Golden Orb

Izami, Kami of the Blade's page

95 posts. Alias of Rednal.


Wraith 6 | HP: 56/56 (FH:5) | AC: 16 [22] / T: 16 / FF: 15 / Immune: Bleed, Fire, Mind-Affecting, Mind Blank, Petrify, Polymorph | Fort: +6, Ref: +7, Will: +8 | R. Touch: +4 | CMB: +3, CMD: 18 | Init: +7, Perception: +9/+19 to spot

Strength 10
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 10
Charisma 22

About Izami, Kami of the Blade



Female psychic human wraith (unbodied) 6
CG Medium humanoid (human, kami)
Init +7; Senses Perception +9 (+19 to spot)

. Manifest: 12/12 (minutes per day)
. Spell Points: 12/12 (per day)
AC 16 [22], touch 16, flat-footed 15 (+4 deflection, +1 Dex, +1 enhancement, [+6 Deflection while in Incorporeal form])
hp 56 (6d8+18); fast healing (5)
Fort +6, Ref +7, Will +8
Defensive Abilities informed prediction, mind blank; Immune fire (conscious), bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10
Weaknesses limited creation
Speed 30 ft., fly 60 ft. (perfect)
Melee iron-cutter +0 (1d8+1/18-20)
Spell-Like Abilities (CL 6th; concentration +12)
. . At will・detect thoughts (DC 18), mage hand
. . 3/day・detect magic, flame arrow, oppressive boredom[UM] (DC 18), remove fear
. . 2/day・hold portal
. . 1/day・animate rope, cause fear (DC 17), detect secret doors, dream, flaming sphere (DC 18), floating disk, hideous laughter (DC 17), mind blank, phantasmal killer (DC 20), produce flame, pyrotechnics (DC 18), pyrotechnics (DC 18), scare (DC 18), see invisibility, telepathic bond
Str 10, Dex 12, Con 16, Int 10, Wis 10, Cha 22
Base Atk +3; CMB +3; CMD 18
Feats Cantrips, Extra Magic Talent, Improved Initiative, Iron Will[Bonus]
Traits reactionary, talented
Skills Bluff +22, Diplomacy +16, Disguise +10, Fly +5, Heal +7, Intimidate +16, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +5, Linguistics +5, Perception +9 (+19 to spot), Perform (oratory) +11, Perform (sing) +12, Sense Motive +20, Spellcraft +5, Stealth +6, Use Magic Device +11; Racial Modifiers +10 Bluff, +10 Diplomacy, +5 Intimidate, +10 Perception to spot, +15 Sense Motive
Languages Celestial, Common, Senzar; telepathy 100 ft.
SQ blood sphere: blood control (160 feet), blood: bleed (quicken), blood: coagulate (still), blood: eye bleed, blood: hemorrhage, blood: improved bleed, blood: improved range, blood: lingering control, casting, casting, deep phase (wraith haunt), destroy, haunt path, manifest, merge with ward, object ride (wraith haunt), path possession, permanent wraith, possession, psychic foci (claivoyance, empathy, pyrokinesis, telekinesis, telepathy), ranged possession (wraith haunt, 40 ft), repair, slick -3 (quicken), spell pool, spirit rider, ward, wraith form, wraith haunts (dc 19)
Other Gear iron-cutter[UC] (Masterwork Attendant, Holy Relic [Izami], Impervious Adamantine Katana)
Special Abilities
Blood Sphere: Blood Control (160 feet) (Ex) As a standard action, you may establish a link to the blood of a target within close range. Unwilling targets are permitted a Fortitude save. Targets with less than half their maximum hit points or taking bleed damage take a -4 penalty on this save. This link lasts for as long as you concentrate, though you may spend a spell point for it to last 1 round per caster level without concentration.

Targets that gain immunity to bleed damage from their creature type, subtype, or a template are immune to blood control. Creatures that gain immunity to bleed damage from other sources are susceptible to blood control, but still benefit from their immunity against bleed damage.

If a second creature attempts to establish blood control on a creature that is already controlled, it must pass a magic skill check. A creature may always attempt to end the blood control on themself by making a new Fortitude save as a mental-only standard action that may be taken even when normally unable to take standard actions, such as when dazed or nauseated. You may apply one (quicken) or (still) ability as part of casting blood control.

