Catfolk

Hinata Kyomi's page

136 posts. Alias of Pathfinder Zoey.


Full Name

Hinata Kyomi

Race

Kitsune

Classes/Levels

Alchemist (Chirurgeon) 6 | HP: 24/43 | AC: 19 (15 Tch, 14 FF) | CMB: 4, CMD: 18 | F: +6, R: +9, W: +2 | Init: +4 | Perc: +9 | Speed: 30ft | Active Conditions: (None)

Gender

Female Lawful Neutral

Size

Medium

Age

19

Special Abilities

Change Shape

Alignment

Lawful Neutral

Deity

Kols

Location

Davarn

Languages

• Common • Sylvan • Dwarven • Celestial • Elven

Occupation

Handmaiden

Homepage URL

Character Sheet

Strength 13
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Hinata Kyomi

Alignment: Lawful Neutral, Hinata follows a code of fierce loyalty to those she deems as allies and will follow them unquestioningly no matter their cause.

Race: Kitsune.

Race Powers:
• Agile: +2 racial bonus on Acrobatics checks.

• Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex

• Fast Shifter: Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

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

• Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Size: Medium, 5ft Reach.

Initiative: +4 ( +4 Dex )

Senses: Perception +9

Favored Class: Alchemist, +HP

Combat Role: Hinata is a skilled herbalist that creates various potion and alchemy items for the party while providing cover fire with her bombs or rocks if it comes down to it, outside of combat she can also tend to the wounded with non-magical medical practices.

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Class 1: Alchemist ( Chirurgeon )
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Alchemy: An alchemist can create three special types of magical items—extracts, bombs, and mutagen

Bomb: Powerful bombs that they can hurl at their enemies. ( 3d6 ) 8/Day

Brew Potion: An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level.

Mutagen: An alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality.

Thrown Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Discovery ( Precise Bombs ): Choose which squares are missed by your bomb's splash damage

Poison Resistance: An alchemist gains a +2 bonus on all saving throws against poison. ( +2 )

Infused Curative: A chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists.

Swift Alchemy: It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Discovery ( Infusion ): Your extracts can be used by others

Anaesthetic: Gains Skill Focus (Heal) as a bonus feat.

Swift Poison: Apply a dose of poison to a weapon as a swift action.

Discovery ( Spontaneous Healing ) : As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses.

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Formulae List:
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Level One:
Cure Light Wounds: Channel positive energy that cures 1d8 points of damage +1 point per caster level.

Shield: creates an invisible shield of force that hovers in front of you.

Targeted Bomb Admixture: Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration.

Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.

Detect Undead: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

Polypurpose Panacea: This creates one of several cantrip-level effects relating to your health, well-being, and entertainment.

Crafter's Fortune: The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

Detect Metal: You detect any metal objects or creatures within a 60-foot cone.

Level Two:
Cure Moderate Wounds: This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level.

Invisibility: The creature or object touched becomes invisible.

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Defense:
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Armor Class: 19 ( 10 Base, 4 Armor, 4 Dex, 1 Dodge)
• Touch: 15
• Flat Footed: 14

CMD: 18 ( 10 Base, 4 Dex, 1 Str, 4 Bab )9
Hit Points: 43 ( 31 HD, 6 Con, 6 Favored Class )

Saves:
• Fort: +6 ( 5 Base, 1 Ab Mod )
• Refl: +9 ( 5 Base, 4 Ab Mod )
• Will: +2 ( 2 Base, 0 Ab Mod )

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Offense:
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BAB: +4

CMB: 5 ( 4 BAB, 1 Str )

Move Speed: 30 ft

Attack Routines:
• Spear: +5 1d8+1;x3 ( 20 )
• Bombs: +10 3d6+4+1;x2 ( 20 )
• Bite!: +5 1d4+1;x2
• Pebbles: +8 1d4+1+1;x2 ( 10 )

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Feats: ( 3 Level )
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Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Dodge: You gain a +1 dodge bonus to your AC.

Weapon Focus: ( Bombs ) You gain a +1 bonus on all attack rolls you make using the selected weapon.

