Lirianne

Jinhong Yeou, the Crimson Fox's page

491 posts. Organized Play character for Caro Cogitatus.


Full Name

Jinhong Yeou

Race

Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Gender

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)

About Jinhong Yeou, the Crimson Fox

Medium Female Humanoid (Kitsune):

An extremely lithe young woman with auburn hair and brilliant blue eyes. She wears flowing clothes of scarlet with blue trim and typically wears a jaunty hat, of which she owns several types. She is known to flirt shamelessly with both men and women of all races. 21 years old, 5'5", 120 lbs.

Backstory:

Jinhong "Jinny" Yeou, aka "the Crimson Fox", left her home in the Minkai province of Tian-Xia in search of adventure several years ago. She practices a distinctive, flowing style of sword dance with her beloved rapier several times a day.

HP/Init/Move/Vision/BAB:

Max HP 25 (3x(1d10+1)) Initiative +5 Vision Low-Light Vision Move 30ft BAB +3
Init=(Dex +3, Swashbuckler +2)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Swashbuckler/3 (Inspired Blade) Favored Class Swashbuckler Alignment Chaotic Good Deity Cayden Cailean XP 7 PP 11 Point Buy 20

AC 18 (Touch 14, Flat Footed 14):

(Base +10, Armor +3, Shield +1, Dex +3, Size +0, Natural Armor +0, Dodge +0, Deflection +0, Nimble +1)
Spell Failure 0% Armor Check - Max Dex +5 SR 0%

Fort +2 Refl +6 Will +1:

Fortitude Base +1 Con +1 Magic +0
Reflex Base +3 Dex +3 Magic +0
Will Base +1 Wis +0 Magic +0

Skills/Languages:

* Acrobatics +9 (DEX +3, Ranks +1, Favored +3, Racial +2, Armor +0, Encumbrance +0)
+ Appraise +1 (INT +1, Ranks +0)
* Bluff +7 (CHA +3, Ranks +1, Class +3)
* Climb +4 (STR +0, Ranks +1, Class +3, Armor +0, Encumbrance +0)
* Diplomacy +7 (CHA +3, Ranks +1, Favored +3)
+ Disguise +3 (CHA +3, Ranks +0)
* Escape Artist +7 (DEX +3, Ranks +1, Class +3, Armor +0, Encumbrance +0)
+ Fly +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
+ Heal +0 (WIS +0, Ranks +0)
* Intimidate +10 (CHA +3, Ranks +3, Favored +3, Trait +1)
* Knowledge, Local +5 (INT +1, Ranks +1, Class +3)
* Knowledge, Nobility +5 (INT +1, Ranks +1, Class +3)
* Perception +5 (WIS +0, Ranks +2, Favored +3)
* Perform (Dance) +7 (CHA +3, Ranks +1, Class +3)
* Profession +0 (WIS +0, Ranks +0)
* Ride +7 (DEX +3, Ranks +1, Class +3, Armor +0, Encumbrance +0)
* Sense Motive +4 (WIS +0, Ranks +1, Class +3)
* Sleight of Hand +7 (DEX +3, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
+ Stealth +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
+ Survival +0 (WIS +0, Ranks +0)
* Swim +4 (STR +0, Ranks +1, Class +3, Armor +0, Encumbrance +0)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Sylvan, Tien

=== Special Qualities ===
Menacing Swordplay Swift action on hit, Demoralize d20+Intim vs. 10+HD+WisMod for Shaken (-2 all d20 rolls), duration 1 rd + 1 rd/every 5 beat the DC
Nonlethal Slashing +1 damage
Critical Hit +1 Panache
Piranha Strike -1 To Hit, +2 Damage
Dodging Panache (Ex)
Opportune Parry and Riposte (Ex)
Charmed Life 3/day Immediate action +3 Saving Throw

=== Weapons === BAB +3 Str +0 Dex +3 WF +1 Nonlethal slashing damage +1 Precise Strike damage +3
Rapier +1 +8 (1d6+7/18-20x2)[+1 if nonlethal] P/S (weapon cord)
Composite (Str +0) Shortbow +6 (d6+0/20x3) P 70ft
Sling +6 (d4+0/20x2) B 50ft
Sap +3 (d6+0/20x2) B nonlethal
Switchblade (melee) +3 (d4+3/19-20x2) P
Switchblade (thrown) +3 (d4+3/19-20x2) P 10ft
Dagger (melee) +3 (d4+3/19-20x2) P/S
Dagger (thrown) +3 (d4+3/19-20x2) P/S (thrown) 10ft
Unarmed Strike: +3 (1d3+0/20x2) B nonlethal
Bite (Fox form): +3 (1d4+0/20x2) B/P/S

CMB/CMD Grapple +3/16 Trip +3/16 Disarm +3/16 Sunder +3/16 BullRush +3/16 Overrun +3/16
CMB = BAB (+3) + STR (+0) + Size (+0), CMD = 10 + BAB (+3) + STR (+0) + DEX (+3) + Size (+0)

