Trinia Sabor

Hana PZ's page

113 posts. Organized Play character for Sly PZ.


Full Name

Hana

Race

Kitsune

Classes/Levels

Magus(Kensai)1|HP9/9|AC15/16 w/Estoc,T13F12|Fort+3Ref+3Will+2| Init+3Perc+0|AP3/4

Active Spells:

Gender

Female

Size

Medium

Age

19

Alignment

NG

Deity

Sarenrae

Languages

Alko, Celestial, Common, Elven, Sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Hana PZ

Standing before you is a 5'3" Human female with Blonde Hair and Vibrant Blue Eyes. She is garbed in simple clothing and wearing a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt. At her side is a quarrel of bolts, a light mace and a light crossbow. On her back is a simple backpack and a large 4' sword that seems too big for her size. She is light of step and sports a smile, as if privy to a inner joke.

Spoiler:

Hana
Female Magus 1
NG Medium Kitsune
Init +3 Perception +0

==Defense==
AC: 15/16 with Estoc drawn, touch 13, Flat Footed 12
HP: 9
Fort: +3 Ref: +3 Will: +2
Armor: Lamellar Cuirass

==Offense==
Speed:
30ft
Ranged: Light Crossbow +3 (1d8) 19-20x2 80' P
Melee; Estoc +4 (2d4+1) 18-20/x2 P
Melee; Light Mace +3 (1d6+1) x2 B

==Statistics==
Str:
12, Dex:16, Con:12, Int:16, Wis:10 Cha:10
BAB:0, CMB:1,CMD14
Feats:Simple Weapon Proficiency, Weapon Finesse, Weapon Focus(Estoc)
Class Abilities:Dimished Spellcasting, Kensai Canny Defense, Kensai Weapon Focus, Kensai Weapons and Armor, Arcane Pool (4), Magus Spells, Spell Combat.
Traits: Desperate Focus, Reckless
Skills:Acrobatics+10, Appraise+3, Bluff+0, Climb+1, Craft(Alchemy)+3, Craft(Armor)+3, Craft(Bows)+3, Craft(Trapmaking)+3, Craft(Weapons)+3, Diplomacy+0, Disguise+0, Escape Artist+4, Heal+0, Intimidate+0, Knowledge(arcana)+7, Knowledge(planes)+7, Perception+0, Perform(act)+0, Ride+3, Sense Motive+0, Spellcraft+7, Stealth+3, Survival+0, Swim+1

-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Cha: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• AGILE: Kitsune receive a +2 racial bonus on Acrobatics checks.
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• KITSUNE MAGIC: Kitsune add +1 to the DC of any saving throws against
enchantment spells that they cast.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], 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.
• LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light.
• Automatic Languages: Common, Sylvan
• Bonus Languages: Aklo, Celestial, Elven, Gnome, Tengu

-- ARCHETYPES --
• You have selected the following Archetypes:
- Kensai (Magus)

-- CLASS ABILITIES --
• DIMINISHED SPELLCASTING: A Magus of this type casts one fewer spell of
each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. (PFUC).
• KENSAI CANNY DEFENSE: When wearing light or no armor and not using a shield, you add +1 to your Dexterity bonus to modify Armor Class while you are wielding your Estoc melee weapon. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also loses this bonus. (PFUC).
• KENSAI WEAPON FOCUS: A kensai gains Weapon Focus with his chosen weapon as a bonus feat. (PFUC).
• KENSAI WEAPONS AND ARMOR: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. (PFUC).
• ARCANE POOL: You gain a reservoir of arcane energy that you can draw upon to fuel your powers and enhance your weapon. Your arcane pool total is 4 points. You can expend 1 point from your arcane pool, as a swift action, to grant any weapon you are holding a +1 enhancement bonus for 1 minute. The pool refreshes once per day when you prepares your spells. (PFUM 9).
• MAGUS SPELLS: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. The magus can cast known 0-level spells at will. (PFUM 9).
• SPELL COMBAT: You learn to cast spells and wield your weapons at the same time. Like two-weapon fighting, but the off-hand weapon is a spell that is being cast. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell with a casting time of 1 standard action. If you cast defensively, you can decide to take an additional penalty on your attack rolls,
up to 3, and add that amount as a bonus on your concentration check. (PFUM 10).

-- COMBAT FEATS --
• WEAPON FINESSE: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (PFCR 136)
• WEAPON FOCUS (Estoc, Estoc): You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. (PFCR 136-137)

-- TRAITS --
• DESPERATE FOCUS (Magic): You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks. (PFCo: CEoD 19)
• RECKLESS (Combat): You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. (PFUCgn 53)

-- WEAPONS --
• LIGHT CROSSBOW: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for
one-handed firing. [Weapon 2 (PFCR)]

Item Cost Weight Starting Gold
Estoc 50 4 150
Light Crossbow 35 4 PP
40 Xbow Bolts 4 4 GP 17
Light Mace 5 4 SP
Lamellar Cuirass 15 8 CP
Backpack 2 2
Monk's Outfit 0 2
Trail Rations, 4 days 2 4
WaterSkin 1 4
Silk Rope, 50' 10 5
Spellbook, Travelling 0 1
Ink & 20 sheets of rice paper 9 0

Totals 133 42

Carrying Capacity 43

----- 0-Level Spells -----
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark
----- 1st-Level Spells -----
Color Spray
Shield
Vanish

---Spells---
0 - Open/Close, Mage Hand, Acid Splash
1 - Color Spray*

* = Spell has been cast.

