About Byakko Whiteclaw
AC and Defense
HP 65 (1d8+2/level) (8, 8, 6, 7, 8, 6, 8)
Armour: +1 Breastplate
Feet: Boots of the Winterlands (1lb)
Ring: Ring of Protection +1
Shield: Heavy Darkwood Shield
Shoulders: Cloak of Resistance +1 (1lb)
Combat Gear: +1 Keen Katana 1d8 (1d8 Slash, 15-20 x2 Crit, 6lbs), +1 Breastplate +10 (+3 Cha instead of Dex, -3 Check, 30lbs), Heavy Darkwood Shield (+2 shield bonus, 0 armor check, 5lbs), MW Light Crossbow (1d8 Pierce, 4lbs), Morningstar (1d8 Bludgeon and Pierce, 6lbs), +2lbs for Wondrous Items, SubTotal Encumbrance: 53
Mundane Gear: Jewelry, Silver and 11 Moonstones 650gp (n/a), Outfit - Cold (7lbs), Pouch - Belt (1/2lbs), Pouch - spell components (2lbs), SubTotal Encumbrance: 11.5lbs (Handy Haversack)
Enii - Pack Saddle (20lbs)
Handy Haversack Contents:
2 light healing potions
2 moderate healing potions
2 flasks of holy water
1 potion of Cure Moderate Wounds
1 potion of Fly
1 potion of Invisibility
1 potion of spider climb
A bone scroll tube containing:
Arcane scroll of blink
Arcane scroll of scorching ray
Arcane scroll of see invisibility
Wand of silent image (12 charges)
Wand of true strike (5 charges)
Figurine of wondrous power - serpentine owl
Traveler's Any Tool
Hag Haul:163 gp, 92 sp, and 112 cp. "There are also a pair of nonmagical silver rings and a handsome broach made of platinum in a vaguely draconic design."
Alluring Golden Apple
Feather Tree Token
Elixir of Fire Breath
Pure Mithril Flute (Dawn Piper's)
Craft Jewelry (Int), Bluff (Cha, Fey Thoughts), Diplomacy (Cha), Heal (Wis), Intimidate (Cha, Extremely Fashionable), Knowledge (history)(Int), Knowledge (local)(Int), Knowledge (planes)(Int), Knowledge (religion) (Int), Perception (Wis, Fey Thoughts), Profession Silversmith (Wis), Sense Motive (Wis), and Spellcraft (Int), Stealth (Dex, Fey Thoughts), Use Magic Device (Cha, Covetous)
Bluff +9 (Cha +3, BS - Class, +1 ES Trait) 2 AS
Craft (Jewelry) +4 (Int, Class) 1 AS
Diplomacy +8 (Cha +3, Class, +1 ES Trait) 1 AS
Handle Animal +11 (Cha +3, +4 Circumstance Animal Companion) 3 AS
Heal +3 (Wis -1, Class) 1 AS
Intimidate +14 (Cha +3, ES Class, +1 ES Trait) 7 AS
Knowledge (history) +4 (Int, Class) 1AS
Knowledge (local) +5 (Int, BS - Class, +1 BS Trait) 1AS
Knowledge (planes) +4 (Int, Class) 1AS
Knowledge (religion) +4 (Int, Class) 1 AS
Perception +6 (Wis -1, FeyT - Class, +2 Racial) 2 AS
Profession Silversmith +3 (Wis -1, Class) 1AS
Sense Motive +3 (Wis -1, Class) 1AS
Stealth +5 (Dex +1, BS - Class, +1 BS Trait) 3 AS -3 ArmCheck
Ride -1 (Dex +1) 1AS -3 ArmCheck
Spellcraft +4 (Int, Class) 1AS
Use Magic Device +9 (Cha +3, Covetous - Class) 3AS
Prerequisite(s): Handle Animal 4 ranks, Intimidate 4 ranks, animal companion or mount class feature.
Benefit(s): Your animal companion or mount gains Intimidate as a class skill. It can attempt to demoralize an opponent using the Intimidate skill as a move action on the same round that it damages an opponent with a natural attack.
Special: Your animal companion can select the Dazzling Display and Shatter Defenses feats if it meets the prerequisites. This feat does not allow your animal companion to use Intimidate to make a target friendly or gain their assistance.
Normal: Animal companions and mounts with an Intelligence score of 2 or less must select feats from a limited list.
