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About Jorrast FeorteBasic Details:
Character Name: Jorrast Feorte Character Race: Kitsune Alignment: Chaotic Good Deity: Daikitsu ------------------
Known Languages:
Stats & HP:
STR: 12 (Roll 13, Race -2, Level 4 +1) DEX: 20 (Roll 18, -2 to Wis, Race +2, Belt +2) CON: 14 (Roll 14) INT: 20 (Roll 15, -1 to Wis, +2 Race, Headband +2, from Wishes +2) WIS: 16 (Roll 11, +1 from Int, Headband +2, +2 from Dex) CHA: 14 ---------------------- Hit Points: 68 Appearance:
In native Kitsune shape Jorrast is pretty average looking, maybe a little short.... A rapier, dagger and light crossbow are all that is visible for weapons. In human form his body size and shape do not change. He has curly red hair, pale skin and blue eyes. Defense & Saves:
Armor Class: 21 (Base: 10, Dex +5, Monk +2, Wisdom +3, Deflection/Ring +1) - - - - - - - 26 in Fox form (Dex+7, Size+2, Nat Armor+1, Monk +2, Wisdom +3, Deflection/Ring +1) Flatfooted Armor Class : 16 / 19 Touch Armor Class: 21 / 25 Special Armor Class Notes:
Special Save Notes:
Offensive data:
Initiative Modifier: +10/+14 (Dex +5, Feat +4, Trait +1)/+4 with Rapier in hand Base Attack Bonus: +8/+3 Melee Attack Bonus: +5 (Finesse Weapons) Ranged Attack Bonus: +5 Special Combat Notes:
Skills:
Total skill points earned: 12/level (8 + Int(4)) +2 Background Skills + 8 Ranks Survival from Headband Rogue (Unchained)'s class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha),
Additional for Monk: Knowledge(history)(religion)(Int), Ride(Dex) Acrobatics: = +18 (Dex 5) 8 Ranks +3 [Class Skill] Race +2
Background Skills
Feats & Traits:
1st level Feat: Improved Initiative Rogue Finesse training: Deft Maneuvers: - No AoO when performing a trip or disarm combat maneuver. +2 bonus on trip and disarm combat maneuvers. Bluff check to feint in combat as a move action. +2 to your CMD against trip or disarm. Racial Trait Bonus: Fox Shape 1st Level Monk Bonus: Deflect Arrows 2nd Level Monk Bonus: Dodge 3rd Level Feat: Weapon Focus: Light Blades 5th Level Feat: Bookish Rogue 6th Level monk Bonus: Gorgon’s Fist 7th Level Feat: Expert Sniper: Reduce the penalty for sniping from stealth by 10. Traits:
Rostlander: +1 trait bonus to Fort Saves
Race:
Kitsune ****+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak. Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes. Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Kitsune have a base speed of 30 feet. Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light. 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. Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following languages: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. Keen Kitsune
Superior Shapeshifter
Favored Class Bonus: The rogue gains 1/6 of a new rogue talent. In Fox Shape:
Class Rogue:
Rogue(Unchained)/Sylvan Trickster Finesse training: Replaced by Elephant in the room Feat Taxes. now uses Deft Manuevers.
Sneak attack +4d6: ****Trapfinding: Replaced by Prestige Class Evasion: If an attack allows a Reflex save for half damage, success equals no damage. Danger sense +2: Bonus to saves against traps. Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
****Uncanny dodge: Replaced by Prestige Class Rogue's Edge: Gain 1 Skill Unlock: Stealth: Reduce the Stealth penalty from sniping by 10. Rogue Talents:
Hex Will Save DC18 (10 + 1/2 level + Int(4)) Sylvan Trickster
Wild Empathy: As per Druid. 1d20 + Level + CHA(2), similar to Diplomacy to influence animals. Fey Tricks: Can use Rogue Talent to select Hex. At 10th level can select Major Hex. At 18th level can select Grand Hex. Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Replaces Uncanny Dodge. Fey Resistance (Ex): At 8th level, a sylvan trickster gains DR 2/cold iron. At 11th level and every 3 levels thereafter, this damage reduction increases by 2 (to a maximum of DR 10/cold iron at 20th level).
