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HIJIKATA TOSHIZO's page

271 posts. Organized Play character for Helaman.


Full Name

HIJIKATA TOSHIZO

Race

Male Angel Blooded Scion of Humanity Aasimar / Tien Background

Classes/Levels

Bard 2 (Favoured)

Gender

Init + 2/AC16/Touch12/Flatfoot14/CMD 14||HP 20/[20]| Fort:+5 ;Ref:+5 ;Wil+1|Percept +5/Sense Motive +9 CMB +4 (+4 bonus on saves made vs bard perform, sonic, and lang - dependent effects) +2 Saves vs Divination Magic. Perform 7/[9]

Size

Medium

Age

20

Alignment

NG

Deity

Shizuru

Languages

Common, Hwanggot, Tien

Homepage URL

http://1drv.ms/1e7rrjm

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About HIJIKATA TOSHIZO

Summary for Play - PFS # 38110-11
AC16/Touch12/Flatfoot14/CMD 14||HP 20/[20]| Fort:+5 ;Ref:+5 ;Wil+1
|Percept +5/Sense Motive +9. CMB +4
Chronicles - http://1drv.ms/1e7rrjm

COMBAT
Melee:
MW Katana* +1 (1d8 + 3, 18-20/x2) P/S (+4 Dmg 2 handed)
Longspear +4 (1d8 + 4, 20/x3, reach, brace) P
Dagger +4 (1d4 + 3, 19-20/x2) P/S
MW Comp Shortbow + 3 (1d6 + 4, 20/x3) P
*Non Proficient -4

Ranged:

TRAITS

Spoiler:

Adopted (Human)
Carefully Hidden (Human) - +1 bonus to Will saves and a +2 bonus to saving throws versus divination effects. A straight +1 to will saves and a bonus vs divination as a bonus.

Hwan Artist: You grew up in Hwanggot, and your artistic talents were cherished and honed from an early age. You have been nurtured on the artistic spirit of Hwanggot. Choose one Perform skill. You gain a +1 trait bonus on checks with that skill (Oratory), and it becomes a class skill for you.

FEAT

Spoiler:

Toughness

SKILLS

Spoiler:

Acrobatics 1 (+6) [Ranks, Class, Dex]
Bluff 1 (+7) [Ranks, Class, Cha]
Intimidate 1 (+7) [Ranks, Class, Cha]
Knowledge (Arcana) 1 (+5) [Ranks, Class, Int, Bard]
Knowledge (History) 1 (+5) [Ranks, Class, Int, Bard]]
Knowledge (Local) 1 (+5) [Ranks, Class, Int, Bard]
Knowledge (Nobility) 1 (+5) [Ranks, Class, Int, Bard]
Knowledge (Planes) 1 (+7) [Ranks, Race, Class, Int, Bard]
Performance (Stringed Intruments) 1 (+7) [Ranks, Class, Cha]
Performance (Oratory)* 2 (+9) [Ranks, Class, Trait, Cha] (Also Diplomacy and Sense Motive)
Perception 2 (+5) [Ranks, Class, Wis]
Spell Craft 1 (+4) [Ranks, Class, Int]

*Versatile Performance: Diplomacy and Sense Motive

1: 6 + Fav Class
2: 6 + Fav Class

RACE ABILITIES

Spoiler:

Angel-Blooded + 2 to Strength and Cha
Scion of Humanity: Lose Outsider Subtype and Celestial language
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability: gain alter self as a spell-like ability.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet)

CLASS ABILITIES
Bardic Performance Rounds a day: 9/[9]

Spoiler:

Arcane Strike (Free Feat) (Ex)
This replaces Bardic Knowledge

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language -dependent effects.

SPELLS

Spoiler:

DC 13 Cantrips: Detect Magic, Lullaby, Prestidigitation, Read Magic, Sift
DC 14 Level 1: Charm Person, Chord of Shards, Sleep
Alter Self as SLA 1/[1]Day

Casting Per Day

Spoiler:

Cantrip - Unlimited
Level 1 - 3 [used: 0]

EQUIPMENT

Spoiler:

MW Lamellar Leather - 210 25lbs
MW Katana - 50gp 6lb + 300 for MW Trans
Longspear (Cold Iron) 10gp 9lb
MW Darkwood Comp Shortbow (+3 str) 2pp
20 arrows
Hanbo - 1gp 2lb
Dagger - 2gp 1lb
Backback - 2gp 2lb
Flint and Steel - 1gp -
Holy Symbol (Wooden) - 1gp -
2 Wandermeals - 0.02cp 1lb
1 Flask of Water - 0.03cp 1lb
1 Flask of Acid - 10gp 1lb
Whetstone - 0.02cp 1lb
137gp7cp spent
12gp. 9sp. 3cp / 69lbs [Medium Encumbrance]

First Steps 1
Oil of Holy Weapon 50gp
Holy Water 25gp
Wand of Disguise Self *5 Charges 75gp
274gp

First Steps 2
419gp

First Steps 3
401gp

Mermaid
sold Leather Lamellar + 30gp
Bought MW Leather Lamellar -210gp
Cast MW Transformation on Katana -300gp
Bought Wand of CLW 2pp

BACKGROUP

Spoiler:

Toshizo is actually of Minkai decent, but his family have been in Hwanggot for 2 generations and while he personally has very very poor Minkai, his family, Samurai by long descent, have become accustomed to the language of their adoptive home.

He was raised as the 'golden child' of his family, there being something unaccountably special about him. His family line does boast of a divine consort ten generations ago and his parents wisely decided that his birth was a sign of heavenly favour, but they also so decided he was best hidden away from the traditional temples of Hwan in favour of traditional education and raising in the family faith of Shizuru.

While many things came naturally to him, his talents lay in artistic endeavors. This was encouraged as well but even so when he came into his teen years he left home to make his way in the world - first as a talented biwa player and somewhat as a story teller. The(琵琶) is a Tien short-necked fretted lute, often used in narrative storytelling.

For reasons unaccountable he decided to join a caravan into the Lands of Avistan to learn new ways, and experience new things. Being a man of action, Toshiro put himself to learning Taldane, and on hearing about the Pathfinder Society, decided that this ways the best way to learn and travel while still having a secure base to work from.

Notes

Spoiler:

Favoured class
Level 1 - Skills
Level 2 - Skills
Deity
Shizuru: (LG) - ancestors, honor, the sun, swordplay
Domains: Glory, Good, Law, Repose, Sun Chosen Weapon: Katana

Buy:
MW Transform Katana 300gp
MW Leather Lamellar 210gp
Composite Shortbow +3 Dmg 300gp
20 Arrows 1gp
Biwa (Tien Lute) 5gp