Kitsune

Jorrast Feorte's page

104 posts. Alias of AGM Lemming.


Classes/Levels

Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+14, Know-Nature+13, Linguistics+14, Perception+13, Sense Motive+14, Stealth+16/+26 | Cantrip: Acid Splash

Gender

Male Kitsune Sylvan Trickster Rogue | HP: 56/58 | AC: 20 T:15, FF:15, 21 in Fox form | Init: +10 | Fort +6, Ref +12, Will +5 | CMB +11; CMD 22 |

About Jorrast Feorte

Basic Details:

Character Name: Jorrast Feorte
Character Race: Kitsune
Alignment: Chaotic Good
Deity: Daikitsu

Current Moderator:
Adventure:
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Gender: Male
Age: 19
Height: 5' 2"
Weight: 120
Eyes: Blue
Hair: Red
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Character Level: 8

Known Languages:
Common, Sylvan, Aklo, Celestial, Elven, Gnome, Skald, Varisian, Tengu, Tian, Shoanti, Ignan, Draconic, Goblin

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: 18 (Roll 15, -1 to Wis, +2 Race, Headband +2)
WIS: 14 (Roll 11, +1 from Int, +2 from Dex)
CHA: 14
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Hit Points: 58 (d8 +2)

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, Armor +5, Deflection/Ring +1) - 22 in Fox form (Dex+7, Size+2, Nat Armor+1, Armor+1, Deflection/Ring +1)
Flatfooted Armor Class : 16
Touch Armor Class: 16

+1 Mithral Chain Shirt: +5 AC

Special Armor Class Notes: None
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Save vs. Fortitude: +6 (Base: +2, Con: +2, Cloak: +1, Trait +1)
Save vs. Reflex: +12 (Base: +6, Dex:+5, Cloak: +1)
Save vs. Will: +5 (Base: +2, Wis: +2, Cloak: +1)

Special Save Notes:
Resist Nature's Lure(Ex): +4 bonus on saving throws against the spell-like and supernatural abilities of fey.
DR 2/cold iron

Offensive data:

Initiative Modifier: +10/+14 (Dex +5, Feat +4, Trait +1)/+4 with Rapier in hand
Base Attack Bonus: +6/+1
Melee Attack Bonus: +5 (Finesse Weapons)
Ranged Attack Bonus: +5

Special Combat Notes:
- Trait: +2 Perception in Surprise Round
- +4d6 sneak attack, Finesse Training Dex-to-Hit & Damage with Light Blades & Slow Reactions: Cannot take AoO for one round.
- Weapon Focus: Light Blades
- Deft Maneuvers: +2 trip & disarm, no AoO, Bluff to Feint as Move action.
- Rapier: +2 to Disarm attempts, CMD vs Disarm, and to Feint checks
- Augment Crystal: Acid attached to Rapier. (From Jorne)
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Weapons:
Dagger d4 | 19-20/x2 | 10' | P or S
+2 Rapier, Dueling d6 | 18-20/x2 | P
Light Crossbow d8 | 19-20/x2 | 80' | P
10 Bolts (durable)

Skills:

Total skill points earned: 11/level (8 + Int(3)) +2 Background Skills

Rogue (Unchained)'s class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha),
Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(dungeoneering)(local)(Int), Linguistics(Int),
Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex), Swim(Str), Use Magic Device(Cha)

Acrobatics: = +18 (Dex 5) 8 Ranks +3 [Class Skill] Race +2
Bluff: = +13/+15 to Feint (Cha 2) 8 Ranks +3 [Class Skill]
Climb: = +8 (Str 1) 4 Ranks +3 [Class Skill]
Diplomacy: = +9 (Cha 2) 4 Ranks +3 [Class Skill]
Disable Device: = +17 (Dex 5) 7 Ranks +3 [Class Skill] MW Tools +2
Disguise: = +8 (Cha 2) 3 Ranks +3 [Class Skill]
Escape Artist: = +13 (Dex 5) 5 Ranks +3 [Class Skill]
Fly: = +8 (Dex 5) 3 Ranks
Heal: = +2 (Wis 2)
Intimidate: = +2 (Cha 2)
Knowledge (local): = +14 (Int 3) 8 Ranks +3 [Class Skill]
Knowledge (nature): = +13 (Int 3) 7 Ranks +3 [Class Skill]
Perception: = +13 (Wis 2) 8 Ranks +3 [Class Skill]
Ride: = +6 (Dex 5) 1 Ranks
Sense Motive: = +14 (Wis 2) 8 Ranks +3 [Class Skill] Trait +1
Spellcraft: = +7 (Int 3) 4 Ranks
Stealth: = +16 (Dex 5) 8 Ranks +3 [Class Skill] +26 in Fox Form
Survival: = +10 (Wis 2) 8 Ranks from Headband
Swim: = +9 (Str 1) 1 Ranks +3 [Class Skill] Flight Hex +4
Use Magic Device: = +14 (Cha 2) 8 Ranks +3 [Class Skill] Ioun Stone +1