Background Story:

Raised in the eastern lands, Hana comes from a long line of kitsune warrior mages who have served minor nobility for generations, male kitsune warrior mages, to be exact. Being seen as her father’s precious flower, she was bestowed with the name Hana. Precious, however, is a relative term, and from her early years, has always been more than a handful. Being drawn to the warrior mage lifestyle, Hana was allowed to observe the training of her brothers, mimicking their training off to the side, and would play as a warrior mage with them after their lessons. Seeing potential in her movements, she was allowed to train with her brothers, more to allow her to adopt the family traditions then to prove to be a warrior mage. She soon rivaled her brothers in her understanding of the ways of magic. She could not meet them with their strength but could easily dodge their clumsy attacks and hit with great precision. Train with them she would but knowing that she would never be accepted or allowed to fulfill the family tradition of warrior mage with her clan.
Life was always changing for her clan, travelling where the need was the greatest, to those who could afford their services. Rarely staying in one area for more than six months, change was the one constant in their lives. As Hana grew in size, strength and skill, so did the realization that the life a warrior mage was to be ending. Hana was nearing her 15th birthday and the celebration of becoming an adult. Her parents talk was not of her taking up arms and joining the fighting clan but of marriage and how to best barter for a stronger position in the clan. This proved difficult as Hana resisted the attempts to make her more ‘presentable’ as a mate. Attempts with feminine attire went unworn, or when forced, often became ruined in the first hour. Drastic measures were needed and warrior mage training was soon forbidden. Arranged meetings with eligible families often ended with Hana punching someone as she was gaining the wrong reputation. Two years did her family struggle until a suitable, yet unlikely, arrangement fall to the family. The clan leader had two sons, one 20 and the other 13. The eldest, Ryoku, had been married for barely a year and just given birth to an heir, a healthy male son. This blessing, however, came at a horrible price, the life of the elder son’s wife. For a year did the elder son grieve the loss of his wife. Many clan members with eligible daughters saw this as a golden opportunity to increase their standings yet the elder son seemed to have lost interest.
It was during an informal contest on the warrior mage battle ground where the two met. Hana, not being pleased at being banned from training, took to the habit of sneaking away and training with the younger recruits, in disguise. Hana would often challenge them with a full helm emblazoned with a demon visage, taking on groups of 2 or 3, to keep her skills sharp. She dared not be discovered and kept to the younger students to be assured of victory or an easy retreat. The younger students began to talk of a spirit warrior that would spring out and attack, showing them their flaws and teaching advanced methods, and then disappear as quickly. Although the students had practice weapons, the spirit warrior always brandished a lethal weapon that never seemed to cause any true harm yet filled them with fear as it struck. No path was safe and the spirit warrior would often attack when they were either going to or leaving their formal training. One of the instructors, the clan leader’s eldest son, grew tired of these stories from his young students and laid a careful trap. Weeks went by before he yielded any results. Two students were returning to their houses when they were suddenly ambushed by the spirit warrior. One was quickly laid flat by the flat of a blade and the other clumsily pulled his weapon. Ryoku sprang into action, stepping between the two students and this spirit warrior. Hana was shocked and uncertain, knowing that she had pushed her luck too far this time. The two squared off with Hana painfully aware that both had real weapons posed for real damage.
As the two squared off, initial thrusts were exchanged, testing each warrior’s abilities. Thrust, parry, thrust, parry, each giving ground only to win some back. Ryoku’s skill was greater as he soon realized, increasing his curiosity as he realized this was no long lost spirit of the clan but an imposter. Setting himself up for a plan of attack, Ryoku executed his plan flawlessly, putting his opponent on the defense. A critical point in his attack would open his flank for the briefest split second, drawing in his opponent for what they would assume as a mistake before Ryoku could capitalize on their error, giving Ryoku an easy strike. The only flaw in this approach was if your opponent was quicker than you were, allowing them to land their blow first. Luck, perhaps, was in Hana’s favor that day and she had seen this maneuver many times before. Her father had perfected this technique and had shared the flaws with his sons. Hana had fallen to it many times before, incurring many bruises, until she learned how to exploit the weakness. Moving with attack, Hana countered at just the right time, critically striking Ryoku with the greatest strike she could muster, felling the instructor with one blow and knocking the wind from Ryoku. Hana turned her blade at the last second, hitting with the blunt part and not the tip of her estoc. Seeing her enemy fall, Hana turns to make a quick getaway, leaving her back exposed. Although Ryoku received a hard hit, he hasn’t survived this long by rolling over to a challenge. Ryoku quickly springs up and hits Hana square on the head, stunning her and knocking her helm off as she falls to the ground. Ryoku puts his blade to her throat, commanding her to yield. This is the story of Hana and Ryoku and the beginning of their friendship and marriage.
Six months later, the two are planning their marriage, not knowing that their happiness is as fleeting as smoke on the wind. Another town, another mission, another betrayal. Their involvement with a feudal lord leaves them holding the bag, taking the fall for deeds the lord has done. Their clan is implemented as accomplices, sole perpetrators of the lord’s crimes, and the men taken as prisoners and their clan imprisoned. Hana watches as her husband is executed with the other males and her clan sent into exile. Their forced march leaves many other fatalities along the way with few surviving to the outer reaches. The only survivor of her family, her clan decimated, Hana is lost. Nothing to bind her to the remnants of her clan, Hana becomes ningai, an outcast, seen no better than an outlaw. Unable to return to her way of life, Hana decides to travel, hiding in her human form more than ever before. Her travels take her to a strange land where women are allowed to be warriors. She finds herself hiring out as a guard and after a few uneventful caravan missions, Hana has grown bored and recently joined with a carnival. The sites are wonderful, strange, and quite weird. The people are different but she has found a temporary place where she can serve and be useful. She is floating through time, healing, mending, seeking meaning in a strict, unfair world.