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Skills: ( 4 Class, 3 Int ) ACP = 0
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Trained:
• Acrobatics: +12
• Craft ( Alchemy ): +13
• Diplomacy: +11
• Heal: +12
• Know (Nature): +13
• Perception: +9
• Sleight Of Hand: +13

Untrained:
• Appraise: +4
• Bluff: +1
• Climb: +1
• Disable Device: +4
• Disguise: +1
• Escape Artist: +4
• Fly: +4
• Handle Animal: +1
• Intimidate: +1
• Know (Arcana): +4
• Know (Dungeoneering): +4
• Know (Engineering): +4
• Know (Geography): +4
• Know (History): +4
• Know (Local): +4
• Know (Nobility): +4
• Know (Planes): +4
• Know (Religion): +4
• Linguistics: +4
• Perform: +1
• Profession: +0
• Ride: +4
• Sense Motive: +0
• Spellcraft: +4
• Stealth: +4
• Survival: +0
• Swim: +1
• Use Magic Device: +1
• Artistry: +12
• Lore: +4

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Traits: ( Social, Faith, Race )
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Adopted: ( Dwarf ) Pick up a race trait from your adoptive parents and society.

Ease Of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Fungal Brewing: +2 trait bonus on Craft checks to create alchemical items, and can create nonmagical alchemical materials in 20% less time than normal.

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Languages: ( 2 Free, 3 Int )
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• Common
• Sylvan
• Dwarven
• Celestial
• Elven

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Equipment: (Current Load: 28) (Light Load: 50) (Medium Load:100) (Max Load: 150)
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Head:
Headband: Headband Of Vast Intelligence: +2
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: Mithral Shirt
Belt: Belt of Incredible Dexterity: +2
Wrists: Sleeves Of Many Garments
Hands:
Ring:
Ring:
Feet:

Weapon 1: Spear
Weapon 2: Bombs
Weapon 3: Bite
Weapon 4: Pebbles

Protective:

Platinum: 000
Gold: 1,148
Silver: 000
Copper: 000

• Outfit, Explorer's

Backpack, Masterwork:

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Personality:
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Hinata is curious, kindhearted, and extremely loyal. Having spent the last few years of her life within the dwarven community has definitely calmed her natural Kitsune guile but she still maintains a healthy dose of playfulness. Serving as a Handmaiden has caused her to become almost motherly while allowing her to pursue her true interest as an herbalist.

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Appearance: ( Character Art )
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Height: 1.75 M
Weight: 56 KG
Age: 19

Unlike most Kitsune Hinata doesn't like to fool others with a disguised appearance instead she prefers to use her human form while leaving a few of her Kitsune features in tact to ensure she isn't mistaken for anything else. At a glance most Kitsune would believe her to be an Oracle of the gods and if not for her large brown eyes the would believe it even after closer inspection and personal objection, her skin is painted with tribal tattoos that mark her as an Oracle along with her fur that claims a snow-white shade exclusively reserved for heavenly Oracles among the Kitsune.

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History: ( Map )
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The Oracle
When Hinata was born she was destined for great things or so her tribe thought anyway, the exceedingly rare white color of her fur marked her as for one of the highest honors within her tribe; an Oracle of the gods. Even without any other signs of her gaining holy power the tribe began to groom Hinata for her path to become a grand Oracle, the tribe started lessons to teach her the importance of their religion and her role within it but no matter how many long days they spent trying to imprint their ideas into her mind Hinata never seemed to be able to fully grasp the topic and with what little free time she had Hinata indulged herself in the one topic that truly sparked her interested, herbology. As Hinata grew up she still shows no signs of becoming an Oracle the tribe began to whisper rumors of her being a false prophet meant to lead them astray and as every day passed by without any hint of the gods taking interest in her the tribe grew more and more suspicious until the day they finally banded together to exile her for leading them astray.

The Exile
Alone, scared, and confused Hinata fled from the tribes anger as they drove her out with rocks and curses of her being a demon sent to test their faith. Hinata ran for what seemed like hours until her body gave out, forcing her to collapse on the ground and sleep where she lay too tired and bruised to find a real shelter. She awoke on what she assumed was the next morning to with a bruised body, a broken spirit, and a growling stomach knowing she had to move if she wanted to survive; Using her basic knowledge of nature Hinata was able to deal with most of her pressing needs by knowing what was safe to eat and what she could use to create medicine for her injuries. Hinata struggled to hang onto her life and sanity in the wilderness but her untrained mind and body swiftly began to deteriorate until she saw the first sign of civilization she had seen since her exile, a traveling dwarven merchant with a small caravan. In her haze Hinata decides her only hope was to ambush the caravan and steal what she needed, a plan that quickly resulted in her being beaten unconscious once more.

The Handmaiden
To her surprise Hinata awoke after the attack, even more surprisingly instead of being chained sold off she was laying in a small bed owned by the dwarven family she had attacked. Having taken pity on the feral Kitsune, the dwarven caravan had taken her back to their home in Davarn nursed her back to health; in order to repay this debt Hinata promised to serve the family as their Handmaiden and has been doing so for the last few years becoming like part of the family herself.