Miyaro

Hitomi, Hand of Asmodeus's page

12 posts. Alias of Destrina.


About Hitomi, Hand of Asmodeus

Advancement Choices:

Starting Ability Scores: Str 18 Dex 16 Con 12 Int 10 Wis 8 Cha 12

Level 16 Ability Scores: Str 22(28) Dex 16(18) Con 12(18) Int 10 Wis 8 Cha 12(16)

FCB: 1st: 1 HP; 2nd-7th: 1/6 of a ninja trick; 8th-13th: 1/6 of a ninja trick; 14: none 15th-16th: 1 Skill Rank

All Ninja Tricks can be found at this link, I was unable to find any place that had each trick listed individually, apologies.

1st: Ninja (bandit); +2 Str, +2 Dex (Race), Endurance, Two-Weapon Fighting, Poison Use, Sneak Attack 1d6

2nd: Ninja (bandit); Vanishing Trick, Ki Pool, Ki Attack Speed, Ki Jump (Running Start), Ki Movement, Ki Stealth

3rd: Ninja (bandit); Weapon Focus (Kusarigama), No Trace + 1, Sneak Attack 2d6

4th: Ninja (bandit); +1 Str, Shadow Clone, Ambush

5th: Ninja (bandit); Power Attack, Sneak Attack 3d6

6th: Ninja (bandit); Offensive Defense, Light Steps, No Trace + 2

7th: Ninja (bandit); Double Slice, Acrobatic Master, Sneak Attack + 4d6

8th: Ninja (bandit); +1 Str, Kamikaze, Fearsome Strike

9th: Ninja (bandit); Improved Two-Weapon Fighting, No Trace + 3, Sneak Attack 5d6

10th: Ninja (bandit); Invisible Blade, Ki Jump (DC Reduced by 1/2)

11th: Ninja (bandit); Improved Critical, Sneak Attack 6d6

12th: Ninja (bandit); +1 Str, Assassinate, No Trace + 4

13th: Ninja (bandit); Extra Ki, Kawarimi, Sneak Attack 7d6

14th: Bard (archaeologist); Archaeologist's Luck +1, Bardic Knowledge, Detect Magic, Mage Hand, Prestidigitation, Scrivener's Chant, Alarm, Feather Fall

15th: Ninja (bandit); Lingering Performance, Evasion

16th: Ninja (bandit); +1 Str, No Trace + 5, Sneak Attack 8d6

Kisuke Hitomi, the Hand of Asmodeus
Female Human (Tian-Min) Ninja (bandit) 15, Bard (archaeologist) 1

LE Medium Humanoid (Human)

Init + 4; Senses Darkvision 60'; Perception +17

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DEFENSE
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AC 28, touch 16, flat-footed 24 (+4 dex, +9 armor, +1 natural, +2 shield, +2 luck)

HP 148/148 (16d8+65)

Fort +12, Ref +18, Will +10, Misc +2 Luck Bonus vs. Traps

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OFFENSE
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Speed 30 ft.

Melee
Sneak Attack +8d6 --- Damage Bonuses: +9 Str, +3 Enhancement --- Power Attack -3/+6(+9 2h)

Hit Bonuses: +9 Str, +11/6/1 BAB, +3 Enhancement, +1 Weapon Focus, -1 Buckler (-2 TWF)

Misc: +1 on all attack rolls that would result in sneak attack damage.

TWF: Death’s Kiss, +3 human bane adamantine kusarigama (chain end) +22/+17/+12 (1d3+12/19-20) or +24/+19/+14 (1d3+2d6+14/19-20) vs. humans, Death’s Kiss, +3 human bane heartseeker adamantine kusarigama (kama end) +21/+16 (1d6+12/19-20) or +23/+18 (3d6+14/19-20) vs. humans (Note: Either end can be primary and get the tertiary/hasted/ki attacks. The buckler is on the kama arm.)