Class Monk:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects. Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Evasion (Ex): Already had with Rogue Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed. Ki Pool (Su): 7 points: At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. - Level 4: Qinggong Power (Su): Barkskin: +3 to AC for 80 minutes - Level 6: Elemental Fury (Su) (Pathfinder Unchained pg. 16): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power. - Level 8: Freedom of Movement (Su) (Blood of the Beast pg. 31): A monk with this ability can spend 1 ki point as a swift action to gain the effects of freedom of movement for 1 round. The monk must be at least 8th level before selecting this ki power. Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Equipment & Gear:
Weapons:
Belt of Incredible Dexterity +2: 1 lb
**Ring of Greenwatch: (Ring of communication, ring of sustenance, ring of message, Regeneration 1/acid, deflection +1, dungeon prisoner’s ring)
Ring of Eloquence, it's languages are Sylvan, Elven, Ignan, Auran. Backpack: 2 lbs: Total: 11 lbs
Pouch, Belt: .5 lbs: Total: 4.5 lbs
Total weight carried:
Carrying capacity : Light -> 43 lbs, Medium -> 86 lbs, Heavy -> 130 lbs Remaining Gold: 80 Platinum, 1318 GP, +600 gp +1100 GP
Spells in Book: 8:
Acid Splash: Orb deals 1d3 acid damage. Dancing Lights: Creates torches or other lights. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Grasp: Retry a Climb check as an immediate action Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Prestidigitation: Performs minor tricks. Movement: 30', 40' in Fox form Character History:
I come from a small Kitsune family in Ordu-Aganhei, in the great nation of Hongal. Most of my family stay in human form all the time, only letting a few very trusted friends know that they are other than that. We worked with a merchant company, hauling trade items back and forth over the Path of Aganhei to Avistan and back. That gave me a fairly good understanding of trade with various races of the world, and a good 'ear for languages'. I was seventeen on my last trade run with my family. I was getting bored with it and wanted to dodge my responsibility to take over the work when my father was too old. That day was many years away, or at least it seemed to be to me.... and there were several others in the family that might actually want the task. I had learned how to take care of myself, to fight or to recognize when it was time to run. And I had learned skills that could be useful to adventurers. I decided to strike out on my own. Well, in the company of a different trade caravan headed south. I made it as far as Varisia and was fascinated by the people. In Riddleport I had a thief snag my belt pouch with all of the gold that I had.... Well, actually I knew better than to carry gold in my belt pouch, but he did get away with a good pouch, a couple silver and a few copper. He was my introduction to one of the groups of thieves in the city. I had secured most of my valuables in a rented room, hidden where only a really determined searcher might find them. Then I followed the thief in my fox form. Most people don't even notice me in fox form, but the animals sometimes do. I did see him sneak into a building just as a HUGE dog decided to chase me down and try to explain that he was the alpha male in this area. It took me the better part of a half hour to lead the mutt out of town, change back to my regular form and kill it. I probably should mention something here. Several years back I had encountered a magical creature, one of the rather strange fey. She was a witch and I befriended her, and over some time had learned from her. She wouldn't teach me her language, supposedly because I could use that to trick other fey creatures, but she spoke sylvan. From her my learning branched to include magical hexes. I also learned the casting of the simplest magics a mage could use. Oddly enough I know that few can use magic in animal form, other than druids, but I can use some of my magics in fox form. Basically, I don't actually cast spells, I just will my magic to happen. Anyway, I considered using my magic against the dog, but I didn't want anyone in the city seeing a fox kill a dog with magic. I mean, what would you think if you saw a dog chasing a fox, then the fox turns and a small splash of acid flies at the dog and opens a huge hole in it's belly? So, I waited until we were out of the city and into some cover before I changed back to human form and killed it. I waited a couple of days then before returning to the building that I'd seen the boy sneak inside. I waited until I saw the boy exit the building and I stepped in front of him. I had thought that he might recognize me and run so I tossed him a gold coin as I stopped there. I asked him to introduce me to his master. I could go on for a while on that meeting and some of the work that I did there.... Maybe later. Or maybe not. I did finally decide to leave.... Maybe I was homesick? Or maybe I took liberties with a lady friend of a high ranking guild member? Either way I doubt I'll be returning to Riddleport anytime soon. I had snagged a poorly drawn map of the known world. Maybe I wanted to know what country I was in, or where I was headed, or maybe I wanted to be able to one day turn around and head home? Anyway, I made my way to Kaer Maga. I'm keeping this relatively brief as the day-to-day nonsense and encounters would likely be boring. But in Kaer Maga I discovered just how disgusting people could be in a quest for power. I heard of a thing called a bloat mage, and just had to check it out. Fortunately I was able to join with a group of people as I don't know if I could have defeated it alone, or even escaped alive. I'm told that it was originally human, but the focus on gaining arcane might over even maintaining what the creature had been? Anyway, it was disgusting and now it is dead. That got me to depart another city where I had learned that I didn't fit in. I traveled across the less than fully friendly Lastwall, then skirted between Ustalov and Razmiran having heard tales about both. I got into the River Kingdoms, again enjoying the enhanced stealth that I enjoyed in my fox form to escape detection by many dangerous encounters. As I progressed into the lands I started hearing interesting stories of a rising kingdom to the east in an area called Greenwatch. Supposedly there was a new force in the area organizing a kingdom that worked with the peaceful forces that were already there. This group apparently worked in harmony with nature and a diverse group of allies for the betterment of all. I was curious and wondered if I could finally find a home in such a place. I continued east and a little bit north looking for their people, possibly a group called the Reeves. Maybe I could join with them as a scout?
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