Kitsune

Derric's page

402 posts. Alias of SCKnightHero1.


Full Name

Derric

Race

Kitsune

Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16

Classes/Levels

Samurai 2

Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

Gender

Male

Age

23

Alignment

Neutral Good

Deity

Daikitsu and Shelyn

Location

Sandpoint

Languages

Common, Sylvan, Tien

Occupation

Foxy Samurai and Childhood Friend of Ameiko (Also he has a crush on her)

Strength 14
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 15

About Derric

Stats:

Derric
Male Kitsune samurai 2
NG Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +1
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield, )
hp 23 ((2d10)+7)
Fort +5, Ref +5, Will +2

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OFFENSE
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Speed 20 ft.
Melee buckler +0 (1d3+2)
Melee katana +4 (1d8+3/18-20)
Melee shortspear +4 (1d6+2)
Ranged shortspear (thrown) +4 (1d6+2)
Melee bite +4 (1d4+2)
Innate Spell-Like Abilities dancing lights (3/day),

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TACTICS
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STATISTICS
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Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha 15,
Base Atk +2; CMB +4; CMD 16
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Exotic Weapon Proficiency (Katana), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness
Skills Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, Perform (String Instruments) +3, Profession (Stable Master) +4, Ride +7, Sense Motive +5,
Traits Childhood Crush (Ameiko), Reactionary,
Languages Common, Sylvan, Tien
SQ agile, challenge, change shape, kitsune magic, low-light vision, mount, natural weapon, natural weapons, order, order of the shield, determined, resolute, resolve, unstoppable,
Combat Gear rations (trail/per day) (3), potion of cure light wounds (2), feed (per day) (5),
Other Gear buckler, katana, outfit (explorer's), kikko armor, belt pouch, compass, backpack, masterwork, bedroll, ink (1 oz. vial) (5), waterskin (filled), whetstone, inkpen, journal, mess kit, signal horn, shortspear, animal harness, bit and bridle, saddle (military), saddlebags, artisan's tools (paintings), musical instrument (samisen), bite, 20.83 gp
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SPECIAL ABILITIES
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Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Background Skill (Handle Animal, Handle Animal, Perform (String Instruments), Profession (Stable Master))

Challenge (Ex) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai's concentration. The samurai takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Childhood Crush (Ameiko) You've never had the guts to act on it, but for as long as you can remember, you've had a crush on Ameiko. Someday, maybe you'll be able to earn her love, but for now, you're content to spend time in her proximity, or even to do things for her that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from Ameiko by making a DC 15 Charisma check. If you're successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you're ever lucky enough to win Ameiko's love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Ameiko.

Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.

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

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability. A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Natural Weapon (Ex) A kitsune has a bite attack in its natural form. This bite does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Order (Ex) At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description (see pages 34-37 of the Advanced Player's Guide), but such samurai are rare. A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Order of the Shield Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Determined As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Unstoppable When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Samurai Proficiencies

Blaze's Stats:

Blaze
Female Companion Horse animal 3
None Large animal
Init +1, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size )
hp 33 ((3d8)+9)
Fort +5, Ref +4, Will +2

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OFFENSE
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Speed 50 ft.
Melee bite +4 (1d8+3)
Melee hoof -1/-1 (1d6+2)
Space 10 ft. Reach 5 ft.

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TACTICS
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STATISTICS
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +2; CMB +6; CMD 17 (21 vs trip)
TraitsLastwall Jasper, Taldor Jennet
Feats Armor Proficiency, Light, Athletic, Toughness
Skills Acrobatics +5, Acrobatics (Jump) +13, Climb +10,
SQ trained for combat riding, bonus tricks 2, link, low-light vision, scent,
Animal Tricks Trained for Combat Riding, Attack, Come, Defend, Down, Guard, Heel, Track
Combat Gear
Other Gear bite, hoof, 0.0 gp
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SPECIAL ABILITIES
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Athletic You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Bonus Tricks 2

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Toughness You gain +3 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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ANIMAL TRICKS
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Trained for Combat Riding An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.

Lastwall Jasper +2 trait bonus on Swim checks, and Swim is a class skill for them.