Once blood control has been established, you may spend a standard action (unless otherwise noted) to apply additional (quicken) or (still) abilities. Spending at least a standard action to do so counts as concentrating on the ongoing blood control for that instance of blood control (if able to concentrate on an effect as a move action, applying additional {quicken) or (still) abilities as a move action, such as via the Quicken metamagic feat, would also count as concentrating for that round).

Some Blood talents are marked (quicken) or (still). These talents grant you additional blood control abilities. A creature may not be affected by both a (quicken) and a (still) ability at the same time. If a caster attempts to use a (quicken) talent on a creature currently under the effects of a (still) talent or vise versa, the previous effect ends.

Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible the blood control. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may be affected by blood control. Other appropriate creatures may also be affected, at the GM’s discretion.

When you gain the blood sphere, you learn the following abilities: Bleed (quicken) and Coagulate (still).
Blood: Bleed (quicken) (Ex) You may cause the target of your blood control to take bleed damage equal to your caster level for the duration of your blood control. This damage can be stopped prior to the end of your blood control by the coagulate ability, a DC 15 heal check, or any amount of magical healing. See also: Hemorrhage, Improved Bleed.
Blood: Coagulate (still) (Ex) You may end any bleed damage affecting the target of your blood control. For the duration of the blood control, the target reduces any bleed damage taken by 1 + 1 per 3 caster levels and any creature using an effect that would inflict bleed damage must pass a magic skill check or have the bleed damage negated. Creatures imposing bleed damage via non-magical abilities (such as the blooded strike ability of the Duelist sphere*) may substitute their base attack bonus for their magic skill bonus on this check.
Blood: Eye Bleed (Ex) When using the Bleed ability, you may increase the target’s blood pressure, rupturing vessel’s in the affected creature’s eyes for the duration of the bleed damage. The creature suffers a 20% miss chance against all creatures for the duration of the bleed damage. If you spend an additional spell point, the creature is instead blinded for the duration of the bleed damage as blood streams from around its eyes. Creature’s without eyes or equivalent sensory organs are immune to this effect.
Blood: Hemorrhage (Ex) Your bleed (quicken) ability now deals 2 points of damage per caster level.
Blood: Improved Bleed (Ex) The heal DC to stop your bleed (quicken) ability now equals 15 + your caster level. Magic healing does not stop the bleed (quicken) ability unless the caster succeeds on a magic skill check.
Blood: Improved Range (Ex) Your blood control increases its range to medium. You may select this talent a second time, increasing the range to long.
Blood: Lingering Control (Ex) Your blood control continues for two rounds after you stop concentrating. Blood constructs created with Extract Blood Construct also remain for this additional time. The effects of the blood control still end if a creature makes a save to end it early.
Cantrips You can create a variety of small magical effects
Casting (CL 6, MSB +0, MSD 11, Concentration +6, DC 19) You can cast sphere effects.
Casting (Ex) A wraith may combine spheres and talents to create magical effects. A wraith is a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Conscious Immunity to Fire (Su) So long as a pyrokinetic is conscious, it is immune to fire.
Creation: Destroy 1d4+2 Damage an object for 1d4 +2 hit points
Creation: Repair 1d6+4 Repair a damaged object for 1d6 +4 hit points
Deep Phase (Wraith Haunt) (Ex) While in wraith form, the wraith may spend a spell point as a move action to attempt to pass through objects thicker than his own space. The wraith may move up to his speed through solid matter. If the wraith does not end his movement in a space he could occupy, he is shunted back to his starting position, taking 1d6 untyped damage per 5 ft. traveled.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing (5) (Ex) As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
Fly (60 feet, Perfect) You can fly!
Haunt Path (Ex) At 1st level, the wraith chooses a haunt path. Once selected, this choice cannot be changed. Path skills are always class skills for wraiths with that path.

At 1st level, each path grants the listed path sphere, or a talent from that sphere if it is already possessed, as a bonus magic talent and uses his class level as his caster level with the path sphere. This stacks normally with caster levels gained from other sources.

At 2nd level, the wraith gains a path possession, granting additional options for his possession ability.

At 4th level, the wraith gains an insight bonus to the listed skill equal to half his class level.