TWF w/ Power Attack: Death’s Kiss, +3 human bane adamantine kusarigama (chain end) +19/+14/+9 (1d3+18/19-20) or +21/+16/+11 (1d3+2d6+20/19-20) vs. humans, Death’s Kiss, +3 human bane heartseeker adamantine kusarigama (kama end) +18/+13 (1d6+18/19-20) or +20/+15 (3d6+20/19-20) vs. humans

Single: Death’s Kiss, +3 human bane/+3 human bane heartseeker adamantine kusarigama +23/+18/+13 (1d3+16/19-20 or 1d6+16/19-20) or +25/+20/+15 (1d3+2d6+18/19-20 or 3d6+18/19-20) vs. humans

Single w/ Power Attack: Death’s Kiss, +3 human bane/+3 human bane heartseeker adamantine kusarigama +20/+15/+10 (1d3+25/19-20 or 1d6+25/19-20) or +22/+17/+12 (1d3+2d6+27/19-20 or 3d6+27/19-20) vs. humans

Unarmed Strike or Gauntlet: +20/+15/+10 (1d3+9) w/Power Attack: +15/+10/+5 (1d3+19)

Ranged: +1 adaptive darkwood composite shortbow +16/+11/+6 (1d6+10/×3)

Space 5 ft., Reach 5 ft./10ft. with chain end of Kusarigama

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SPECIAL ABILITIES
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Bard (archaeologist)
Archaeologist's Luck - 7 rds/day, Swift Action - +1 (+2 Fate's Favored) luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks. This is treated as bardic performance for abilities that interact with bardic performance. Lingering Performance allows this ability to last 3 rounds instead of 1, requiring a new swift action to start it every 3rd round. My archetype replaced Bardic Performance with this ability.

Bardic Knowledge - +1 to all knowledge skill checks and all knowledge skills may be used untrained.

Ninja (bandit)
Poison Use - I do not risk poisoning myself accidentally while poisoning a weapon.

Sneak Attack +8d6 - If I am flanking a foe or it has lost its Dexterity bonus to AC against me, I deal 8d6 precision damage on each successful attack.

Ki Pool - I have a Ki Pool equal to half my Ninja level (7) + my Charisma Modifier (3). I have increased this by two by taking the Extra Ki Pool feat for a total Ki Pool of 12 per day.

Ki Attack Speed - During a Full Attack Action, as a swift action, I may spend one Ki Pool Point to attack one additional time at my highest base attack bonus.

Ki Jump - As long as I have at least one point in my Ki Pool I treat all Acrobatics skill checks to jump as though I have a running start and I reduce the DC of all such checks by 1/2. I still cannot jump further than my speed allows.

Ki Movement - As a swift action, I may spend one Ki Pool Point to increase my speed by 20 feet for one round.

Ki Stealth - As a swift action, I may spend one Ki Pool Point to give myself a +4 insight bonus to Stealth skill checks for 1 round.

No Trace + 5 - The DC to track me increases by 5, and I get a +5 insight bonus on all Disguise skill checks and to opposed Stealth checks as long as I remain stationary and do not act for 1 round.

Ambush - During the surprise round I may take all my actions. My archetype replaced Uncanny Dodge with this ability.

Light Steps - As a full round action, I can move up to twice my movement speed, ignoring difficult terrain. While moving this way, any surface will support me, including liquids such as water, semisolids such as lava or gel, and surfaces that are normally unable to support my weight such as thin tree branches, thin wires, etc. I must end this movement on a surface that can support me normally. I cannot walk across air or up vertical surfaces. When moving this way I take no damage from surfaces or hazards that react to being touched, such as lava, acid, caltrops, etc. Furthermore, I do not activate traps that operate on location based mechanisms while moving in this fashion.

Fearsome Strike - Charisma Modifier (3)/day - When I confirm a critical hit and deal sneak attack damage to an opponent I can choose to make the opponent frightened for Charisma Modifier (3) rounds, no save. I cannot use this ability in conjunction with a Critical Feat. My archetype replaced Improved Uncanny Dodge with this ability.

