Hiro Yanyeeku's page

127 posts. Organized Play character for Phillip Goettsch.


Male Kitsune Rogue 3/Sorcerer 2 HP: 29/29 | AC 22 | T 18 | FF 18 | Fort +2 | Ref +8 | Will +7 | CMD 17 | Init. +4 | Percpetion +10 | Sense Motive +2 | Reroll: Used to correct Nat 1


GM PFS Info:
PFS # 8548-7 | XP: 13 (normal advancement) | Faction: The Exchange | Starting Fame: 21 / Prestige: 19 | Next Chronicle Number: 12 | Starting Wealth: 2,795 gp

About Hiro Yanyeeku

PFS information for the GM:
PFS # 8548-7
XP: 13 (normal advancement)
Faction: The Exchange
Starting Fame: 21 / Prestige: 19
Next Chronicle Number: 12
Starting Wealth: 2,795 gp
Prestige Spent: 2 on wand of cure light wounds

Chronicles applied:
9/28/12 - Convention GM Boon (Kitsune Race Boon)
11/12/14 - Pathfinder Module: Master of the Fallen Fortress
1/4/13 - Intro #1: In Service to Lore
1/4/13 - Intro #2: To Delve the Dungeon Deep
6/1/13 - Pathfinder Module: Thornkeep - The Accursed Halls
6/22/13 - Scenario 4-21: The Way of the Kirin
6/29/13 - Scenario 4-02: In Wrath's Shadow
9/28/13 - Scenario 5-02: The Wardstone Patrol
9/05/14 - Pathfinder Module: Thornkeep - The Forgotten Laboratory
10/11/14 - Scenario 6-03: Technic Siege

A small man of obvious Tien descent, Hiro has short cropped hair and large consuming amber eyes. He shifts from foot to foot almost constantly when he is required to wait more than a few minutes. His hands are small and delicate, and move like small birds. He is always playing with some coin or other small object. He is quick with a smile and speaks common very well. When among friends and in combat Hiro assumes his natural racial appearance, that of a silver coated anthropomorphic fox.

Male Kitsune Rouge 3 / Sorcerer 2
NG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +10

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 29 (5HD; 3d8+2d6+3)
Fort +2, Ref +8, Will +7
Defensive Abilities Evasion

Speed 30 ft.
Melee adamantine dagger +9 (1d4/19-20) or dagger +8 (1d4/19-20) or icicle dagger +9 (1d4/19-20) or mwk cold iron dagger +9 (1d4/19-20) or mithral dagger +9 (1d4/19-20) or bite +7 (1d4)
Ranged sling +7 (1d3)
Special Attacks sneak attack +2d6
Spell-like Abilities(CL 5th; concentration +7)
3/day - dancing lights
(CL 2nd; concentration +4)
5/day - cold steel (1 rd)
Spells Known(CL 2nd; concentration +4)
1st(2/day) - icicle dagger, shield
0(at will) - detect magic, ghost sound (DC 12), mage hand, ray of frost, read magic
Bloodline: Boreal

Str 10, Dex 18, Con 10, Int 12, Wis 14, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Arcane Strike, Eschew Materials, Fox Shape, Weapon Finesse, Weapon Focus (dagger)
Traits Blade of the Society, Dangerously Curious
Skills Acrobatics +13, Diplomacy +6, Disable Device +15, Disguise +6, Escape Artist +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +5, Perception +10, Sleight of Hand +8, Spellcraft +7, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Acrobatics
Languages Common, Sylvan, Tien
SQ change shape, kitsune magic, rogue talent (weapon training), trapfinding +1
Combat Gear potion of cure light wounds, 2 scrolls of cat's grace, wand of cure light wounds (40 charges); Other Gear mithral shirt, adamantine dagger, 2 daggers, mithral dagger, MW cold iron dagger, sling, cold iron sling bullets (50), Handy Haversack, Cloak of resistance +1, MW thieves' tools, belt pouch, pickpocket's outfit, noble's outfit, 794 gp
Temporary Gear

Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blade of the Society The Society gave you access to charts detailing the weak spots of hundreds of humanoids and monsters. You gain a +1 trait bonus to damage rolls from sneak attacks.
Change Shape A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fox Shape You can take the form of a specific fox, as beast shape II.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Boons/Prestige Awards:

Prediciton of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
-You gain a +5 bonus on a Knowledge check to identify a creature.
-You gain a +2 bonus on any single saving throw.
-You gain a +2 bonus to AC against any single opponent.
Triumph of the Lantern Lodge: The Lantern Lodge has realized it's ambitious goals, and the victory is bittersweet. Although Amara Li spares no expense in providing you special training, she dissolves the Lantern Lodge in Absalom. When you complete the change to a new faction (Sczarni), choose one ability score. As the culmination of years of service to the Lantern Lodge and Amara Li's guidance, you receive a permanent +1 bonus to the ability score (Charisma).
Magnetic Basal Ganglia: You always know which way is north as per the know direction spell, and you gain a +2 bonus on Survival checks made to follow maps and avoid getting lost.
A Fair Trade: Mendev has no shortage of underground markets, and after helping connect Guaril Karela with a few contacts, you’re able to negotiate a good deal with one of the local fences. When you’re in a settlement with 5,000 or more people, you may spend 1 hour to find and negotiate with a fence to exchange any one magic item in your possession worth up to 2,500 gp (5,500 gp in Subtier 6–7) for any other magic item of equal or lesser value normally available for purchase in Pathfinder Society Organized Play. When you use this boon, cross it off of your Chronicle sheet.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Local Connection (The Exchange): You know several friendly suppliers in western Garund. When purchasing any single-use item worth 100 gp or less while in the Mwangi Expanse, Rahadoum, Sargava, the Shackles, or the Sodden Lands, you reduce those items’ cost by 10%. You must spend at least part of the adventure in one of these countries to use this boon; it does not apply between adventures, and the discount does not stack with other effects that reduce an item’s price.
Reading the Threads: You have had additional time in which to study A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its accuracy further.