At 8th level, the wraith gains an improved path possession, granting further options to his possession ability.

At 14th level, the wraith gains a greater path possession, granting a final expansion of options to his possession ability.
Immunity to Bleed You are immune to bleed.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Petrification You are immune to Petrification.
Immunity to Polymorph You are immune to Polymorph effects.
Informed Prediction (Su) Gain bonus to AC and saves vs. creatures that have been subject to detect thoughts{/s} within 24 hrs.
Limited Creation (Create banned) You lose access to either alter or create
Manifest (12 minutes/day) (Ex) At 3rd level, for a number of minutes per day equal to his class level plus his casting ability modifier, the unbodied may manifest his physical body. Activating this ability is a move action and ending it is a free action. If carrying a load greater than his maximum load, the unbodied must drop items until below his maximum load (if possible) as part of ending this ability.

This replaces the wraith haunt gained at 3rd level.
Merge with Ward (Su) Enter into adjacent ward to share senses but otherwise only able to emerge.
Object Ride (Wraith Haunt) (Ex) The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. At level 10, the minimum object size decreases to Diminutive and the maximum increases to Gargantuan. The wraith retains his normal senses while possessing an object.

Additionally, the wraith may designate a single object within the normal limits as his refuge. Possessing the refuge does not require a spell point. Designating an object as a refuge requires a 1-hour ritual. Designating a new object causing any previous refuges to cease functioning as a refuge.

Errata: You may speak in your normal voice while in your refuge object.
Path Possession (Ex) The moroi’s possession ability is treated as blood control for the purpose of determining save penalties from being less than half hit points or suffering from a bleed effect.
Permanent Wraith (Ex) At 1st level, the unbodied is permanently locked in wraith form. If the unbodied ends his turn neither possessing a creature or object, nor manifested in his physical body, he takes 1 point of nonlethal damage. This increases to 2 points at 5th character level, 3 points at 10th character level, 4 points at 15th character level. This damage can’t be healed by any means other than by time spent possessing a creature or object and bypasses immunity and resistance to nonlethal damage. Nonlethal damage from this ability can’t be reduced or redirected. While possessing a creature or his refuge object (see the object ride wraith haunt), this damage heals at the rate of 1 point per minute. While possessing any other object, it heals at a rate of 1 point per hour. The unbodied does not need to eat and gains no further bonuses or penalties from aging, though still dies permanently when his maximum age is reached.

An unbodied whose damage taken from this ability exceeds his maximum hit points automatically returns to his refuge object (if within 100 ft. + 10 ft. per class level) or else discorporates, becoming a mindless haunt occupying his space. This haunt attempts to possess any creature (or his refuge object) that enters his space. If successful, the unbodied is restored to his normal function. While in haunt form, the unbodied recovers all spell points after 8 hours of not attempting to possess an unwilling creature (it cannot make such an attempt if out of spell points).

Errata: You can speak in your normal voice while in your refuge object.

This replaces wraith form.
Possession (Ex) At 2nd level, the wraith may to attempt to possess a creature within his natural reach as a standard action. This is a mind-affecting possession effect. The challenge rating of the creature determines the duration of the possession, per the Table: Possession Duration (creatures such as animal companions, Conjuration sphere companions, and familiars are treated as having a CR of their Hit Dice -2 for this purpose).

The target is allowed a Will save to resist the effect with a DC of 10 + half the wraith’s class level + his casting ability modifier. A successful save to resist or end a possession increases the spell point cost for that individual wraith to possess that creature by 1 for 24 hours. This cost increase is cumulative, but is reset by a successful possession. Unless otherwise noted, creatures are aware of a failed possession attempt, having a feeling of a hostile force, but gain no other information. If the wraith is successful, his body is absorbed by and his life force occupies the host body. The duration of an ongoing possession may be reset with the same action and spell point cost that was required to initiate it.

