Kitsune

Hitoru's page

159 posts. Alias of Jetty.


Full Name

Hitoru

Race

Kitsune

Classes/Levels

Rogue (Kitsune Trickster) 5 [ HP 34/34 | AC19 T 16 FF 14 | CMD 19 | F +2 R +9 W +3 | Init +6 | Per +9 low-light vision]

Gender

Male

Occupation

Con Artist

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 13
Charisma 19

About Hitoru

Stat Block:
N Male Rogue (Kitsune Trickster) 5
Medium Humanoid (Kitsune, Shapechanger)
Init +6; Senses Perception +9, Low-light Vision
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DEFENSE
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AC 19, touch 16, flat-footed 14 (+3 armor, +4 dex, +1 deflection)
hp 34 (5d8 / 3d8 full, 2d8 half+1)
SR 0
Fort +2, Ref +9, Will +3
Armor Masterwork Studded Leather Armor, light
Defensive Abilities Evasion (PFCR 68), Uncanny Dodge (PFCR 34)
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OFFENSE
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Spd 30 ft/x4
Melee Masterwork Rapier +8 (1d6) 18-20/x2 CM +1
Melee Melee Dagger +7 (1d4) 19-20/x2
Ranged Masterwork Light Crossbow +8 (1d8) 19-20/x2 CM +1
Special Attacks Natural Weapon - Bite 1d4 (PFARG 192), Sneak Attack [3d6] (PFCR 68)
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STATISTICS
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Str 10, Dex 18, Con 10, Int 14, Wis 13, Cha 19
BAB +3, CMB +3, CMD +19
Feats Armor Proficiency (light) (PFCR 118), Dodge (PFCR 122), Realistic Likeness (PFARG 193), Weapon Finesse (PFCR 136)
Skills Acrobatics +10, Bluff +15, Climb +6, Diplomacy +14, Disguise +14, Escape Artist +10, Knowledge (local) +9, Perception +9, Perform (oratory) +9, Sense Motive +11, Sleight of Hand +12, Stealth +12, Use Magic Device +12
SQ Fast Shifter (PFARG 192)
Rogue Talents False Friend (PFARG 193), Convincing Lie (PFUC 69)
Traits Fast-Talker (Social) (PFAPG 330), Reactionary (Combat) (PFAPG 328)
Other Abilities Gregarious (PFARG 192), Kitsune’s Charm (PFARG 193) – Charm Person 1/day, Kitsune’s Guile (PFARG 193)
Languages Common, Sylvan, Elf, Gnome
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Magic
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Equipped Magic Boots of the Cat, Ring of Protection +1 (L), Cloak of Resistance +1, Sleeves of Many Garments
Misc Handy Haversack, Traveler’s All-Tool, Universal Solvent, Potion of Cure Light Wounds (2x)
total cost: 9357 gp
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Mundane Equipment
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Weapons Masterwork Rapier, Dagger, Masterwork Light Crossbow + 20 bolts (total cost 657 gp)
Other Equipment Common Gambler's Kit, Disguise Kit, Dungeoneering Deluxe Kit, Gear Maintenance Kit, Grooming Kit, Infiltration Kit, Mess Kit, Survival Common Kit, Bedroll, Belt Pouch, Grappling Bolt, Trail Rations /4 days (total cost 410 gp, 3 sp)
Traveler’s Outfit, Various Cloth Accessories (worth 20 gp)
Remaining Coins 55 gp, 7 sp

Background:
work-in-progress
Early Childhood: Hitoru does not remember much from his early years. He remembers mother's voice (oh those great stories she told) and maybe even her face, but that is about it. He knows they were a poor family but has no idea what region they lived in. The earliest real experience he remembers quite well is a sea voyage. And the night he almost drawn to death in a storm. An old and experienced sailor saved him and kind of took him under protection. After arrival to the port he found him a place to stay. Since this event Hitoru does not like water, especially large bodies of water, though he tries to mask it (quite successfully). He never learned to swim.
Childhood: The person the old sailor delivered him to was, not surprisingly, an old whore (at least she seemed old to young Hitoru, she might have been just tired from her work). She was kind of nice but did not have much time for the small fox man. So Hitoru spent most of the time in the streets. But children being children he was never fully accepted for his strange appearance and was the target of a lot of abuse. And adults were not any better. He had only two things going for him. He was able to recognize danger early and avoid it if possible and he learned to bluff his way through many an obstacle. He also started ro use his human form exclusively while away from the small room that was his home at the time.
Adolescence: The defining moment of his life came as he was growing older. He met the Stranger. Wearing a gray cloak and hood, this person stayed mysterious the whole month they were together and to this day Hitoru does not know who he really was. But no matter, the important thing is the Stranger taught Hitoru all the groundwork he needed to become a successful grifter and survive on the streets. It was especially important as his aunt (as he came to call her) died soon after.
Adulthood: Gradually Hitoru became one of the best con artists in the region (well, he likes to think so...). He learned how to maximize the ability to disguise himself with the help of his heritage and some magic and mundane items in order to play more roles in his cons. These became ever more and more elaborate. He also practiced his social skills daily in the field with such small endeavors as getting food and lodging for bargain prices or even free.
He never really liked combat and tried to avoid it as much as possible. If cornered (and this happened less and less as his knowledge of the night streets combined with stealth skills improved), he usually preferred to stay on the defensive and get the heck out as fast as possible. The only time he stays to fight is if someone he deems needs protecting (for whatever reason) is endangered. In order to appear to be a skilled combatant he learned to use small weapons with great agility.
He accumulated a lot of various equipment to be ready for any situation (if only to play a desired role well and not actually use them for their intended purpose). He made a few friends but had hard time trusting them to much as in his experience you never know how steadfast they are when the situation gets dire. Nevertheless he has always given them the benefit of the doubt and has stayed loyal (but prepared) longer than they did.
Recent history: He came up with a con of a lifetime. The only problem was his mark happened to be the one of the few people better then himself. It all went south and he became the conned one. The high-ups were impressed (or more like amused) by Hitoru's oratory skill and witty bluffing and “offered” to forget the crime for a participation in the upcoming mission (even mentioned something like "expendable assets", but hopefully it was just a joke).

