Seltyiel

Heofthehills's page

RPG Superstar 7 Season Dedicated Voter, 8 Season Star Voter. Pathfinder Companion, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 269 posts (5,696 including aliases). 5 reviews. No lists. No wishlists. 26 Organized Play characters. 16 aliases.


About Heofthehills

Super Secret Background From another character:
The clan that Taka is a part of is a clan of Kitsune Ninja that have sworn themselves to the Kaijitsu for hundreds of years. As members of the clan would marry humans, they had to be left out of the clan, as their children would not be a part of the bloodline, or at least, often enough they would not and so their disguise had to be kept up. From time to time a child would be returned to the clan by it's mother, and raised as a part of the community, learning their ways and who they were. Had it not been for these few, the clan would have died out long ago. Now, the clan lists only one member, Genzo having passed away only a year ago, Toritaka is alone with his task. He holds with him, at all times, a sealed letter from his grandfather, a letter he has never brought himself to read because to do so would be to say goodbye to his last family member. One day, perhaps he will read the letter, until then, he will do as his mother and grandfather told him. Use all the remaining resources and training of the clan to protect Ameiko. It is not necessary to the character for it to be kitsune, in fact, it is probably better mathematically for Taka not to be, but I wrote his backstory so that it can be inserted or not. Either way, it would not be common knowledge.

Background for a diff character:
Taka is a member of a small clan of ninjas who traveled from Minkai when the Kaijitsu family first moved to Avistan. The clan were sworn to protect the nobles and as such, have stayed in Magnimar ever since. This lead to a few problems, however, because they tried to keep their existence and their duties largely a secret. While the Kaijitsu knew exactly who and what they were, the rest of the people of Magnimar had no clue. Each adult in the family would have one 'servant' from Taka's clan that would serve them as would any servant, but in truth, they were secret bodyguards, trained with weapons that were easily concealable. Unfortunately, in keeping secret, there was a strict rule: to stay in the clan, marry in the clan. This meant that the clan was shrinking with each generation, but so was the Kaijitsu family, so it was keeping pace until just before Taka's generation. There were still a few Kaijitsu's left in Magnimar when Sandpoint was founded, and very few of their clan of protectors, so the clan made the decision to stay with the family in Magnimar and that those that left would be on their own.

They choose poorly, as Lonjiku would be the member of the family that would survive. Taka's parents were protecting Lonjiku's father and brother separately when an coordinated attack was made. At some point, the family had angered the Scarnetti family and some of the rougher elements of the family decided to act upon it. In the end, each assassination was left as a blood bath, with only one survivor in each room, neither of which survived long. Lonjiku's father was found by Taka's grandfather when the group did not check in when it was supposed to. Taka found his mother. She told him of their ancient task and that it was important and that the girl that he had so often spoke of after their one meeting, Ameiko, would be be the most important thing in his life, much more important than the crush he currently possessed for her. That he must protect her. What Lonjiku said to Taka's grandfather, the boy would never know, but at that point his training regiment doubled.

At this point, Genzo, Taka's grandfather, would not allow another generation to fail or be failed. As such, he worked his grandson harder than any student the sensei had ever worked with. The boy used his father's blade with precision and skill despite being relatively weak. Every bit that he lacked in strength, he made up for with precision and speed. He learned the art of stealth, having been forced to follow Ameiko when she traveled without her ever seeing him. So very often, his hand was never forced, but he was there. Watching whenever she would visit Magnimar. He was forced to be someone he wasn't, managing to disguise himself and bluff his way through many situations that Genzo would set him up in. Genzo forced the boy to survive in ways a child should never have had to deal with, but Taka did it all. Embraced every moment of it because his mother had told him that Ameiko was the most important thing in his life and he would not fail her.

Years have passed and since Ameiko had settled down, Taka had only visited her from time to time, never revealing who he was. Always appearing in her tavern in disguise. He would watch and listen and make sure that people spoke no ill words of her. From time to time he would visit Lonjiku, up until the man's death, but those times, he would drop all his disguises.

Now he has caught wind of Ameiko leaving on a caravan and he knows that he must go and be a part of it as well. As such, he has revealed himself to her for the first time in over a decade. Reminding her of their first meeting and of the long ties that their families have together. If she is to go East, so too must he.

Once upon a dungeon delve:

Name Onoria Cuprianas

Human 1st Level Carnavalist Rogue/2nd Level Oracle of Life
NG, M, Humanoid (Human)
Init +1; Senses Perception +12(13 vs. Traps)

DEFENSE

AC 13, touch 11, flat-footed 12 (+2 Leather Armor, +1 from dex)
hp 27
Fort +2, Ref +3, Will +5

OFFENSE

Speed 20ft

Melee 0

Ranged +2

Combat Options

STATISTICS

Str 8, Dex 12, Con 14, Int 14, Wis 14, Cha 16

Base Attack +1; CMB 0; CMD 11

Feats

Toughness
Fey Foundling

Traits

Osirionologist: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Scholar of Ruins: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Trained Skills

Appraise +6 (1 Ranks, +2 Int, +3 Class)
Diplomacy +12 (3 Ranks, +3 Cha, +3 Class, +3 Familiar)
Disable Device +9 (3 Ranks, +1 Dex, +3 Class, +2 Equip)+1 vs Traps
Heal +6 (1 Ranks, +2 Wis, +3 Class) +3 for tending wounds
Know: Dungeon +7 (1 Ranks, +2 Int, +3 Class, +1 Trait)
Know: Engineer +7 (1 Ranks, +2 Int, +3 Class, +1 Trait)
Know: Geography +7 (1 Ranks, +2 Int, +3 Class, +1 Trait)
Know: History +9 (3 Ranks, +2 Int, +3 Class, +1 Trait)
Know: Nature +6 (1 Ranks, +2 Int, +3 Class)
Know: Planes +6 (1 Ranks, +2 Int, +3 Class)
Know: Religion +6 (1 Ranks, +2 Int, +3 Class)
Linguistics +8 (3 Ranks, +2 Int, +3 Class)
Perception +12 (3 Ranks, +2 Wis, +3 Class, +2 Familiar, +2 more
with glasses) +1 vs Traps
Sense Motive +8 (1 Ranks, +2 Wis, +3 Class, +2 Familiar)
Spellcraft +6 (1 Ranks, +2 Int, +3 Class)

Class Abilities

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Life Link: (2): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Familiar: Thursh: +3 Diplomacy (And Alertness)

Channel: 1d6 5/day (2/5)

Spells:

0s: Detect Magic, Read Magic, Guidance, Light, Stabalize

1s: (3 a day + 1 Bonus)Cure Light Wounds, Bless, Shield of Faith, Detect Undead