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Benefit: You get a +4 bonus on initiative checks.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Gift of Claw and Horn:
As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
A Dual-Cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels. A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.
You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp × your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you.
The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.
At 5th level, add charm animal to your list of 1st-level oracle spells known and animal messenger to your list of 2nd-level oracle spells known
At 10th level, add beast shape I to your list of 3rd-level oracle spells known and beast shape II to your list of 5th-level oracle spells known
At 15th level, you gain damage reduction 5/silver, and if you already have this type of damage reduction, it increases in value by 5 (to a maximum of DR 15/silver).
Benefit: You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Benefit: Your work for him gives you a +1 trait bonus on Stealth skill checks, and Stealth always a class skill for you.
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Intimidate is a class skill for you.
Racial Trait Substitutions:
Ancestral Arms swapped in for Adaptability = Weapon Proficiency with Katana
Fey Thoughts swapped in for Multitalented = Bluff and Perception are class skills.
Byakko's Jinin Elven Trader father was seduced by his beautiful Mother while she was married to another man. She was working at a high-class Tea House that catered to Tian Xian traders. His father was unable to return to Tian Xia with a bastard child without publicly contradicting his Bushido code and his Mother was left to fend for herself when Byakko was born.
Byakko was raised by his Mother along with his older half sister until he became a teenager. His Mother worked as a serving wench and her kids were frequently found underfoot at the far less classy dives that allowed her to take care of her kids while slinging watered down ale and sour wine. Eventually Byakko's burgeoningly beautiful sister attracted the eye of a local gang. After celebrating a big score with too many drinks they decided they’d their way with her, forcibly removing her to the alley. Byakko's mother begged them to stop, tugging on their clothing, and breaking down as they made their way to the alley, the young weeping woman firmly in hand. Once his mother stepped outside however the full moon awoke the latent lycan blood and Byakko's mother transformed into a white Weretiger. In the ensuing melee Byakko's Mother slaughtered all of the gang present but not before they had slit his sister's throat. His mother fled the scene in Were form, never to be seen again. Byakko of course was present at the bar and saw his Mother's transformation from the bar window and moments later, falling to his knees in the street, he saw the aftermath of what little was left of the gang and his lifeless sister scattered across the alley.
A passing Tian Xia trader also witnessed the scene from the street and recognized the powerful portents and correctly marking them under the domain of Tsukiyo, Tian Xia god of the Moon. The boy was clearly his Mother's, as indicated at his anguished wailing as she fled the scene. Not only that but his near translucent skin and half-elven features was recognizable to the trader as half Jinnin, the elvish inhabitants of Tian Xia. The trader knew the crossing of these blood lines, Jinnin and Lycan, were no mere coincidence. While Tsukiyo's main sources of worship were far across a dangerous sea or nearly as dangerous an icy waste, the trader knew this young man should clearly be under his watchful eye (if he was not already). The Trader gave the boy a small purse of coin, and one coin in his hand. "This is your destiny young man." He said in heavily accented common, "You must follow the ways of the Shogunate as best you can this far West. One day you will be re-united with your Jinin ancestry and The Moon, Tsukiyo," the trader pointed to the Crescent Moon symbol on the lone coin as he emphatically told the boy the God's name, "shall guide you there."
Shocked by the night's events and unable to process the import of the stranger's words, Byakko spent his remaining teenage years astray. Byakko, whose only name was given him by his delinquent father, withholding of course his family name (his Mother never bothered with her family name, given the secret family shame), was soon dubbed Byakko Whiteclaw by the other orphans, after the rumours they heard of his Mother's transformation into a white tiger. He was shunned for the most part as the other street urchins were terrified that he too would transform one day.
Eventually Byakko began to gravitate towards any remnant of Tian Xia culture he could find in Kalsgard, knowing only what the Trader told him and what few fragments of his Father's heritage his Mother shared while deep in her cups. There was steady trade coming from Tian Xia and so Byakko was able to piece together portions of the traditions of the Shogunate of the Jinin. He hung around any traders he could and did his best to act with honour and discipline, an especially punishing code for an orphaned street tough. He learned to fight from Trader's guards and eventually even joined them on a trip to Tian Xia. He could not bring himself to travel to meet the Jinin however as most of his self imposed and self taught cultural conditions matched closer to those of the traders' culture, not the analogue the elves' had adopted.
