Miyaro

Jing "Sly Eyes"'s page

61 posts. Organized Play character for Veniir.


Race

Kitsune

Classes/Levels

Imperial Sorcerer 2 | AC 17 | HP 22 / 22 | Saves +5 +7 +7 | Perception +5 | conditions: none

Spell slots:
1: 3/4

About Jing "Sly Eyes"

Kitsune (Palace Echoes) Sorcerer 2
Medium
Willowshore urchin background

Attributes
Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +4

Senses
Perception (*) +5
Low-Light vision
Languages ➤ Common

Defense
AC 17; HP 22
Fortitude (*) +5, Reflex (*) +7, Will (**) +7
Unarmored defense (*)

Offense
Sorcerer Class DC 18
Spell attack +8
Simple Weapons (*), Unarmed attacks (*), Spell attack modifier (*), Spell DC (*)
Speed 25; Bulk ? / 5

Feats
Ancestry - Kitsune Lore
Skill - Charming Liar, Bon Mot
Class - Propelling Sorcery

Magic
Bloodline: Imperial

Focus (1 FP):
Ancestral memories

Level (known):
Cantrips (4+1) - Slashing Gust, Figment, Prestidigitation, Shield + Detect Magic
1st (3+1) - Alarm, Befuddle, Charm + Force Barrage

Other
Blood magic: Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.

If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.

Blood Magic—Imperious Defense
Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.

Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice.

Shape change: You transform into a specific alternate form determined by your heritage. If your heritage doesn’t list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Nudging whisper: You lace your words with echoes of your ancestors’ magic. If your next action is to Request, you gain the effects of the Shameless Request feat, and if your next action is to Lie, you gain the effects of the Confabulator feat. If you critically fail at either check, the target and anyone who witnessed you fail becomes immune to your Nudging Whisper for one day, though this doesn’t necessarily let them know that you attempted to charm them.

Your alternate form is a common Medium humanoid ancestry prevalent where you grew up (typically human) called a tailless form.

Sorcerous potency: Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell’s damage or healing equal to the spell’s rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.

Skills
Arcana (*) +4
Athletics (*) +4
Deception (*) +8
Diplomacy (*) +8
Performance (Flute) (*) +8
Society (*) +4
Stealth (*) +7
Lore:
Engineering (*) +4
Kitsune (*) +4

Equipment
Explorer's clothing, dagger, sling with 20 bullets, adventurer's pack, caltrops (2 sets)
Money: 12 gp, 5 sp, 8 cp
Potions: Minor healing (2)

Treasure: One predictable silver piece and a vial containing one dose of oil of potency.

Backstory:

Jing's family arrived in Willowshore the day after the Night of Broken Blades. They were therefore viewed with much suspicion by all in town. They had been fleeing from the big centers of Shenmen, and wanted to start a new life somewhere quiet. However, circumstances made people suspicious of them. They didn't even dare show their true Kitsune nature, afraid that this could further increase the townspeople distrust of them. They tried rebranding themselves a few times, until they dropped a family name altogether. Still, they are referred to the no-name family, which is just as hurtful.

Jing is only happy to be with his father Yadamo. His mother died of a disease many years ago, which could probably have been avoided if they could afford the charges in Abadar's temple. But life was a good teacher to Jing, who learned of his magical abilities early. He lives carefree and often sleeps as a fox in small nooks he can find.

Making friends was always easy, but Jing learned from his father not to get too close to anyone, so the young man likes to be surrounded by people, but he has problems with attachments. One day, perhaps, he'll learn to trust.

Now the Reenactment Festival is coming, and Jing would love to get drunk again. His father advises him against this, but he always permits himself to be looser on this day. It may be special for the town, but it is even more so to him, as he pretends to be the same as everyone else for a day.