Ninja Tricks
Vanishing Trick (Su) Swift Action, 1 Ki, Invisibility for 1 rd/level

Shadow Clone (Su) Standard Action, 1 Ki, Create 1d4 Images as per the spell Mirror Image, 1min/level.

Offensive Defense (Ex) Passive, When I hit a creature with Sneak Attack damage, I get a dodge bonus to AC/CMD against that creature equal to the number of sneak attack dice I roll for 1 round.

Acrobatic Master (Su) Swift Action, 1 Ki, +20 to one Acrobatics skill check of my choice, made before my next turn.

Kamikaze (Su) (It does not specify what kind of action this is), 1 Ki, My unarmed strikes and all weapons I wield gain the Vicious property for 1 rd/level. I may spend 1 ki point to end this effect (I assume this is a free action because it does not specify).

Invisible Blade (Su) Passive, Whenever I use vanishing trick, it acts as Greater Invisibility instead.

Assassinate (Ex) First study a target as a standard action for 1 round. On the next round make a sneak attack against the target, if it hits the target makes a fortitude save (DC 10 + 1/2 level + Cha mod) or dies. On a success the target still takes sneak attack damage and is immune to the ability for 24 hours. This ability automatically fails if I am recognized as an enemy before using it.

Kawarimi (Su) 1/day, Immediate Action, 1 Ki, When hit by an attack, make a Stealth check opposed by the attacker's Perception check, I must have cover or concealment. If successful, the opponent hits an inanimate object it thought was me, rather than hitting me, I may move into an adjacent square and I am hidden from the attacker.

Evasion If I succeed at a Reflex Save for half damage, I take no damage.

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STATISTICS
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Str 28, Dex 18, Con 18, Int 10, Wis 8, Cha 16

Base Atk +11/6/1; CMB +20 (misc mods); CMD 37

Drawback:

Foul Brand (Hand) – Hitomi has made a pact with Asmodeus, her right hand is inlaid with a metal pentacle that makes it somewhat more difficult to make extremely fine movements, and is impossible to hide short of covering it with a glove.

Traits:

Proud Parent – Hitomi’s daughter Phionna is a student of Brythen Blood.

Fate's Favored – As part of Hitomi’s pact with Asmodeus, she has been granted the devil’s own luck.

The Vessel Between – Hitomi is a highly trained and extremely experienced assassin, striking an unaware or disadvantaged opponent has become second nature to her.

Feats:

Weapon and Armor Proficiencies: I am proficient with all simple weapons plus the kama, katana, kusarigama, longsword, nunchaku, rapier, sai, sap, shortsword, shortbow, shuriken, siangham, wakizashi and whip. I am proficient with light armor and shields (but not tower shields).

Endurance - This feat is granted by my Proud Parent Trait.

Two-Weapon Fighting

Weapon Focus (Kusarigama)

Power Attack

Double Slice

Improved Two-Weapon Fighting

Improved Critical

Extra Ki

Lingering Performance

Improved Unarmed Strike - This feat is granted by the resonant bonus of my Deep Red Sphere Ioun Stone.

Skills (128 Points - 126 class (15@8 + 1@6) 2 FCB):

Acrobatics +20 (15 ranks, 3 class skill, 4 dex, -2 ACP)

Appraise 0 (N/A)

Bluff + 21 (16 ranks, 3 class skill, 3 cha)

Climb + 11 (1 ranks, 3 class skill, 9 str -2ACP)

Diplomacy +3 (3 cha)

Disable Device +19/+24 (15 ranks, 3 class skill, 4 dex, -2 ACP, -1 untyped from drawback, +5 competence to disarm traps only)

Disguise +11 (1 rank, 3 class skill, 3 cha, +5 insight, -1 untyped from drawback)

Escape Artist +2 (4 dex, -2 ACP)

Fly +2 (4 dex, -2 ACP)

Heal -1 (-1 wis)

Intimidate +21 (15 ranks, 3 class skill, 3 cha)

