Wild Watcher

Ikari Hateshinai's page

664 posts. Organized Play character for supervillan.


Race

Kitsune

Classes/Levels

Barbarian (urban, elemental kin) 5 / Cleric ('varisian' pilgrim) 1 | AC 19 (20) T 14 FF 19 | HP 62/62 | F +9 R +5 W +5 | CMD 21 |Init +3 | Perc +10 | Rage 12/14 | Channel 4/4 | Grow 4/4 | Calm 4/4

Gender

active effects:
Male

About Ikari Hateshinai

"Grrrr."

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, elemental kin) 5 / Cleric (varisian pilgrim) 1
N humanoid (kitsune, shapechanger)
Init +3; Senses lowlight vision, Perc +10
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armour, +3 Dex, +1 deflection)
hp 62 [5d12+1d8+12+4+1]
Fort +9, Ref +5, Will +5; +2 vs various endurance checks (tireless trait), +1 vs fear or confusion
Improved Uncanny Dodge, elemental fury

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Offense
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Base Atk +5; CMB +7; CMD 21
Speed 30 ft

Melee
+1 furious darkwood elven branched spear, +9, 1d8+4/x3
masterwork cold iron elven curveblade, +9, 1d10+3/18-20x2
rapier, +8, 1d6+2/18-20x2
Bite, +8, 1d4+3 (primary)

Ranged
darkwood composite +1 STR longbow, +9 1d8+1/x3

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Spell-Like Abilities
Concentration +6, CL5

Lvl 0
Dancing Lights (3/day)

Spells prepared
Concentration +4; CL 3

Lvl 0 (3)
mending, guidance, stabilise

Lvl 1 (2+1):
enlarge person (D), shield of faith, magic weapon

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Statistics
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Abilities:

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

Feats:

Combat Reflexes
Weapon Finesse
Power Attack (-2,+4/+6)

Traits:

Magical Knack (cleric), Tireless (exchange faction)

Skills:
Ranks = 22 + 1fcb
[6] Acrobatics 6+3+3+2 = 14
[1] Climb 1+2+3 = 6
[2] Diplomacy 2+1+3 = 6
[1] Intimidate 1+1+3 = 5
[1] Knowledge (planes) 1+3 = 4
[1] Knowledge (religion) 1+3 = 4
[3] Linguistics 3+3 = 6
[6] Perception 6+1+3 = 10
[1] Profession (farmer) 1+1+3 = 5
[1] Swim 1+2+3 = 6

armour check penalty -0 (not applied above)

Languages:

Common
Sylvan
Tien
Elvish
Senzar
Celestial
Aklo

Equipment:

Gear from this scenario

Combat Gear
weapons as above
mithril shirt +1
cold iron arrows (20)
buffering cap
antitoxin
antiplague

Other Gear
cloak of resistance +1
ring of protection +1
sun shogun talisman of warrior's courage (lesser)
talisman of beneficial winds (lesser)
Traveler's Any-Tool
climber's kit
backpack
candles (10)
earplugs
smoked goggles
flint&steel
waterskin
whetstone
torch
wayfinder
hot weather gear
wand of clw (50/50)
spell component pouch
wooden holy symbol

Potions and Scrolls
3 x scroll of cure light wounds
potion sponge of touch of the sea
5 x scroll of air bubble
scroll of comprehend languages
scroll of protection from evil
2 x scroll of bulls strength
oil of bless weapon
2 x scroll of versatile weapon
5 x scroll of barkskin

Coin
0CP; 8SP; 58GP

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TRACKED RESOURCES
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Rage 14/14
Channel (variant: farming, positive) 4/4
Calming touch: 4/4
Enlarge: 4/4

Buffering cap: 1/1

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. (12/12)

Improved Uncanny Dodge: Ikari cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Ikari cannot be flanked except by a Rogue of at least level 9.

Elemental Fury (Ex): At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level. This ability replaces trap sense.