Ability Scores: STR 10 (+0) DEX 17 (+3) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 17 (+3)

Racial Innate:
Dancing Lights 3/day

Equipment:

Masterwork Studded Leather (AC +3, Max Dex +5, Armor Check -0, 20 lb, 175gp)
Masterwork Bucker (AC +1, Max Dex -, Armor Check -0, 5 lb, 305gp)
Rapier +1 (d6/18-20x2 P/S, 4 lb, 2320gp)
Switchblade Knife (d4/19-20x2 P, 10ft, 1 lb, 5gp) disguised as roughly-carved stick (Perception DC15 to spot)
Switchblade Knife (d4/19-20x2 P, 10ft, 1 lb, 5gp) in boot
Dagger (d4/19-20x2 P/S, 10ft, 1 lb, 2gp) wrist sheath
Sap (d6/20x2 B, 2 lbs, 1gp)
Composite Shortbow, Str +0 (d6/20x3 P, 3 lb, 0gp)
Arrows, 20
Sling
Bullets, 10
Weapon Cord (Move action to retrieve lost weapon)
Pickpocket's Outfit
Sleeves of Many Garments
Backpack, Masterwork
Rope, silk 50ft
x4 Potion CLW
x2 Liquid Ice
Nightdrops
Wand of CLW 50/50 charges
caltrops
wrist sheath, spring loaded (+2 SoH, Swift action to release) (dagger)
grooming kit
coins (16.8gp)
Weight Allowance: Light 38 Medium 76 Heavy 115

=== Feats ===
Weapon Finesse, Rapier Use Dex instead of Str for attack rolls with rapiers only.
Weapon Focus, Rapier +1 bonus on attack rolls with one weapon.
Fencing Grace (Combat) When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Piranha Strike When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

=== Swashbuckler ===
Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Dervish 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.
Panache (Ex) Max/Starting Panache per day = Cha + Int modifiers. Regain a Panache with a Critical Hit with a rapier.
Deeds Swashbucklers spend panache points to accomplish deeds.
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).
Nimble (Ex) At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

=== Deeds ===
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.
Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex) At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

=== Archtype (Inspired Blade) ===
Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Inspired Finesse (Ex) At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

=== Racial Qualities ===
Type Kitsune are humanoids with the kitsune and shapechanger subtypes.
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.
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.
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.

=== Traits ===
Blade of Mercy When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Convincing Liar (Social) You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is always a class skill for you.

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Levelup History:

1 Swashbuckler HP d10+1=11 ST 12-2 (2 pts) DX 15+2 (7 pts) CN 12 (2 pts) IN 12 (2 pts) WS 10 (0 pts) CH 15+2 (7 pts)
Skills 5+1: Acrobatics, Bluff, Diplomacy, Intimidate, Perception, *Sleight Of Hand
Feat: Slashing Grace Rapier
2 Swashbuckler HP d10+1=7
Skills 5+1: Bluff, Climb, Escape Artist, *Knowledge Local, Ride, Swim
3 Swashbuckler HP d10+1=7
Skills 5+1: Intimidate, Intimidate, Knowledge Nobility, Perception, Sense Motive
Feat: Piranha Strike

Pathfinder Society:

Player: Caro Cogitatus
Character: Jinhong Yeou
PFS#: 106336-4
Faction: The Exchange
Day Job: None
#2-01 Before The Dawn part 1: The Bloodcove Disguise #71159 +1XP, +1PP, +506gp; mwk rapier -320gp, buy 4 potion CLW -200gp
The Favor of Cartahegn Purchase mundate equipment at 10% discount in large settlements on the continent of Garund.
#2-02 Before The Dawn part 2: Rescue At Atlant Ridge #74432 +1XP, +2PP, +515gp; mwk studded leather -175gp, mwk buckler -305gp
#3-11 Quest For Perfection II: On Hostile Waters #56370[/b] +1XP, +2PP, +501+50gp
#3-13 Quest For Perfection III: Defenders of Nesting Swallow #56370 +1XP, +2PP, +524gp +10gp; 2x Liquid Ice -80gp, Wand of CLW -2 PP
#6-05 Slave Ships Of Absalom #92926 +1XP +2PP +514gp
() Budding Friendship If you would not earn a PP from encounters in Absalom, earn 1 PP. One time only.
#2-11 The Penumbral Accords #253109 +1XP, +2PP, +507gp
#6-10 The Wounded Wisp #686641 +1XP, +2PP, +430gp; upgrade Mwk Rapier to +1 -2000gp; purchase Sleeves of Many Garments -200gp; Nightdrops -250gp
() Explore, Report, Cooperate Free or Immediate action, know whether an action will be positive, negative, or neutral to the mission. One time only.
() Prized Find If you would fail to earn a PP, earn it from past glory. One time only.