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Hime, Officer of the RHC's page

759 posts. Alias of Rednal.


Full Name

Hime Nagamiya

Race

Human

Classes/Levels

Incan 4 / PctMkr 4 / Wrlrd 4 / Arch 1 | HP: 49/55 | AC: 24 [ISS: 26], T: 17, FF: 17, ER: Cold 5 | Fort: +7, Ref: +6, Will: +12 | CMB: +4, CMD: 23 | Init: +7, Perception: +10(+12), Trapsense |

Gender

[Bound Spirits: Gwenolyn's Ghost, Taios] Female

Strength 15
Dexterity 20
Constitution 16
Intelligence 18
Wisdom 16
Charisma 20

About Hime, Officer of the RHC

Hime

Appearance

Female advanced human warlord (steelfist commando) 4/incanter 4/pactmaker 4/gestalt 4/Archmage 1 (Path of War 14, Pathfinder RPG Bestiary 288)
NG Medium humanoid (human)
Init +7; Senses Perception +10

Daily Powers:

Mythic Power: 5/5
Spell Points: 3/9
Unfinished Business: 1/1

Pact Powers:
Milo of Clyde
Capstone: Yes

Scholar Constellation Aspect: Lore Consultant: 8/8

Things To Look Into:

-Thames Grimsley, unofficial leader of the unofficial Docker's Guild, reported some abuses by the local officers, including for things like arrests for not being able to work 16-hour heavy labor shifts. Hime promised to mention this, and wants to resolve it if she can. [Mentioned]

-Ask about golden medallion found on Axis Island near some kind of wharf region, possibly connected to a Constellation.

Spirit Research:

None

Ongoing Effect: Shadowy Touch (+1 Natural Armor, Resist Cold 5)

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Defense
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AC 24, touch 17, flat-footed 17 (+4 armor, +5 Dex, +2 dodge, +3 natural)
hp 55 (4d10+15)
Fort +7, Ref +6, Will +12
Defensive Abilities dodge bonus, hard to kill; Resist cold 5
Weaknesses limited divination, personal warp
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Offense
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Speed 30 ft.
Melee destructive blast +9 touch (2d6) or
. . unarmed strike +9 (1d4+6) | PA: +7 (1d4+10) | Special: Ignore DR/Hardness equal to 1/2 level (Currently: 2)
Special Attacks 1 dizzying venom prana, 1 encouraging roar, 1 inner sphere stance, 1 pommel bash, 1 pugilist stance, 1 swift claws, 2 warning roar, mythic power (5/day, surge +1d6), wild arcana[MA]
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Statistics
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Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 21
Base Atk +4; CMB +4; CMD 23
Feats Broken Blade Style, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Greater Unarmed Strike, Improved Unarmed Strike, Power Attack, Precise Strike[APG], Unfinished Business, Weapon Finesse[M]
Traits quain martial artist, reactionary
Skills Acrobatics +11, Bluff +9, Climb +6, Diplomacy +11, Disable Device +4, Disguise +6, Fly +9, Heal +7, Intimidate +9, Knowledge (arcana) +17 (+21 1/level), Knowledge (dungeoneering) +13, Knowledge (history) +15 (+19 1/level), Knowledge (local) +15, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +15 (+19 1/level), Knowledge (religion) +15 (+19 1/level), Linguistics +10, Perception +10, Perform (dance) +8, Ride +9, Sense Motive +10, Spellcraft +11, Stealth +9, Survival +7, Swim +6, Use Magic Device +6, Other Bonuses: Hime gets a bonus equal to her level, rather than half her level, on Know Arcana, History, Religion, and Planes when trying to fulfill a Knowledge Task for a spirit
Languages Aklo, Ancient, Common, Draconic, Dwarven, Elven, Giant, Gnome, Primordial, Sylvan
SQ alter, bind additional spirits (2 spirits), bind spirit, binder bonuses and penalties, binder level (4), binder secret, binder secret: revelation of brilliance, binder secret: sustenance, bound spirit saving throws: dc 17, casting, constellation aspects, control weather, create, cure, destroy, destructive blast, divine, effects, enduring armor[MA], expanded materials, extradimensional storage, fast divinations, force of personality, gambits (acrobatic gambit, unbreakable gambit, victory gambit), glow, illusion, indomitable presence, invigorate, occult knowledge, pact augmentation: dodge +1, prestige unseen court, prestige-flint, prestige-risur, read magic, repair, restore, revitalize (Fast Healing 1), spirit: milo of clyde (binding dc 14), spirits available, tactical flanker, tactical presence, telekinesis, teleport, unarmed combat, warleader, warlord’s gambit

Other Gear (Personal) endless chalk, 500 gp
Cash at HQ 7500 GP

Gear (Checked Out From HQ) Amulet of the Ancients (Absorbs the first 4 points of any elemental damage each round)

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Campaign Specials
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Detect Planar Energy (At Will):
The energy drifts to you like a fragrance on a breeze. You spin and locate the strongest source of the smell, then set out.