Taldor Jennet learn a total of seven tricks when trained using the Handle Animal skill

Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Background:

Sometimes fate has plans for us even before we are old enough to walk and talk. This was the case of a newborn kitsune with gold and silver fur. His family were retainers to the Kajitisu family dating back many years ago. However, the kitsune retainers were forced to flee one day several years ago upon learning some terrible things were happening to the other imperial families. The kitsune family knew that something was wrong and quickly fled in the night, hopping from one caravan to another, making their way to Varisia, and even going so far as to change their names, but when Brinewall was set upon by strange enemies, two survivors of that kitsune family fled into the night, but their flight was sadly spotted. The kitsunes soon realized that their pursuers would not stop until they were dead. Making the ultimate sacrifice, the kitsune babe’s parents tearfully said goodbye asking Daikitsu and Shelyn to watch over their child, hiding him in a trade caravan owned by a Varisian merchant before luring away the pursers from their son. This would be the last time they would ever see their child.

However, the Varisian merchant, a man named Doritian, discovered the kitsune baby and was immediately taken by the fox-like child. He and his wife, Kale, had been unable to have a child of their own, and they believed the kitsune was their prayers being answered. Raising him like he was their own, they named him Derric after Doritian’s father. Derric grew up feeling different from the other children who often bullied him, although once he realized that his teeth could hurt them, he was left alone for the most part. His father not wanting his son to become a bully himself told Derric stories of the Dragon Empires and the brave and honorable samurai that dwelt there.

Doritian later moved the family to Sandpoint, hoping to expand his connections to the small town. It was here where Derric would find a true friend: Ameiko Kaijitsu. While the other children would often shun or be wary around the golden furred kitsune, Ameiko did not. She sought him out to form a friendship with the strange fox-like boy, seeing past his fur and animal features. It was because of her kind friendship and his father’s stories that Derric grew up to become the person he is today. Still, something else was created in addition to his friendship with Ameiko: love. As they grew up together and strengthened their friendship, despite Ameiko’s father’s strictness and attempts to keep them apart, Derric developed a crush on the Tian woman, slowly falling in love with her. However, the kitsune was too reluctant to admit his feelings for her, afraid that it would ruin their friendship. He was there for her when things got rough for her.

When Ameiko left home after a serious argument with her family to start a life of adventure, Derric longed to go with her, but he was unsure of how he could help her. So, he stayed behind in Sandpoint. Later on, Ameiko came back home, and the kitsune was overjoyed…then he saw the pain and sorrow in her eyes and knew something had happened to her during her time as an adventurer. He chose not to pry into what happened after she told him not to ask her what had happened. Derric respected her wishes, but offered to be there for her whenever she needed help. After she bought the Rusty Dragon Inn, Derric decided to help her out by assisting her in running the Rusty Dragon. As a thank you from her, Ameiko gifted him with a beautiful black mare with a star shaped patch of red fur on its forehead. The kitsune named the horse Blaze. He still longs for the day he can express his love to her, but he is content to wait and be her friend.

Description:

Derric is a young kitsune with golden yellow fur, although his forearms, feet, and ears are covered in silver fur. He also has snow white streaks underneath his eyes, as well as a white tip on his tail, while a black band separates his gold fur from touching the white tail tip. While he does wear shoes in his human form, he likes to wear foot wrappings in his true form.

When he is shapechanged into a human, an act he rarely does as he was raised to be true to himself, he appears as a golden haired man with Varisian and Tian-Min features, ponytail, and a gold mustache.

However, the most striking feature of him is his eyes: one a brilliant blue and the other of pure gold.

Personality:

Derric, having been inspired by the warriors of legend, tries to behave in a honorable and brave manner. He strives to be heroic and knightly, but at the same time, he is fascinated by what it means to be a true kitsune. Derric longs to express his true feelings to Ameiko, but has yet to find the right words or the right time to tell her. He treasures his friendship with her and cares about the bard deeply. While at times, the kitsune can be serious, but at other times, he can be carefree. Due to his relationship with Ameiko and his worship of Shelyn, he has taken an interest in the arts.

His laugh and spirit can warm the coldest heart. He strives to have a vivacious, positive attitude about everything, fully believing he and his friends can overcome any setback with time, thought, and patience. He is extremely zealous in making friends and influencing people for the better. Supportive to a fault, the kitsune always puts others before himself and he has a genuine concern for everyone's happiness, going out of his way to bring cheer and joy to others even during the darkest of times.

Relationships:

Ameiko 6
Shalelu 2
Sandru 2
Koya 2