About Inari Kage
Male Kitsune Gestalt
The first thing he remembered was an explosion of light and pain that rocked his head and set his ears ringing.
Everything before that was blank and everything after that was fragmented.
There was a beautiful elven archer. And goblins. And more explosions. She killed them, and dragged him free of the marsh before he was pulled under the murky water. He remembered running, dodging, escaping the little savages while the elf kept her continuous volley going as they ran. Fire and light burst all around them, and another one struck him and sent him tumbling down an embankment.
He woke up in a caravan with a headache that help like someone taking an earth breaker to the inside of his skull.
Memories were like fleeting of that time. He remembered meeting Shalelu, the elf who'd saved him, and Sandru, the caravaner who'd kindly agreed to take him in.
His body healed as they traveled, but his mind didn't. Coherence came and went, as did the headache. When he was lucid, he was a joy to be around. Fun, funny, inspiring, witty. He got along with everyone. Then without warning it was like his mind would fade or the pain would return. He couldn't think right, or follow conversations, or concentrate. He could barely follow directions or speak. Sometimes he'd lose hours or even days. Touched in the head, they called it. Shalelu called the memory gaps his "grey areas."
Sandru knew a healer in a place called Sandpoint, and convinced Inari to go see her. Inari was hesitant. The public struggles of a concussed mind were nothing compared to his private hell.
Shortly after he'd become coherent again, he woke up one morning and looked like Shalelu. He didn't catch it at first, and was glad that the people who he saw that morning didn't know her well. By the time he realized what was happening and caught a glimpse of his reflection in a polished bit of brass, it was too late for him to hide so he just played it off. Pretended to be her long enough to find an excuse to vanish into the trees, dig out the shaving mirror they'd given him, and stare at himself. Herself.
It didn't take him long to figure out how to change. It seemed as natural as breathing. In a matter of minutes he'd shuffled though the faces of everyone he'd met, and then finally settled back on the one he'd been wearing when they'd found him.
He came out of the tree line a bit later, helped the caravan pack up after the morning meal, and continued on like nothing had happened, but he was shaken. He didn't know his own face. He didn't even really know if he was a "he." He had thought of himself as a male only because that was the body he'd had when he first awoke. He had assumed it was his face, but now he was almost certain it was actually someone else's. He'd just copied it before he got hit in the head. Now, every face, every gender, every body he took on felt as natural and normal as any other. With no memory of who he really was, he didn't know enough about himself to be sure of anything.
He was terrified that a healer would discover that he wasn't human. He didn't know hat he was, and he wasn't sure he wanted to know, but he didn't have much choice. He was afraid that at some point during one of his grey areas he wold shift faces and someone would see. Who could trust him then? Who would believe him?
He kept his head down the rest of the way to Sandpoint. Sandru introduced him to Koya the healer, and to Ameiko, the feisty innkeeper. He earned his keep as a repairman, the same way he had with Sandru's caravan. Koya examined him, and did many tests of his vision and prodded his head with strange instruments. Eventually she told him that he had cracked his skull and damaged his brain. In time both should heal. His memories may or may not return on their own, but she told him of sages and shaman she had heard of who were adept with dream walking, and powerful priests who could contact outsiders responsible for archiving the memories of mortals. There were ways of discovering the things he had forgotten.
Inari had discovered things that worried him. His clothes were full of hidden pockets. He carried travel papers and currency from a dozen different places. He had strange mechanical sheathes for weapons hidden in his sheathes. He had a key that could open many kinds of locks.
Who had these kinds of things? Who had he been before?
He lived at the rusty dragon for two months, working as Ameiko's repairman and housekeeper. At night he would lose himself in drink and gambling. Sometimes he'd slip away to another tavern, changing faces as he went and pretending to be someone else for a night.