Background Skills
Appraise: = +12 (Int 3) 6 Ranks +3 [Class Skill]
Artistry: = +3 (Int 3)
Craft: = +3 (Int 3)
Handle Animal: = +4 (Cha 2) 2 Ranks
Linguistics: = +14 (Int 3) 8 Ranks +3 [Class Skill]
Perform: = +2 (Cha 2)
Profession(Cook): = +6 (Wis 2) 1 Ranks +3 [Class Skill]

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
3rd Level Feat: Weapon Focus: Light Blades
5th Level Feat: Bookish Rogue
7th Level Feat: Expert Sniper: Reduce the penalty for sniping from stealth by 10.

Traits:
Region: Giant Ambivalence: +1 Init & Sense Motive. +2 Perception in Surprise Round
Magic: Havoc of the Society: +1 Force damage to any spell that deals damage.

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
Source Blood of the Beast pg. 12
Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.

Superior Shapeshifter
Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. They gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.

Favored Class Bonus: The rogue gains 1/6 of a new rogue talent.

In Fox Shape:
Size: Tiny (+8 to Stealth)
+4 size bonus to Dex, -2 to Str, +1 to Natural AC
Scent

Class:

Rogue(Unchained)/Sylvan Trickster

Finesse training: Replaced by Elephant in the room Feat Taxes. now uses Deft Manuevers.
- 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.

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.
- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
- These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

****Uncanny dodge: Replaced by Prestige Class

Rogue's Edge: Gain 1 Skill Unlock: Stealth: Reduce the Stealth penalty from sniping by 10.

Rogue Talents:
2nd level: Witch Hex: Evil Eye
4th level: Minor Magic, Note: spell-like ability (no verbal, somatic, focus, or material components)
6th level: Witch Hex: Flight
FCB Bonus 6th level: Witch Hex: Cackle
Slow Reactions (Ex) (Pathfinder Unchained pg. 22): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

Hex Will Save DC17 (10 + 1/2 level + Int(4))

Sylvan Trickster
Skills: Add Knowledge(Nature). Remove Knowledge(Dungeoneering)

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).

Equipment & Gear:

Armor: +1 Mithral Chain Shirt: 2100 GP, 12.5 lbs

Weapons:
- +2 Rapier, Dueling: 2 lbs
- Dagger 1 lb
- Light Crossbow 4 lbs
- Durable Crossbow Bolts(10) 1 lb

Belt of Incredible Dexterity +2: 1 lb
Headband of Vast Intelligence +2, Skill Survival: 1 lb
Cloak of resistance +1: 1 lbs

**Ring of Greenwatch: (Ring of communication, ring of sustenance, ring of message, Regeneration 1/acid, deflection +1, dungeon prisoner’s ring)
**Tracking Crystal from Jorne

Ring of Eloquence, it's languages are Sylvan, Elven, and two elemental languages of your choice: Ignan, Terran, Auran, Aquan.
All of your wishes will be found within the fort.

Ioun Torch

Backpack: 2 GP, 2 lbs: Total: 11 lbs
Waterskin 4 lbs
Rations, 2 days: 2 lbs
Masterwork Thieves Tools: 2 lbs
Traveling Spellbook: 1 lb
Adding Cantrips: 7.5 GP, Spellcraft DC15 to understand: 60 GP

Pouch, Belt: .5 lbs, 1 GP: Total: 4.5 lbs
Flint and steel
1 Alchemist's Fire(flask): 1 lb
1 Acid Flask: 1 lb
2 Sunrods: 2 lbs
Wand CLW: 49 charges: 1 lb
Wand of Fireball (CL 5, DC 14, 45 Charges)

Total weight carried:
Weapons: 8 lbs
Armor: 12.5 lbs
Equipment: lbs

Carrying capacity : Light -> 43 lbs, Medium -> 86 lbs, Heavy -> 130 lbs

Starting Gold: 15,000 GP
Weapons: 2,047 GP
Armor: 2100 GP
Equipment: 10,035 GP

Remaining Gold: 80 Platinum, 1318 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?