Know: Local +10 (6 ranks, 3 class skill, 1 untyped)

Know: Nobles +6 (2 ranks, 3 class skill, 1 untyped)

All other knowledges +1 (1 untyped)

Linguistics +4 (1 rank, 3 class skill)

Perception +17 (15 ranks, 3 class skill, -1 wis)

Perform: Strings +12 (6 ranks, 3 class skill, 3 cha)

Sense Motive -1 (-1 wis)

Sleight of Hand +10 (6 ranks, 3 class skill, 4 dex, -2 ACP, -1 untyped from drawback)

Stealth +20 (15 ranks, 3 class skill, 4 dex, -2 ACP)

Survival -1 (-1 wis)

Swim +7 (9 str, -2 ACP)

Use Magic Device +21 (15 ranks, 3 class skill, 3 cha)

Favored Class: Ninja (Bandit) 1st: 1 Hit Point, 2nd-7th 1/6 of a ninja trick, 8th-13th 1/6 of a ninja trick, 14th N/A 15th-16th 1 Skill Point

Racial Modifiers: +2 Str, +2 Dex from the Dual Talent alternate racial trait.

Languages: Infernal, Minkaian, Taldane (Common), Tian

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GEAR/POSSESSIONS
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Cost Breakdown:

Death’s Kiss 88,012 gp
+1 Adaptive Darkwood Composite Shortbow 3,395gp
Durable Adamantine Arrow x20 1,208gp
Cold Iron Arrows x 40 4gp
Weapons Subtotal: 92,619gp
Celestial Armor 22,400gp
+1 Buckler 1,155gp
Armor Subtotal: 23,555gp
Amulet of Nat Armor +1 2,000gp
Belt of Physical Might +6 Str/Con 90,000gp
Boots of Speed 12,000gp
Cloak of Resistance +3 9,000gp
Corset of the Vishkanya 3,000gp
Deep Red Sphere Ioun Stone 8,000gp
Ebon Wayfinder 18,000gp
Gloves of Reconnaissance 2,000gp
Handy Haversack 2,000gp
Hat of Disguise 1,800gp
Headband of Alluring Charisma +4 18,000gp
Jingasa of the Fortunate Soldier 5,000gp
Pathfinder Pouch 1,000gp
Quick Runner’s Shirt 1,000gp
Ring of Seven Lovely Colors 4,000gp
Spectacles of Understanding 3,000gp
Trapspringer’s Gloves 4,000gp
Treasure Hunter’s Goggles 6,400gp
Constant Magic Item Subtotal: 190,200
Oil of Bless Weapon x3 150gp
Oil of Daylight 750gp
Potion of Gaseous Form 750gp
Potion of Protection from Evil x2 100gp
Potion of Protection From Good 50gp
Wand of Feather Step 20 Charges 300gp
Wand of Heroism 10 Charges 1,200gp
Wand of Infernal Healing 50 Charges 750gp
Wand of Silence 10 Charges, 900gp
Wand of Silent Image 20 Charges 300gp
Consumables Subtotal: 5250gp
Non-magical Gear: 352gp 7sp 1cp

Total: 311,976gp 7sp 1cp

Location: On Person
Amulet of Natural Armor +1
Belt of Physical Might (Str/Con) +6 – 1lb
Boots of Speed – 1lb
Buckler +1 – 5lbs
Celestial Armor – 20lbs
Cloak of Resistance +3 – 1lb
Corset of the Vishkanya – 1lb Squeeze
Ebon Wayfinder – 1lb
Handy Haversack - 5lb
Headband of Alluring Charisma +4 – 1lb
Jingasa of the Fortunate Soldier – 3lb
Pathfinder Pouch – 1lb
Quick Runner’s Shirt
Ring of Seven Lovely Colors
Spell Component Pouch – 2lbs
Trapspringer’s Gloves – 1lb
Treasure Hunter’s Goggles
Wrist Sheath, Spring Loaded x2 – 2lbs