Rage Powers:
summer rage. The barbarian channels the heat of late summer, making the air around her hot and oppressive. A creature within the barbarian’s reach becomes fatigued as long as it remains within the barbarian’s reach unless it succeeds at a Fortitude save (DC = 10 + half the barbarian’s level + her Constitution modifier) to become immune for 24 hours.
lesser elemental rage. As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.

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

vanities:

Master of Trade
(uses: chronicle 11, spear +1; chronicle 13, ring of protection +1)

bot me:

Ikari is an elemental kitsune - a storm of righteous divine fury.

Ikari's main battle tactic is to set up rage cycling with his variant channel and position himself on the battlefield to maximise opportunities to take AoOs against moving enemies with his spear.

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

Use your swift actions - Enlarge is primarily to increase AoOs, and lesser elemental rage for increased damage. You can't do both in the same round, and lesser elemental rage is 1/rage so it can really help to rage cycle.

Attack variations:

Spoiler:

Ikari's attack combinations at level 6
w/ +1 furious spear
base attack +5, STR 14, DEX 16
weapon finesse, power attack, controlled rage, enlarge

normal attack: +9, 1d8+4
power attack: +7, 1d8+10
rage to DEX: +13, 1d8+6
rage to DEX, power attack: +11, 1d8+12
rage to STR: +12, 1d8+9
rage to STR, power attack: +10, 1d8+15
enlarged: +8, 2d6+5
enlarged, power: +6, 2d6+11
enlarged, rage to STR: +12, 2d6+10
enlarged, rage to STR, power: +10, 2d6+16


pfs chronicles:

Current XP: 15
Current Fame: 27
Current Prestige: 9

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
5. Grotto of the Deluged God: 1xp, 2PP
6. The Cyphermage Dilemma: 1xp, 2PP
7. The Traitor's Lodge: 1xp, 2PP
8. Debt to the Quah: 1xp, 1PP
9. The Infernal Vault: 1xp, 2PP
10. Song of the Sea Witch: 1xp, 2PP
11. Amongst the Gods: 1xp, 2PP
12. Midnight Mauler: 1xp, 2PP
13. Carrion Hill: 3xp, 4PP

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. (used)
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.
Ekujae's Blessing: permanent Endure Elements vs heat, up to 110 degrees.
Kaghaze Redeemed: when you adventure in the Mwangi Expanse, the Sodden Lands, Sargava or the Shackles you receive a care package from the Ekujae. This consists of an antiplague, a piece of +1 animal bane ammunition, and a (scaling) healing potion. What you do not use is returned to the elves at the end of your adventure.
Debt to the Brine: find a scroll of teleport for a brine dragon before level 6 or get taxed 1PP for every adventure; you can buy a scroll for the usual cost of 1125gp, or if one appears on one of your chronicle sheets you can pay just 150gp.
Storm rider: 3 only, use a brine dragon scale to cast Endure Elements on yourself (CL = your level).
Debt of Cyphers: in Riddleport gain +2 to know.arcana and linguistics if you can consult your cyphermage ally before making the check; also in Riddleport, gain +2 to Diplomacy to gather information.
Riddleport Respect: +2 intimidate in Riddleport.
Resourceful: 3 uses. Use when not in combat to gain two items from this list: antitoxin, disguise kit, healer's kit, potion of cure light wounds, tanglefoot bag. If you have completed at least 5 goals you can instead use this boon when not in combat to gain any feather token or elixir with a value of 500gp or less. Any item gained has a resale value of 0gp.
Twin Tomes: expend this boon and spend 1PP to learn either Celestial OR Infernal (not both). - learned celestial
Harvestman's Bane: +2 intimidate vs worshippers of Zyphus
Fighting that with lies between the stars: +1 to saves vs confusion and fear.
Insight into the Dark Tapestry: 1 only, gain a piece of useful information about an aberration as if you succeeded on a knowledge check to identify it.