Hiro is a care free explorer. He relishes in new experiences and the excitement of seeing things that have been long forgotten. He is true to those he calls friend, though not above playing pratical jokes. He tries to keep things light hearted and fun. In combat he uses his agility to set up flanking conditions to take advantage of the weak spots almost every opponent has.

Vulpine Blooded: Your ancestors come from a race of shapechanging fox folk, known throughout the Dragon Empires for their love of art, beauty, and whimisical trickery.

Into every life some rain must fall; Hiro's life is no exception. Smuggled into the cargo of a ship headed away from Goka the young kitsune found himself in Absalom, the city at the center of the world. It's sights and sounds quickly overpowered the young man and he souhgt shelter. Having no money and barely able to speak the local parlence he soon ended up running errands for persons of ill repute. This only got him so far and risked his life frequently, he needed a better job.

While working the Puddles district for a few meager coins he heard about an unnamed siege castle in the Cairnlands. Rumor was a quake had opened the site to explorers and the strong magic might be found. Hiro quickly found a group of adventurers headed to the Fallen Fortress and began a new chapter of his life's story.

In the castle the group rescued a Pathfinder and soon there after was Hiro's intrtoduction to Amara Li. It was so wonderful to meet a friendly face from Goka. He signed up with the Society and accepted a field commossion offered for his heroics in the siege castle. The Lantern Lodge became his new home and the Society kept him busy. The first tasks were simple, but they quickly tasked the young rogue. He found that running errands about Absalom while tedious was much safer than crypt crawling.

After some months, Hiro was asked to explore a new magical site, much like the Fallen Fortress this dungeon had remained undisturbed for some time. Excited for the challenge he grabbed his gear and made off to Thornkeep. The town itself was enjoyable with plenty of intersting people and even GOBLINS! Finding the entrance to the dungeon took the party some time and only after lengthy conversations with goblins did it's entrance become evident.

Exploration of the Accursed Halls below Thornkeep exposed Hiro to old magics, and awakened an icy chill within him. Here he found magical abilities far beyond that of his kin. He learned to channel this energy and create with it. After piecing together many clues and besting more than a few challenges Hiro and his adventurer companions solved the riddle of the Door of Seven Stars and viewed the Pool of Seeing. The group of Pathfinders thought it best to report back their findings and that is when Hiro was called for a special assignment.

It would be the first time that Hiro had returned to his homeland of Tian Xia. Amara Li required a group to provide security during a meeting with a little known group; the Way of the Kirin. The Pathfinders explored and prepared an old lighthouse for the meeting. After turning back the attacks of a rival organization, the Golden League, the security detail find Amara and her contact at a ritual site under attack. The leader of the assualt is put down and footholds for the Society are secrued in Tian Xia. This realizes the goals of the Lantern Lodge and Hiro returns to Absalom with some sadness in his heart.

Though bittersweet the success of the Lantern Lodge spurs Hiro's desire to continue in the service of the Society. Through contacts made during his initial duties to the Society he joins with the Sczarni, another group that is far from their ancestrial lands. He is soon tasked with assisting efforts in that homeland, Varisia.

In Varisia Hiro's first stop is Magnimar. Taking a few days to himself he explores the wonderful city. Enamored with the numerous statues and artistry the kitsune soon becomes lost in a whole new world. During his time he finds a dirty old shop that must have been forgotten about. Inside he finds a glowing green elixir on a table with many other curious objects. The engravings and designs of green crystaline towers strike him and beatiful and magical. His curiousity gets the better of him and after rumaging about the items on the table he combines the elixir and some herbs and swigs the concoction. His face nearly explodes! The pain of fire in his face forces him to blindly crash out of the abandoned shop and flee through the streets of Magnimar. Finally he sucumbs to the pain and passes out in a back alley.

Hiro's presence goes unknown and he soon revives, a strange tingling has replaced the fires within his nasal cavity. Slowly shaking his head about he discovers that the intensity of the tingling changes as his orientation shifts. His nose actually knows which way is north. Gathering his bearings, Hiro makes his way to Hiedmarch Manor for assignment. Another set of ruins has been discovered!

Exploration of these ruins brings Hiro face to face with the evil that humanity has to offer. The Thassilonian cults give him more than he ever desired to think about. As the group clears the ruins for futher research he is happy to be moving on to a new assignment, never expecting what was coming.

After the dreadful destruction of the Wardstones in Mendev, Hiro is sent to see what aid he can offer the crusaders. The destruction he witnesses in Nerosyan is nothing compared to the carnage on the road between it and Kenabres. He is both inspired and disappointed by the paladin that leads the patrol along the Worldwound border. The man is obviously stressed by his situations and in dire need of personal help. After some minor struggles and keeping the peace the Pathfinders are able to help him come to terms with his grief and though the great man falls in battle his actions help to preserve some of the good needed to fight the everpresent demon force. For his actions on the front, Hiro is awarded a commendation of Mendev. As thankful and glad he could help as Hiro is, he quickly heads back to the quieter life of adventuring.

After some searching he hears word of a new group looking to delve deeper into the mysterys of the Thornkeep dungeons. Seeking these Pathfinders out becomes his next priorty. What excitment awaits beyond the Pool of Seeing?!