Location: Ebon Wayfinder
Deep Red Sphere Ioun Stone

Location: Handy Haversack
Bedroll – 5lbs
Caltrops – 2lbs
Chalk x10
Cold Iron Arrows, Ghost Salt Blanched x 10 – 1.5lbs
Cold Iron Arrows, Silver Blanched x 30 – 4.5lbs
Darkwood Composite Shortbow, +1 Adaptive – 1lb
Durable Adamantine Arrows x20 – 3lbs
Flint and Steel
Gloves of Reconnaissance
Grappling Arrow x3 – 1.5lbs
Grappling Hook – 4lbs
Hat of Disguise
Death’s Kiss, Adamantine Kusarigama +3 Human Bane, Heartseeker/+3 Human Bane – 3lbs
Mess Kit – 1lb
Mirror – 0.5lbs
Money – 0.94lbs
Oil of Bless Weapon x3
Oil of Daylight
Piton x10 – 5lbs
Pot – 4lbs
Potion of Gaseous Form
Potion of Protection from Evil x2
Potion of Protection from Good
Soap – 0.5lbs
Spectacles of Understanding
Spider’s Silk Rope – 4lbs
Wand of Feather Step 20 Charges
Wand of Heroism 10 Charges
Wand of Silent Image 20 Charges

Location: Pathfinder Pouch
Currently Empty

Location: Wrist Sheath, Spring Loaded 1
Wand of Infernal Healing 50 Charges

Location: Wrist Sheath, Spring Loaded 2
Wand of Silence 10 Charges

Money: GP 46 SP 1 CP 0

Total Weight: 45 lbs.

Carrying Capacity Light: 400 lbs. Medium: 800 lbs. Heavy: 1200 lbs.

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Background:

For all that she has become, at least in certain circles, an icon of Asmodeus's power on Golarion, Kisuke Hitomi was born in extremely humble circumstances far from grandeur. Her parents, Kisuke Ichiro and Kisuke Himeko, owned a small inn in a rural farming village called Hado in northern Minkai, in Tian Xia. Year after year of banditry had left the inn bereft of patronage, the surrounding fields abandoned and barren. Left with no other choice, Ichiro and Himeko sold most of their possessions, including the inn, and with their two young children and the remaining farmers and villagers sought to cross the icecapped northern passage to Avistan. The journey was brutal, even with guides, and nearly half of those who left Hado never saw the Land of the Linnorm Kings, where the passage from Tian Xia emerged.

Many of the farmers and villagers found one of the small Tien communities scattered across the Land of the Linnorm Kings, but the Kisuke family had more money than most of the villagers and instead sought passage by ship to more stable lands futher south. Ichiro and Himeko settled on Cheliax, and traveled to Egorian, where they purchased a modest house in one of the poorer districts of the city, with dreams of owning another inn. Ichiro, unhappy with his situation, began to gamble, and soon racked up massive debts with various gambling houses in the city. Two years after their fresh start, the dreams of the Kisuke family were shattered as the entire family was enslaved and sold to disparate owners to pay for Ichiro's sins. This was the last time Hitomi, now six years old, saw her father and sister, Hibike, and the last time for two decades that she saw her mother.

Life as a slave is hard anywhere. Life as an outlander slave in Cheliax is particularly hard. Even harder as a six year old girl. Hitomi's days were filled with toil and degredation, resentment and outrage, the latter carefully held inside after the first few beatings. Four years later, her situation no better, the young Minkaian girl's thoughts increasingly turned to death, whether her own or another's mattered not. She was sold for the fifth time that year, this time to a merchant who owned a number of smithies that crafted weapons and armor for the Hellknights. The merchant originally intended for Hitomi to be a bedslave, but her lackluster performances disgruntled him and he assigned her to carry loads of the heavy armor instead. The work was grueling, but it built up the young girl's strength which eventually turned out to be a blessing.