Personality:
good natured, mischievous, fun loving, prankster, loyal, optimist, sometimes overconfident
Hitoru is a con artist who likes to talk his way through any opposition. In his cons he was always careful not to hurt the common folk, but he is no Robin Hood. The main reason he is doing his "job" is that he just loves the challenge and so the gained wealth is only secondary bonus. He might part with the treasures he accumulates and distribute it or give away but it is certainly nothing systematic and he knows that the people might help him back if needed.
He likes to be prepared for any occasion, so he carries plenty of equipment in his haversack.

Appearance:
Kitsune Form: red hair(s), green eyes, sharp teeth, athletic build, weight: 160 lb, height: 5ft 7in
Default Human Form: best left forgotten... for the moment
Current Human Form: blond hair, blue eyes, average build
Wearing: light brown traveler’s outfit, brown wide brimmed hat, brown cloak

Abilities Description

Shapechanging/Disguising:
Basically Hitoru may assume the form of any human he has previously seen (as a move action) and change the appearance of his clothing as well.

Change Shape (Su)(racial): A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
Fast Shifter (racial): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action.
Realistic Likeness (feat): You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Sleeves of Many Garments (magic item): These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. [Aura faint illusion; CL 1st; Slot wrists; Price 200 gp; Weight 1 lb.]


Social Skills:
More like antisocial…
Basically Hitoru is able to convince a stranger they know each other well, make him prone to trust Hitoru more for next day and make him repeat the story convincingly for another 6 days. Caution! It does not work on everyone…

Kitsune's Guile (Ex) (class/archetype): At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks.
Fast-Talker (Ex) (trait/social): FAST-TALKER (Social): You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
False Friend (Ex) (rogue talent): A rogue with this talent gains a +4 bonus when making Bluff checks to convince someone she has never met or who doesn't know her well that they are previously acquainted or know each other well.
Convincing Lie (Ex) (rogue talent): When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the rogue’s level + the rogue’s Charisma modifier. (currently 6 days)
Gregarious (Ex) (racial): 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.

And if all else fails…
Kitsune's Charm (Sp) (class/archetype): A kitsune trickster can use charm person once per day as a spell-like ability (caster level equal to her rogue level – 2). At 6th level, and every three levels thereafter, the kitsune trickster gains an additional daily use of this ability. A kitsune trickster can use Charm Person once per day as a spell-like ability (currently CL: 3, DC 15)


Other:
Boots of the Cat (magici tem): These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls and at the end of a fall always lands on his feet. [CL: 1st] [Feet]
Handy Haversack (magici tem): A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Equipment Kits:

All the stuff Hitoru actually has in his Haversack.
Gambler's Common Kit:
tightly packed suitcase holds:
decks of cards
betting wheel
numbered cloths
colored wooden chips
wide variety of other sorts of specialized equipment necessary for many different games of chance
Disguise Kit:
makeup and fake facial hair, provides a +2 circumstance bonus on Disguise checks (20 uses)
Dungeoneering Deluxe Kit:
candles (2)
chalk
hammer and four pitons
50 feet of silk rope
sacks(2)
sunrods(3)
tindertwigs(4)
everburning torch
Gear Maintenance Kit:
metal polish
small file
leather paring knife
conditioning oil for leather
soft cloths (2)
extra leather straps
sewing needle
a few buttons.
Grooming Kit:
pouch of toiletries includes:
comb
scissors
nail file
sponge
hairbrush
miniature mirror
soap
chewing stick
tooth powder.
Infiltration Kit:
set of caltrops
chalk
disguise kit (included in Disguise Kit)
ear trumpet
fake footprint shoes
skeleton key
wrist sheath
Mess Kit (2 sets - one tin, one wooden):
plate
bowl
cup
fork
knife
spoon
(each item has a handle or small hole, and can be tied together using the included leather cord)
Survival Common Kit:
flint and steel
mess kit (included in number of mess kits)
waterskins (2) (enough to hold water for 1 person for 1 day)
very basic maps showing major landmarks
small utility knife

Borrowed equipment:

Masterwork Studded Leather Armor, light
Masterwork Light Crossbow
Masterwork Rapier
Dagger

Broken equipment:

Left in town... to be repaired when possible
Mithral Chain Shirt +1, Light
Masterwork light crosbow
Masterwork Light Crossbow
Masterwork Rapier
Dagger