O-Sayumi

Himiko Ojimi's page

28 posts. Alias of Ixos.


Full Name

Himiko Ojimi

Race

Kitsune

Classes/Levels

Sorcerer (Arcane) 1 l HP: 8/8 l AC: 13 [T: 13, FF: 10] l Fort: +2, Ref: +3, Will: +3 l Init: +7 l Per: +6 (+8)

Gender

Female

Size

Medium

Age

16

Alignment

CG

Languages

Celestial, Common, Sylvan

Occupation

Wanderer, Grifter

Strength 5
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 18

About Himiko Ojimi

Stats:

Female Kitsune Sorcerer (Arcane) 1
CG Small Humanoid (Kitsune, Shapechanger)
Initiative +7; Senses Perception +6 (+8), Low-Light Vision.
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DEFENSE
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AC 13, touch 13, flat-footed 10

HP: 8 (1d6+2)

Fort: +2, Ref: +3, Will: +3

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OFFENSE
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Speed 30 ft.

Sorcerer Spells -- CL 1 -- +5 Concentration

1st -- 4
Cantrips: Unlimited

Spells Known

1 -- Charm Person [DC 16], Sleep [DC 16]
Cantrips: Acid Splash, Detect Magic, Daze, Prestidigitation

Spell Like Abilities

3/Day: Dancing Lights

STATISTICS
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Str 5, Dex 16, Con 14, Int 12, Wis 12, Cha 18
Base Atk -3; CMB -3; CMD 10

Traits Ease of Faith, Seeker, Snake (Zodiac, Metal, Yin)

Feats Alertness (Familiar), Eschew Materials, Realistic Likeness

Skills:

Bluff: +8 (1 Ranks, 4 Cha, 3 TCS)
Diplomacy: +9 (1 Ranks, 4 Cha, 3 TCS, 1 EoF)
Perception +6 (1 Ranks, 1 Wis, 3 TCS, 1 S)

Favored Class Bonus: +1/4 Enchantment Spell DC

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SPECIAL ABILITIES
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Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): The kitsune can assume the appearance of any human she has seen. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear as that human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Modified by Realistic Likeness.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

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CLASS ABILITIES
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Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook). -- Familiar
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-12 lb. Medium 12-25 lb. Heavy 25-38.

Money GP 0 SP 0 CP

Familiar:

We-Shu

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects; Improved Evasion; Share Spells

OFFENSE

Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Personality and Appearance:

Caught between the myths of one world and the remembrance of another, Himiko has abandoned hearth and home, kith and kin. She neither wants to watch fox idols, playing tricks on the hapless, nor worry overmuch about a world long lost. Humans are more interesting. Although she has rejected the lore of her people, her fox magic shows much promise. With it she flits between faces and lives.

She never wears one face for terribly long. But when she is not wearing the face of someone whose supper she is stealing, her guises tend to have moon pale skin, jade green eyes, and long hair like a river of night. Her true form is that of a red fox with a white starburst on her chest.

Himiko is a liar, thief, and trickster -- she will not do for herself what others can convinced to do for her. Yet there is a tenderness to her: she will go out of her way to help the destitute and young women.