During this time of carrying heavy loads, the quartermaster of the Hellknight enclave, a Chelaxian man named Lucidontes Dralneen, took a shine to the brooding young girl. Over the next year, the two conversed during the time that Hitomi spent at the enclave. At one point the Minkaian girl let slip that she'd been used as a bedslave, and, though Lucidontes said nothing of it at the time, it set the Hellknight's mind to working. A week later the man explained a vanishingly rarely enforced and rather obscure law limiting the age at which slaves could be used as bedslaves. Hitomi had been younger than the law allowed, and, with Lucidontes' help, petitioned the government for redress. Her petition was granted and through examination of a few more arcane laws, also pointed out by her Hellknight benefactor, her freedom was granted.

Freedom for a now eleven year old and essentially orphaned girl would normally lead to either prostitution or thievery in order to survive, but Lucidontes had one last bit of help for Hitomi: an introduction to his cousin, the 15 year old, and soon to be Paracountess, Zarta Dralneen. Zarta, a young noblewoman with a thirst for power and status, quickly set about testing Hitomi, seeking what use the young foreigner could be. Zarta found many capabilities she liked in the girl, including a deceptive amount of strength and agility as well as an aptitude for lies and stealth. Soon, Hitomi was being trained under a Chelaxian assassin named Artussius Sirini, and a weapon master from Tian Xia named Shun Kang. During her training she grew to favor a weapon from her homeland called the kusarigama, a weapon consisting of a steel weight on a fine steel chain attached to a small scythe or sickle like weapon called a kama. The weapon’s versatility was perfectly suited to the Minkaian girl and the work she trained for.

Hitomi devoted herself to training, and to Zarta Dralneen, who embodied the self-possession and control that Hitomi herself had never had in her life. She strove to be more worthy of her benefactor, taking up the worship of Asmodeus and becoming ever stronger, ever deadlier, and ever more loyal. When Zarta joined the Pathfinder Society, Hitomi, now 15 years old, followed suit, training under Master of Blades Marcos Farabellus. Three years later, her Confirmation complete, Hitomi rejoined Zarta who was working toward taking control of the Chelaxian faction of the Society. As she completed missions for the Decemvirate and the various Venture Officers, she secretly helped Zarta eliminate key opponents that stood between her and control of the faction. Some were removed via defamation, others by political alliance, and no small few by outright murder.

Once the task of Zarta’s ascension was complete, the stakes grew even higher and deadlier as now the goal was promotion of Cheliax over other nations in the Inner Sea. Hitomi, much like other powerful members of the Pathfinder Society, slew demons and prevented undead uprisings, ended political turmoil and saved wayward agents. She captured priceless artifacts and explored long forgotten ruins. She furthered the goals of the Society through Garund, Avistan, and lands beyond. Through all this, however, the Society was always her secondary master. What had once been a relationship of master and servant was now one of close friends and occasional lovers. Zarta still commanded, and Hitomi still obeyed, but the command was now closer to asking a favor of a dear friend. In all her missions for the Society, Hitomi furthered the goals of Cheliax and her dearest friend.

Eventually, her deeds became great enough that the Decemvirate took notice, and Hitomi was offered the position of Venture Captain along with permission to found a lodge in a city of her choosing. Hitomi declined, simply becoming a Seeker, freed of the demands most Venture Officers and left to advance the goals of the Society in her own way. Zarta graciously offered Hitomi rooms in one of the townhouses the Paracountess keeps in Absolom, which the Minkaian assassin gratefully accepted. During this time, she met Talan Desherai, a half elven man from Taldor, trained in music and poetry at the Kith in Oppara. Talan courted the Minkaian beauty, unafraid of her reputation or her powerful allies. Eventually, the two married, and Hitomi gave birth to their first child, Phionna, less than a year later. For Hitomi, now 23, this meant semi-retirement, only going on a mission at the personal request of either Zarta or the Decemvirate. Two years later, Talan and Hitomi welcomed their second child into the world, a boy named Lucidontes, for the cousin of Zarta who delivered Hitomi from slavery. The following year a third and final child, this time a girl named Anceline, was born.