See the wiki for full possession rules.
Ranged Possession (Wraith Haunt, 40 ft) (Ex) The wraith may attempt to possess valid targets within close range (25 ft. + 5 ft. per 2 class levels).
Slick -3 (quicken) (Ex) You may choose to have creatures under the effects of your blood control and suffering from bleed damage take a penalty to CMD against bullrush, disarm, drag, reposition, overrun, and trip attempts equal to 2 + 1 per 5 caster levels. Starting and ending this effect is a free action.
Spell Pool (12/day) (Ex) A wraith gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Spirit Rider (Ex) At 1st level, the unbodied gains the ability to passively possess willing targets. This functions as the possession ability. Additionally, the unbodied gains the object ride wraith haunt. The unbodied gains the full possession ability normally at 2nd level.

The unbodied does not gain the bonus talent from his path sphere until 2nd level.

This replaces the magic talent gained at 2nd level.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Ward (Su) Some abilities only function when the kami is within 120 ft of its ward.
Wraith Form (Permanent) (Su) At 1st level, for a number of rounds per day equal to his class level plus his casting ability modifier, the wraith may gain the incorporeal subtype, with the following modifications:

> The wraith takes half damage from non-magic weapons.
> The wraith cannot make weapon or natural weapon attacks while in wraith form unless he uses a weapon with the ghost touch special ability.
> Effects originating from corporeal sources that do not deal damage have a 20% chance to fail against the wraith instead of the normal 50%. Force effect are not subject to this failure chance.
> The wraith retains all worn equipment not exceeding his maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields.
> The wraith uses normal movement speeds (treat moving through solid objects as ground movement).
> When not on or in a solid or liquid, the wraith falls slowly and may glide, moving with a speed of 30 ft. with maneuverability (perfect), but falling 1 ft. for every 5 ft. traveled (unless possessing a fly speed).

Activating this ability is a move action and ending it is a free action. You may not activate this ability if carrying a load greater than your maximum load. Should the wraith become corporeal while in a solid object, he is immediately shunted to the nearest empty space, taking 1d6 untyped damage per per 5 ft. traveled.

While incorporeal, you:

> Gain a deflection bonus to AC equal to your Charisma modifier
> Take half damage from corporeal sources (except for channel energy and force effects)
> Have no natural armor
> Cannot be moved by physical effects
> Cannot move corporeal objects (preventing you from using combat maneuvers)
> Have only a visual presence and leave no trail, though you may choose to be heard
> Can pass through objects not thicker than your space
> Are immune to falling damage
Wraith Haunts (DC 19) (Ex) At 3rd level and every odd level thereafter, the wraith gains one haunt from the following list. Each haunt may only be selected once unless otherwise noted. If a haunt calls for a saving throw, the DC is 10 + half the wraith’s class level + casting ability modifier. All wraith haunts are considered supernatural abilities unless noted.
Izami has had a long history in Asia, and probably would have remained there if she hadn't been taken back to America as a souvenir during World War II. She'd slept through the entire thing, and by the time she was woke up, the war was long over and she'd been transported to Fever where a few incidents ultimately resulted in her falling into the hands of Miyu, one of the town's investigators.

Izami was originally born as a human in Japan in the early 600's - but a few chance encounters led to her transforming into an oni, an evil spirit of vengeance. She travelled the country for several hundred years, but fell during a confrontation with the onmyodo specialist Abe no Seimei around 980 AD. Rather than destroying her, however, Seimei used his arts to look into her past and see the trail of events that had led to her corruption... and chose to redeem her, purging the evil that surrounded the core of her still-pure soul and transforming her into a kami, a type of guardian spirit. Vestiges of Izami's oni power remain, particularly in the form of clairvoyant, pyrokinetic, telekinetic, and telepathic powers, as well as her innate mastery of blood magic.

She usually resides within Iron-Cutter, a katana formed from the metal of the blade she was originally assigned to guard. Her possession has given it several special qualities, including incredible toughness and durability, the ability to cut most materials, and the ability to spring to her hand. Iron-Cutter is her refuge object and primary tie to the world, and if she's not manifesting physically, it hurts her to be away from it. Iron-Cutter is also a holy reliquary that can be used to worship her and get her attention, though most people don't bother too much. Despite its overall quality as a blade, Izami is actually quite bad at using weapons and can't wield Iron-Cutter as a master would. She has to possess a warrior's body to use it properly. She prefers to simply reside within it and use her various magics to help her current charge(s), though she'll let the blade itself be used by most people who ask nicely and deserve it. She refuses to let her ward/refuge be used by evil creatures.