The only time he ever felt at peace was late, after the tavern had closed, the customers had gone to bed, and he and Amieko were cleaning up. Afterwards they would sit near the hearth and enjoy the quiet. One night he let his guard down a little too much, stopped pretending so hard. Ameiko noticed that he looked deeply troubled. When she asked him what was wrong he broke down and told her everything. Then he showed her. She was shocked, and horrified, and fascinated. He was sure she was going to go straight to Sheriff Hemlock, but she didn't. She didn't tell anyone, and she didn't bring it up again save to ask him how he was doing.
He didn't understand how, or why, but for some reason she trusted him. He was determined not to make her regret it.
Inari is a fake. His personality is an empty shell that he fills with whatever traits get him the best results. He has no idea who he is or what he should supposed to be doing, so he makes it up as he goes and hopes no one catches on.
His only real motivation is to be liked. He has a desperate need for approval and acceptance. Without that, he would probably fall to madness or villainy. It was pure dumb luck that had him fall in with good people, and as a result he's slowly learning to be good himself. Not because he really cares or understands anything about goodness for it's own sake, but because he's copying the behaviors of good people.
Inari tries on new personalities like other people try on clothes. So far, nothing has felt like a good fit. He's scared nothing ever will. He's becoming something of a hedonist, filling the hole in his life with carousing, short-lived romance, gambling and drink.
In spite of his self doubt and hollow morals, Inari is a fun, personable and even loving person. He's also loyal to a fault. Right now, Shalelu and Amieko have that loyalty, but he becomes quickly attached to anyone who shows him kindness.
HP: 19 (10+7 swashbuckler, +2 con)
===== Defense =====
16 AC (10, +2 dex, +4 chain shirt)
...+1 from buckler on rounds I don't attack
15 CMD (10 +1 bab, +2 dex, +2 str)
+1 Fort (+2 con)
[ooc]...+4 charmed life
...+1 on attacks vs. foes who threaten Shalelu.
+6, Wakizashi (+1), 1d6+1, 18-20 crit
+5 Dagger, 1d4+1
+5 Club, 1d6+2, x2 crit
+4 Longspear, 1d8+2, x3 crit
+0 Net, ranged tough, entangle (nonproficient)
Bear Trap, atk +10 melee 2d6+3, halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object), DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check
=====Traits and Feats=====
Rescued: At some point in the past, you had a terrifyingly close brush with death. You would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. You gain a +2 trait bonus whenever you use cure spells to heal damage. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.
Nine Tailed Scion: You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Magical Tail 1 (oracle 2): Cast Disguise Self x2 per day
Weapons: Simple, Martial
Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Spellcraft (Int). Disguise, Intimidate, Knowledge (arcana), Stealth (dex), and Use Magic Device
Skill Points: (4, +1 int, +2 background*) x2
+9 Disguise (2 rank, +4 cha, +3 class)
-1 Perception (-1 wis)
+7 Stealth** (2 rank, +3 dex, +3 class, -1 acp)
+10 Use Magic Device (2 rank, +4 cha, +3 class, +1 trait)
...+10 open lock. One chance per lock. Skeleton key.
=====Spells and Consumables=====
+1 DC of Enchantment effects
---Orisons, 4 known, at will----
----1st level, 2 known, 4 per day----
Cure Light Wounds (bonus)
Wrist Sheath (L) (free action retrieve)
Wrist Sheath (R) (free action retrieve)
Bandoleer (move action retrieve)
Belt pouches (standard action retrieve)
Favored Class bonuses: 2/6 toward bonus Magical Tail feat.
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) 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.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Wrecking Mysticism: A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.
Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.
At 5th level, add minor image and ventriloquism to your list of spells known.
At 10th level, add magic jar to your list of spells known.
At 15th level, add project image to your list of spells known.
Martial Flexibility (Ex) At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat's prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.
The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.
This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.
Panache (Ex) At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Armor: MW Chain Shirt
-Hidden on person-
-In Pouches/On belt-
smoking bottle, fog cutter lenses