Daji

Bunny Paras's page

141 posts. Organized Play character for RabbitAlmiraj.


Full Name

Bunny Paras

Race

HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2

Classes/Levels

| Speed 30 ft. | Spells: 2nd: 2/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: None

Gender

Female

Alignment

LN

Languages

Common, Cyclops, Druidic, Sylvan

Strength 10
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 16
Charisma 15

About Bunny Paras

Statistics:

PFS # 293425-1
Faction: Scarab Sages
Experience 7
Fame 12, Prestige Points 10

Bunny Paras
Female Kitsune Druid (saurian shaman) 3
LN Medium Humanoid (kitsune, shapechanger)
Init +3; Senses Low-light vision, Perception +3

------------------------------
DEFENSE
------------------------------
AC 17, touch 13, flat-footed 14 (+3 armour, +3 Dex, +1 shield)
hp 18 (3d8)
Fort +4, Ref +5, Will +7

------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20 ft. in medium load)
Melee bite +2 (1d4)
Ranged MW sling +6(1d4)

Spells Prepared (CL 3rd, Concentration +6)
2nd––aggressive thundercloud, barkskin
1st—cure light wounds, cure light wounds, cure light wounds
0—detect poison, light, mending, purify food and drink
Note: Also likes: flurry of snowballs and stone discus

Spell-like Abilities (CL 3rd, Concentration +6)
3/day—dancing lights
2/day—charm person, disguise self
Offensive Abilities: +1 DC with enchantments

------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 15
Base Atk +2; CMB +2; CMD 15
Traits Ancient Historian, Beast Bond
Feats Magical Tail
Skills Acrobatics +8, Handle Animal +9, Knowledge (nature) +8, Profession (rabbit breeder) +8, Ride +9, Survival +6
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
(check penalty: -3)
Abilities agile, change shape (human female), kitsune magic, low-light vision, nature bond (animal companion: parasaurolophus), nature sense, natural weapon (bite), orisons, spontaneous summon nature’s ally, totem transformation, wild empathy (+4, or +8 with dinosaurs and reptiles), woodland stride
Languages Common, Cyclops, Druidic, Sylvan

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

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

Ancient Historian (trait): You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian. (Linguistics, Cyclops)

Beast Bond (trait): You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

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).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Totem Transformation (Su): A saurian shaman may adopt an aspect of the saurian while retaining her normal form. The druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear masterwork sling, 20 bullets, wand of cure light wounds (39 charges), acid (2), holy water (2), smokestick (2)
Possessions carried by her: +1 leather armour, light wooden shield, backpack, bunny stuffed animal, traveller’s outfit, waterskin, wooden necklace (beads and charm with an image of a parasaurolophus playing with rabbits), cloak of resistance +1, wooden rings (2, painted brightly), wooden bracelets (2, carved and painted beads feature faces of parasaurolophus or rabbits, in an alternating pattern), wooden earrings (painted brightly), Paras' pink tutu, Bunny Paras' pink dress with white rabbits
Possessions carried by Paras: saddlebags, animal feed (5), bedroll, blanket, charcoal, journal, grooming kit, mess kit, rations (5), tent (medium), water dish
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 32 lbs.
Money 2,225 GP 3 SP 0 CP

New Purchases:

bucket
paper
paint supplies
sunhat with a yellow ribbon (2)

Temporary Gear:

potion of cure light wounds

Boons:

------------------------------
BOONS
------------------------------

Initiate’s Edge: Tattoo of the Open Road - You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action, when you are struck by a critical hit or dealt at last 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purposes of determining when hit point damage would kill you.

Liar's Intuition: The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the bluff skill. For every additional successful lie you tell that creature, the bonus increases by +1 (maximum +5). You can only benefit from this boon against one creature at a given time. When this boon is used, cross it off your Chronicle.

The Many Fortunes of Grandmaster Torch: You owe Grandmaster Torch a favour (two of them)—which he plans to redeem in the future. When he calls in this favour, you are obligated to fulfill this request so long as it doesn’t violate any moral restrictions of your race, class, or alignment.

Master of Shadows: You gain a one-time +5 circumstance bonus on any knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.

Prince of Wolves: your experience with the Sczarni of the Prince’s Wolves have give you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.

[X] [] [] Student of the Twelve Rites: You have recovered several tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder too long, but you can tap into it briefly to learn Shinri’s abilities.
You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats with one of Shinri’s using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Sorcerous Strike, Stunning Fist, or Weapon Focus. If you are a spontaneous spellcaster… N/A …Alternatively you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you can check all three boxes to cast dispel magic.

Yagevna Blessing The Yagevnya family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.


About Bunny Paras:

Bunny Paras is a nice little kitsune with pink fur and eyes. She has a pet parasaurolophus named Paras. She has a farm where she breeds rabbits. She loves her pets. Her friend Senton works on her farm, too. She is a Pathfinder.