Wild Watcher

Ikari Hateshinai's page

167 posts. Organized Play character for supervillan.


Race

Kitsune

Classes/Levels

Barbarian (urban) 1 / Cleric ('varisian' pilgrim) 1 | current AC 17 (18) T 13 FF 14 | HP 22/22 | F +6 R +3 W +3 | CMD 15 |Init +3 | Perc +5 | Rage 6/6 | Channel 4/4 | Grow 4/4 | Calm 4/4

Gender

active effects:
Male

About Ikari Hateshinai

Background:
Ikari Hateshinai is a civilised man. So many people think of Kitsune as forest spirits, tricksters. Ikari loathes that image with a passion. Daikitsu, the patron deity of all the fox-folk, is a goddess of agriculture. She is a goddess of grain, of farmers.

Ikari always expressed his devotion to Daikitsu through farming - harnessing her gifts to cultivate the earth and bring forth a bountiful harvest. He resented the less serious, flighty Kitsune of his clan. Why would they not see the value and dignity of honest labour? Eventually, if became too much for Ikari. He went into a self-imposed exile. He found sanctuary with the Jinin elves, where he lived quite happily.

But Ikari always knew that Daikitsu had something particular in mind for him. He had a vocation: to stand for the goddess, to show his own people and others that Kitsune are not merely trickster spirits but are capable of achieving great things through hard work.

And so Ikari left Jinin, and sought out gainful employment. A Pathfinder lodge offered training and regular work, along with opportunities to travel and spread the word of Daikitsu.

Ikari Hateshinai
Male Kitsune Barbarian (urban barbarian) 1 / Cleric (varisian pilgrim) 1
N humanoid (kitsune, shapechanger)
Init +3; Senses lowlight vision, Perc +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armour, +3 Dex)
hp 22 [1d12+1d8+5]
Fort +6, Ref +3, Will +3; +2 vs various endurance checks (tireless trait)

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Offense
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Base Atk +1; CMB +2; CMD 15
Speed 30 ft

Melee
darkwood elven branched spear, +3, 1d8+1/x3
rapier, +2, 1d6+1/18-20x2
Bite, +2, 1d4+1

Ranged
darkwood composite +1 STR longbow, +5 1d8+1/x3

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Spells prepared
Concentration +3; CL 2

Lvl 0 (3)
mending, guidance, stabilise

Lvl 1 (2+1):
enlarge person (D), entropic shield, obscuring mist

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Statistics
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Abilities:

Str 13 Dex 16 Con 14 Int 10 Wis 12 Cha 13

Feats:

Combat Reflexes

Traits:

Magical Knack (cleric), Tireless (exchange faction)

Skills:

Acrobatics 2+3+3+2 = 10
Climb 1+1+3 = 5
Diplomacy 1+1+3 = 5
Linguistics 1+0+3 = 4
Perception 1+1+3 = 5
Profession (farmer) 1+1+3 = 5

armour check penalty -0 (not applied above)

Languages:

Common
Sylvan
Tien
Elvish

Equipment:

Gear from this scenario

Combat Gear
weapons as above
mithril shirt
cold iron arrows (20)

Other Gear
backpack
candles (10)
earplugs
smoked goggles
flint&steel
waterskin
whetstone
torch
wayfinder
acid flask
hot weather gear
wand of clw (50/50)

Potions and Scrolls
5 x scroll of cure light wounds

Coin
0CP; 8SP; 445GP

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TRACKED RESOURCES
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Rage 6/6
Channel (variant: farming, positive) 4/4
Calming touch: 4/4
Enlarge: 4/4

GM reroll: 1/1

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Special Abilities
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Special Qualities:
racial abilities:

Lowlight Vision
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 and can remain in this form indefinitely.
Agile: Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic: Kitsune add 1 to the DCs of any saving throws to resist 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: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Class abilities:
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage. (6/6)

Variant Channel (positive energy, farming/agriculture) (Su): 4 times per day Ikari can channel positive energy in a 30' radius as a standard action by displaying the holy symbol of Daikitsu. This heals living creatures for 1d6/2 damage (1d6 x 1.5 for plant creatures) and those creatures ignore fatigue for 1 minute. If used to harm undead, Ikari's channel does 1d6 damage (DC11 Will for half).

Domains: Growth (Plant) & Community

GROWTH DOMAIN:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain spell: Enlarge person; (barkskin on spell list, lvl 2 domain)

COMMUNITY DOMAIN:
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain spell: bless

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

Spells & orisons

bot me:

Ikari is primarily a melee combatant who relies upon setting up attacks of opportunity. In the first round of combat try to ready an attack with your elven spear. After that, position yourself on the battlefield to maximise opportunities to take AoOs against moving enemies.

If enemies are not going to try to close, use your bow.

If cornered, use your rapier.

Use controlled rage to boost accuracy and damage (STR). Boost DEX only for ranged attacks.

pfs chronicles:

Current XP: 4
Current Fame: 8
Current Prestige: 2

1. The confirmation: 1xp, 2PP
2. House of Harmonious Wisdom: 1xp, 2PP
3. Murder on the Silken Caravan: 1xp, 2PP
4. Dead Man's Debt: 1xp, 2PP

boons:

Adopted weapon training (elf): gain weapon familiarity (elf), but take -1 penalty to hit with manufactured weapons other than those from your adopted culture.
Confirmed Field Agent: cheaper wayfinder
Explore, Report, Cooperate!: hint from GM as to secondary success conditions
Friend of Janira Gavix: +1 to knowledge checks in the Grand Lodge
Impressive find: when you hit 12 or more Fame you gain 1 PP, not to exceed your current Fame total.
Legacy of a Princess: 1 only, swift action, duration 1 minute. The first time you hit a creature with a melee attack each round you gain a +2 bonus to AC against that creature until the start of your next turn.
Sun Shogun Talismans: 3 only, purchase variant lesser talismans that you can prevent auto-activating.