School divination
Casting Time 1 standard action
Component V,S
Range 1 mile
Duration 1 hour
Saving Throw none; Spell Resistance no
Description Choose a plane you have visited, or otherwise have had contact with. For the spell’s duration you can sense the direction to and intensity of energies from that plane, to a maximum range of one mile. These energies tend to fade after a few hours or days, but it is possible to track creatures native to other planes by following their trails. The spell can be foiled by strong sources of energy from the same or other planes. For instance, Cauldron Hill in Flint is a powerful beacon of shadow energy, so you would be unable to pinpoint any sort of foreign energy there, not even fey or elemental energy

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Special Abilities
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1 Dizzying Venom Prana (Readied, 1/Encounter) (Su) Boost - Next attack inflicts 2 points of Wisdom damage and staggers foe.
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Inner Sphere Stance (Ex) Stance: When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Pommel Bash (Readied, 1/Encounter) (Ex) Unarmed attack catches foe flat-footed, does +1d6 damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Swift Claws (Readied, 1/Encounter) (Ex) Strike: Attack a single target with two wielded weapons.
2 Warning Roar (Readied, 1/Encounter) (Ex) Counter: Make an opposing Diplomacy check to negate an enemy's attack on a nearby ally.
Acrobatic Gambit Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.
Bind Additional Spirits (2 Spirits) (Ex) At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level.
Bind Spirit (Ex) A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Sp
Binder Bonuses and Penalties (Ex) A Pactmaker can get bonuses to their Binding Checks from many sources. Common bonuses include:
A +2 bonus if they meet one of the spirit's Totems, or a +4 bonus if they meet all of them
A +2 bonus if they have the same alignment as the spirit (or a -2 penalty if they're the opposite alignment)
A +2 bonus if they are a Favored Ally of the spirit (or a -2 penalty if they are a Favored Enemy)
Binder Level (4) (Ex) A binder’s total level in classes that grant the bind spirit class feature. A binding check is 1d20 + 1/2 Binder Level + Charisma Mod, and a Pactmaker cannot Take 10 when making pacts. Not counting totems or other bonuses, Hime's levels for this are: Lowest Possible: 9 | Average (Roll of 10): 18 | Highest Possible: 28
Binder Secret (Ex) A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all
Binder Secret: Revelation of Brilliance (Ex) A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes.
Binder Secret: Sustenance (Ex) While bound to a spirit, a pactmaker with this secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.
Bound Spirit Saving Throws: DC 17 (Ex) A granted ability’s save DC is equal to 10 + 1/2 the binder’s level + her Charisma modifier. This includes any spell-like abilities that a granted ability bestows upon a binder.
Broken Blade Style Your unarmed strikes ignore DR and hardness equal to 1/2 your character level.
Casting (CL 4, MSB +4, MSD 15, Concentration +9, DC 17) You can cast sphere effects.
Constellation Aspects (Su) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit.
Creation: Create You can create objects
Creation: Destroy (1d4 + 2) Damage an object for 1d4 +2 hit points
Creation: Expanded Materials You can create or alter more materials
Creation: Repair (1d4 + 2) Repair a damaged object for 1d4 +2 hit points
Destruction: Destructive Blast 2d6 Ranged or melee touch attack deals 2d6 damage
Divination: Divine You can divine magical auras
Divination: Fast Divinations Divining takes 1 minute instead of 10 minutes.
Divination: Read Magic You can read and decipher magical writing
Dodge Bonus +1 (Ex) +1 dodge bonus to your AC.
Enduring Armor (Su) Gain armor of force equal to 3 + Tier.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold under specific conditions.
Force of Personality (Ex) Add CHA to Will saves
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion (DC 17) Create illusions that may fool observers
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Life: Cure 1d8+4 (DC 17) Heal a target for 1d8+4 hit points
Life: Invigorate (Up to 4 temp HP) Grant up to 4 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize (Fast Healing 1) Cure can grant the target Fast Healing instead of healing normally
Light: Glow Cause an object or creature to shed light
Limited Divination (Sense banned) You lose access to either sense or divine
Occult Knowledge (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained.
Pack Attack Allies can spend an immediate action to 5-foot step when next to each other. (Teamwork Feat for Warleader)
Pact Augmentation: Dodge +1 (Su) Gains the specified bonus to AC. Only functions while bound to a spirit.
Personal Warp You may only teleport yourself
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Prestige (Flint): 2
Prestige (Risur): 2
Prestige (Unseen): 2
Spirits Available (Ex) Hime can form pacts with the following spirits:
Cave Mother (1st Level, N, Bind DC 15)
Eos Dei (1st Level, LG, Bind DC 16)
Gwenolyn's Ghost (1st Level, NG, Bind DC 15)
Marat (1st Level, LN, Bind DC 15)
Milo of Clyde (1st level, LG, Bind DC 14)
Verbose (1st Level, NG, Bind DC 19)
2nd Level:
-Humble Ohbai (2nd Level, N, Bind DC 20)
-Lady Jarah (2nd Level, CN, Bind DC 19)
-Mute Sylvus (2nd Level, NG, Bind DC 17)
-Pevwyrn Pervon (2nd Level, N, Bind DC 24)
-Prince Oszen (2nd Level, CN, Bind DC 17)
-Salendrios (2nd Level, N, Bind DC 21)
-Taios (2nd Level, CN, Bind DC 21)
-Ubro (2nd Level, NG, Bind DC 17)
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Telekinesis: Telekinesis (Tiny, Speed 20 ft, DC 17) You can move objects and creatures with your mind, with several applications
Unarmed Combat (Ex) Gain Improved Unarmed Strike and Greater Unarmed Strike
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw.
Unfinished Business (1/combat) Spirit Medium theme feat. Gain answers from the recently departed
Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.
Warleader (8 rounds, 6/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action
Weather: Control Weather (Severity 3) You can change the temperature, precipitation, and wind in an area
Wild Arcana (Su) Use 1 power, any sphere spell with one talent at +2 CL (doesn't need to be known/mem).
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Research Done:

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"He's dead, huh? What, do you think something as minor as THAT is going to stop the RHC? Stand back and let me do my job."

Hime is often considered something of a catch by the RHC. As a Spirit Medium, her ability to contact the recently departed and query them for information is an almost invaluable tool for investigations, and one she doesn't use lightly. That would be useful enough all by itself, but she also possesses a number of other talents that help on special missions.

Physically, Hime has trained in the ways of the Warlord - mostly to protect herself from people who get a little too close to her. Her impressive charisma has its drawbacks, after all. She's well-trained in bare-handed combat, and has been known to do everything from stagger people with a quick strike to clubbing them with a surprise hit from her elbow. This has served her quite well over the years, and the fact that she can switch between lethal and nonlethal blows at any time has ensured she can take suspects alive. Even if she hits a bit harder than planned, she has healing magic that can be used to stop them from dying.

The bulk of her magical power, however, is concentrated on powers of the mind. As an Eliciter, Hime is capable of fascinating people to make them lose track of what's going on, allowing other officers time to get into position and subdue targets. She's also been known to 'suggest' courses of action that lead to them being apprehended. Either of these talents would be enough to make her a valued officer... but the true reason they appreciate her talents lies in a certain set of skills.

Hime is a user of Pact Magic, a rare art whose origins are lost in the mists of the past. By using certain techniques, she's able to call up spirits... and aside from using them to get information, she can actually pull them into her body so they can augment her abilities. How exactly she does this isn't understood, but the RHC knows a valuable asset when it sees one, and she's more than willing to put it to use for them. It seems to help that the spirit she contracted with first - Milo of Clyde - is a Lawful Good investigator.

When she's not busy working for the RHC, Hime can often be found performing in Central and Bosum Strand as a dancer. Aside from the exercise, which helps keep her quite fit indeed, she enjoys being able to bring in some extra pocket money and meet new people. And, of course, people are often much more willing to talk to an attractive lady... a detail she ruthlessly exploits when it can help an investigation.