleg pays Inari to keep an eye on people of interest. Oleg knows Inari is a shapeshifter and he's kept Inari's secret dutifully. That's why Inari keeps coming back to the cranky merchant.

Now, Oleg has hired Inari to keep an eye on the adventurers that came through looking to challenge the Stag Lord. Oleg wants to know if they are what they seem to be, if they have a chance, or if it is all too good to be true.

At this point Inari has been following them for weeks. He's been a half-dozen people they've interacted with, including Oleg himself once. As a fox he's camped near them nearly every night. They've even seen him once or twice. To his surprise, he's grown to like them. He's even started helping them. The right noise to draw their attention to a track they might have overlooked, obscuring their trail to keep them from being ambushed, spooking game in their direction while they are hunting. He's begun to enjoy his role as their hidden benefactor.

After reporting back to Oleg that they seem to be on the up and up, Inari has become a believer. He's ready to join them.

HP: 35 (23 Oracle, +12 con)

===== Defense =====


21 AC (10, +3 dex, +6 agile breastplate, +2 heavy shield)

19 CMD (10 +3 bab, +3 dex, +3 str)

+5 Fort (+1 Oracle, +3 con, +1 trait)
...+2 vs. hot weather
+4 Ref (+1 Oracle, +3 dex)
+4 Will (+4 Oracle)



+3 BaB
+3 CMB

+7 Masterwork Falcata, 1d8+3 slashing, 19-20, x3 crit

+6 Morningstar, 1d8+3 bludgeoning/piercing, x2 crit

+6 Javelin, 1d6+3 piercing, x2 crit, 30' range

+6 Dagger, 1d4+3 slashing/piercing, 19-20 x2 crit, 10 ft.

+4 Net, ranged touch, entangle (nonproficient)

Bear Trap, atk +10 melee 2d6+3, halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object), DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check

=====Traits and Feats=====


Nine Tailed Scion: You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class.

Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Riverlander: +1 to Fort saves

Realistic Likeness: (1st) You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Magical Tail (2nd, Bloodline spell) Disguise Self x2 per day

Fox Shape (3rd, retrained at 4th) You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

Magical Tail (4th, bloodline spell) Charm Person x2 per day (DC 1/2 level + cha, +1 kitsune magic)



Class skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Disguise, Intimidate, Knowledge (arcana), and Stealth added from Dark Tapestry mystery

Skill Points: 4, +2 int

Total: 24
...-3 Armor Check Penalty**
...+1 from Guidance, if there's time to cast it.

+11 Disguise (1 rank, +5 cha, +3 class, +2 circumstance)
...+10 to appear human (kitsune)
...+10 to appear to be a fox (fox shape)
...+10 to pretend to be a specific person (realistic likeness)
...+10 with Disguise Self active (illusion, DC 1/2 level + charisma will negates if interacted with)
...+10 with Alter Self active (Many Forms, physical transformation, not an illusion). Also eliminates penalty for impersonating a different race.

+10 Bluff (2 rank, +5 cha, +3 class)
+9 Diplomacy (1 rank, +5 cha, +3 class)
...+2 Enhanced Diplomacy

+7 Stealth** (1 rank, +2 dex, +3 class, -1 acp, +2 circumstance)
+7 Acrobatics** (1 rank, +3 class, +2 dex, +2 racial -0 ACP (agile breastplate)
+3 Climb (+3 str, -0 ACP (agile breastplate)**
+0 Swim (+3 str, -3 acp)
+7 Slight of Hand* ** (1 rank, +2 dex, +3 class, -1 acp, +2 circumstance)
...+4 to hide small objects on body
+3 Survival (1 rank, +2 circumstance)
...+2 to avoid becoming lost

+11 Use Magic Device (3 rank, +5 cha, +3 class)
+8 Craft: Alchemy* (1 rank, +2 int, +3 class, +2 circumstance)
+8 Craft: Trap (1 rank, +2 int, +3 class, +2 circumstance)

+3 Disable Device (+3 dex)
...+10 open lock (flat bonus). One chance per lock. Skeleton key.



Spell-Like Abilities (DCs 1/2 level + cha)
Alter Self (humans only), at will, indefinite duration
Beast Shape II (fox only), at will
Alter Self (small and medium humanoids), 4 minutes per day (1 minute increments)
Light, at will (wayfinder)

Dancing Lights x3 per day
Disguise Self x2 per day
Charm Person x2 per day (+1 DC, kitsune magic)

Oracle Spells
+1 DC of Enchantment effects (kitsune magic)
Enchantment marked in Italics

---Orisons, 6 known, at will----
Enhanced Diplomacy
Detect Magic
Create Water

----1st level, 3 known, 8 per day----

Cure Light Wounds (bonus)
Murderous Command
Forbid Action
Magic Weapon

----2nd level, 1 known, 4 per day----
Cure Moderate Wounds (bonus)
Hold Person


Wand of Cure Light Wounds (50)

Universal Solvent
Sovereign Glue
Alchemical glue x3

Anchor Feather Token
Tree Feather Token
Fan Feather Token

Stubborn Nail x2

Tanglefoot Bag x5
Tangleburn bag x5

Antiplague x5
Antitoxin x5
Stillgut x5

=====Race Abilities=====


4th level Attribute point into Dex

Favored Class bonuses: (4 levels) proficiency with Falcata

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su) 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.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

====Oracle Abilities====


Wrecking Mysticism: A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.

Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.

At 5th level, add minor image and ventriloquism to your list of spells known.

At 10th level, add magic jar to your list of spells known.

At 15th level, add project image to your list of spells known.

Martial Flexibility (Ex) At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat's prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

Many Forms (Su (4th level)): As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.



Masterwork Falcata (368 gp)

Armor: Masterwork Agile Breastplate (650 gp)
Shield: Darkwood heavy shield (457 gp)
Neck: Pocketed Scarf, Wayfinder (heightened continual flame cast at 5th level, 750 gp)
Body: Hot Weather Outfit, Sleeves of Many Garments (200 gp)
Wrist: Spring Loaded wrist sheathes (2) (150 gp)
Ring: Magnetic ring (non enchanted)
Feet: Boots of the Cat (1k)

-Hidden on person-
Skeleton Key (75 gp)
Traveler's Anytool (250 gp)

-In Pouches/On belt-

Alchemical bombs (see consumables)

Javelin x10
Pillum x2

Swarm Suit


5k WBL

Theme Music:


Swift Change
Vulpine Pounce

smoking bottle, fog cutter lenses