On his way home he felt as though he had somehow gained focus. His direction was unclear but his life seemed to be closing in on a critical juncture. Late one night on a frozen mountain lit by an unusually bright crescent moon he found himself on sentry duty when he heard mewling well outside his patrol line. He felt another wave of clarity crash over him as he walked toward the sound, Byakko’s nerves were alight, his life was crystallizing before him, just as his frozen breath was. Much to his surprise he found a young Tiger cub, nearly frozen stiff in the snow, but breathing, only visible to Byakko thanks to it’s small puffs of breath. Unsure if the mother was nearby Byakko put the cub in his coat to warm it. He followed the faint trail to a cave. Fortunately for him whatever had killed the den's Mother had left, her once white fur was closer to her tropical cousins in colour, splashed and coated in her own blood as it was now. The siblings the cub once wrestled were in worse shape. Not wanting to discover the source of such slaughter Byakko left, the she-cub was now his to raise or abandon. Repressed memories of his white tiger mother floated back into Byakko’s conscious thoughts, solidifying the link, Tsukiyo’s distant attention was drawn to this youth. On his way back to camp a talking hare came to Byakko. The hair portended in two full moons from now he too would transform into a WereTiger, just as his mother did. In order to avoid her fate and the inevitable latent madness, the Tsukiyo-hare told him he must wear silver at all times and given enough time he would come to control the transformation amongst several other gifts. He also portended that Byakko could only ever confront his father in Kalsgrad or they would both die of self inflicted wounds.
Byakko returned to Kalsgrad, giving up his time as a trading guard. He immediately begged every silversmith in town to apprentice him. Eventually resorting to paying what coin he had for an apprenticeship. Finally a master smith who also had a curiousity for the nations of Tian Xia recognized the features of his would be apprentice and allowed him to stay on. He learned the trade feverishly as whenever he left the shop he became ill and occasionally lost the ability to speak. Eventually he earned enough as an apprentice, with his increasingly fine work, that he was able to craft several pieces of silver of his own that he took to wearing day and night allowing his speech to return to normal except in times of great stress.
He kept the she-cub who was rapidly growing into a full grown Tiger. The Silversmith was pleasantly satisfied with the extra coin Byakko was bringing to allow Byakko leave from the shop from time to time and the young man and his cat would explore the wild hinterlands of the cat's heritage. These adventures allowed both of them to grow into powerful representatives of Tsukiyo as divine spells began to pour out of Byakko in times of danger and stress. The god never returned to Byakko but his boons grew stronger. Eventually a friend from Tian Xia (a trader guard from his time in that profession) named the cat for Byakko, Enii, or roughly "good connection," or "good edge."
Byakko continued to work as a silversmith. He even began incorporating traditional Shogunate art styles into his work, attracting the curiosity of Tian Xia traders, such a novelty to find a unique take, albeit nontraditional on their culture. One day a middle aged Jinin trader walked into his shop. The trader recognized Byakko immediately as his son. He showed little remorse as he told the young half-elf who he was, just as Byakko kept all emotion from his face. He knew enough of the Shogunate that this was not the time for anything but deadly serious measured discourse. His father told him he could not publicly acknowledge Byakko, especially in a foreign land. His father recognized that Byakko had become a remarkable young man despite the challenge of not having a father, without knowing how many more barriers Byakko had overcome to find his place. He formally invited Byakko to challenge for the right to his name in the rites of the Samurai in Jinin. As his only acknowledgement of Byakko’s heritage he gave Byakko the family sword. “This sword, known as Tsume, is your entry to the trials of the Jinin Samurai, the key to attaining the acceptance of your ancestors, the use of your family name, and acknowledgement as my son. Should you wish to challenge for this right show this sword to any samurai from the court of Jinin and they will initiate your trial. Farewell young man, I wish you luck in your journeys under the moon.” The sword is of exceptional craftsmanship and has a crescent moon on it’s blade, Tsume became the only companion consistently closer to Byakko than the cat Enii.
First three FCB go to Skills, Then all going to additional spells. Half-Elf Ability bump to Str, first ABI to Str.
Level 7 thoughts: Shield of Wings, maybe metamagic reach/extended or a rod? Channel Vigor or Dispel Magic?
Feats: Weapon Focus, Sig Skill Intimidate, Outflank,