About CardauClass: (Triple Gestalt)
Ability Score Math:
Original Rolls: 16, 16, 15, 14, 13, 12 Original Distribution: STR 13, DEX 12, CON 15, INT 14, WIS 16, CHA 16 Redistribute: -2 DEX, +2 CHA Add 10: +3 STR, +3 CON, +2 INT, +2 WIS Racial Mods (w/RP purchases): -2 STR, +2 DEX, +2 CON, +4 CHA Total Mods to Original Distribution: +1 STR, +0 DEX, +5 CON, +2 INT, +2 WIS, +4 CHA Final Ability Scores: STR 14, DEX 12, CON 20, INT 16, WIS 18, CHA 22 Defense: AC: 16, touch 16, flat-footed 10 (+6 CHA)
BAB: +1
Trained Skills:
Ranks: 4 (oracle) + 3 (INT) +1 (campaign bonus) +1 (favored class)=9 ranks/level*2 levels=18 ranks Acrobatics +5 (2 ranks +1 DEX, +2 racial) Diplomacy +11 (1 rank + 3 class skill + 6 CHA +1 racial) Heal +9 (2 ranks +3 class skill +4 WIS) Intimidate +10 (1 rank +3 class skill +6 CHA) Knowledge (arcana) +8 (2 rank +3 class skill +3 INT) Knowledge nature +8 (2 rank +3 class skill +3 INT) Knowledge (planes) +7 (1 rank +3 class skill +3 INT) Knowledge (religion) +8 (1 rank +3 class skill +3 INT) Linguistics +8 (2 ranks +3 class skill +3 INT) Perception +6 [+2 on opposed rolls] (2 ranks + 4 WIS, -4 on opposed rolls [deaf]) Spellcraft +8 (2 rank +3 class skill, +3 INT) Untrained Skills:
Appraise +3 (+3 INT) Bluff +7 (+6 CHA, +1 racial) Climb +2 (+2 STR) Craft +3 (+3 INT) Disable Device +1 (+1 DEX) [can't use] Disguise +6 [+16 to appear human while in human form] (+6 CHA) [+10 racial] Escape Artist +1 (+1 DEX) Fly +1 (+1 DEX) Handle Animal +6 (+6 CHA) [can't use to train, can use to push] Intimidate +6 (+6 CHA) Knowledge (dungeoneering) +3 (+3 INT) [can't use for DC >10] Knowledge (engineering) +3 (+3 INT) [can't use for DC >10] Knowledge (geography) +3 (+3 INT)[can't use for DC >10] Knowledge (history) +3 (+3 INT)[can't use for DC >10] Knowledge (local) +3 (+3 INT)[can't use for DC >10] Knowledge (nobility) +5 (+3 INT, +2 feat [Noble Scion])[can't use for DC >10] Perform +6 (+6 CHA) Profession +4 (+4 WIS) [can't use] Ride +1 (+1 DEX) Sense Motive +4 (+4 WIS) Sleight of Hand +1 (+1 DEX) [can't use] Stealth +1 (+1 DEX) Survival +4 (+4 WIS Swim +2 (+2 STR) Use Magic Device +6 (+6 CHA) [can't use] Race Abilities:
Agile (Ex): +2 racial bonus to Acrobatics 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. Darkvision 120 ft.: Members of this race can see in the dark up to 120 feet. Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic. Gift of Tongues: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. Hardy: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. 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. Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light. Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Resistant: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. Add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—ghost sound, pass without trace, ventriloquism Cleric Abilities:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (LG). Channel Positive Energy 9/day (Su): 1d6 positive energy to heal living creatures or harm undead w/in 30 ft. Save DC is 17. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.A cleric must be able to present her holy symbol to use this ability. Domains: Darkness (Moon) and Madness Touch of Darkness 7/day (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Vision of Madness 7/day (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Oracle abilities:
Mystery: Lunar Oracle's Curse (Ex): A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) [haunted] never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. Deaf Curse: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. Haunted Curse: Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. Revelations: Misfortune (Ex): 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. Prophetic Armor (Ex): 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. Sorcerer Ablities:
Bloodline: Fey Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Laughing Touch 9/day (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. Traits: Birthmark (faith), Lunar Birth (magic), Reactionary
staff powers:
Magical Tail [item feat level 2] Light load: 58 lbs. or less Medium load: 59-116 lbs. Heavy load: 117-175 lbs. SLAs:
9/day--laughing touch [sorcerer bloodine power] 6/day--touch of darkness, vision of madness [cleric domain powers] 3/day--dancing lights [kitsune magic] 2/day--charm person (Will DC 18), disguise self (Will DC 17) [Magical Tail], misdirection (Will DC 18) [Magical Tail], invisibiity [Magical Tail] 1/day—ghost sound (Will DC 16), pass without trace, ventriloquism [shadow magic] Cleric Spells Known:
All non-chaotic/evil spells on the cleric/oracle spell list Domain Spells: 1st--faerie fire, lesser confusion Oracle Spells Known:
1st--bane (Will DC 20), command (Will DC 20), cure light wounds (Will DC 17), ill omen 0 create water, detect poison, ghost sound (Will DC 16), mage hand, purify food and drink, read magic, resistance Sorcerer Spells Known:
1st--grease (Reflex DC 17), snowball (Fort DC 17) 0--acid splash, disrupt undead, haunted fey aspect, prestidigitation, spark Typical Daily Spell Setup:
Cleric: 1st--cause fear (Will DC 15), faerie fire, protection from evil, shield of faith 0 (at will)--detect magic, guidance, mending, stabilize Oracle: 1st--6/day [2 used] 0--at will Sorcerer: 1st--6/day [1 used] 0--at will Appearance:
In his natural form Cardau is slender and slightly taller than the average kitsune male. Apart from his loincloth, a birthmark in the shape of a crescent moon on his cheek, and his eyes (all of which are a jade green), he is completely white. In his human form Cardau chooses to appear as a tall, well-built lad of about 25, with a well-manicured beard and twirled mustachio. History:
Cardau grew up in the lap of luxury as the son of a powerful kitsune enchanter who used his powers to usurp control of a human realm, although his subjects realized neither that he had seized power via arcane means nor that he was actually a kitsune. Cardau's father spoiled him beyond all reason, teaching him that non-kitsune were playthings for him to do with as he wished. Taking his father's attitude to heart, Cardau got his kicks by playing practical jokes on people or (after his hormones began raging) wooing ladies and...ensuring...that they didn't say "no." All of this changed when Goodwin took him. Goodwin taught him to use his powers to the advantage of "normal" people, rather than for taking advantage of themm. Goals:
To prove that he can be a productive member of society despite his handicap and to have friends who are friends because they want to be and not because he compelled them. Bookkeeping section. This is important. Keep a section that shows all money that came in as well as all money outgoing. Height: 5 ft. 9 in.
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