It was also during this year that Hitomi learned the fate of her parents and sister when she happened to meet her mother for the first time two decades. Himeko was the slave of one of the other Chelaxians in the Society, and while her mother was joyous and tearful at their meeting, Hitomi was distant. Her mother’s appearance stirred up memories of her own enslavement she’d rather forget. The assassin learned that her father and sister had died years before, Ichiro of natural causes, and Hibike of some pox she caught as a prostitute. Hitomi decided the best course of action was to remove her mother from her life, and she did so, trading a few favors for ownership of her mother, who she freed and sent back to Cheliax with work for pay in one of Zarta’s holdings there.

Over the last eight years, Hitomi and her family’s life has been peaceful, nearly the complete opposite of her life before. She still carries out the occasional assassination or other mission for Zarta or other high ranking members of the Society, but such requests have grown fewer as Hitomi’s work commands a high price. Hitomi’s taken up a few of her husband’s skills, including music and a few minor spells, though not to the extent of a true bard. The most interesting development in Hitomi’s life in the past few years is the discovery of her first born Phionna’s innate gift for magic. She seems a prodigy, and that, along with Hitomi’s own standing and influential allies, has granted Phionna a place at the College of Mysteries with a most prominent mentor: Brythen Blood.

With Blood’s recent disappearance, many in Absolom are looking for answers, and some of those in power know just the person to find them: Kisuke Hitomi. Even Zarta has asked Hitomi to find out what’s happened, as the abduction of one as powerful as Blood bodes ill for others in power. While Zarta’s request would have been enough, Hitomi is even more motivated to find Blood for the good of her daughter, as the other mentors that are available to take on new students right now pale in comparison to Blood.

Description

Ht: 5' 6"

Wt: 155 lbs.

Age: 34

Hair: Hitomi's hair is hip-length, straight, and jet black. She wears it in a tight, if large, bun at the nape of her neck when on a job, and loose or in any number of intricate styles otherwise.

Eyes: Hitomi has startlingly green eyes, nearly to the point of luminescence. Her name literally translates as ‘Eyes’ and is given to girls with pretty eyes.

Skin: Hitomi’s skin is exceedingly pale for one of Minkaian descent, almost the color of porcelain. It does, however, fit in quite well with the people of Cheliax, an advantage to an outlander growing up there.

Though her average height, nearly porcelain skin, and powerful musculature remain constant, Kisuke Hitomi’s appearance varies greatly dependent upon the circumstance one sees her in. Her striking green eyes are the focal point of a face that doesn’t even seem worn down by the horrors she’s witnessed, destroyed, and committed in her life. In her rooms at one of Zarta Dralneen’s townhouses in Absolom, Hitomi looks every part the doting Minkaian mother, her hip-length black hair left loose and wearing the traditional kimonos and tabi of her people. When at one of the many social functions that her benefactor hosts, the Minkaian woman’s natural beauty is enhanced by Zarta’s servants through makeup, elegant silk clothing, jewelry, and elaborate hairstyles.

When doing that which she does best, however, Hitomi looks almost a different person. Her hair is kept in a tight bun at the nape of her neck, but even that is hidden within the tight black hood of her gi, a type of clothing made for martial artists to wear in her homeland. The gi is loose along the limbs, but snug around the joints, so as to avoid impairing the mobility and range of motion of the wearer. Beneath her gi she wears a set of golden chainmail, magically enhanced to be even lighter than mithril, over a tight bodysuit and corset. Her boots are of unpolished, flexible, black leather, and her cloak appears to be made of the same material. Her eyes are hidden by a pair of goggles, and while she wears a few pieces of jewelry, they are all carefully tucked in or hidden to avoid glinting in light or making noise. An extremely plain looking leather backpack is strapped over her cloak, and two pouches adorn the broad, intricately tooled belt at the Minkaian woman’s waist. Hitomi doesn’t appear to carry any weapons, but has a buckler strapped to her left arm.