About K'Kei HikaruK'Kei Hikaru
************* [dice=to hit w/+1 Cold Iron, Merciful scimitar]1d20+14/+9[/dice]
racial abilities:
Standard Racial Traits Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
swashbuckler (whirling dervish) abilities:
Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache. Merciful (Ex) While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender. This ability alters panache. Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. 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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. 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. Swashbuckler 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. Dervish Finesse (Ex) A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler's finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit. This ability alters swashbuckler finesse. 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). Dervish Dance (Ex) At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites. 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). Bonus Feats At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites. In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level. Swashbuckler Weapon Training (Ex) At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). living monolith abilities:
Weapon and Armor Proficiency A living monolith gains no additional weapon or armor proficiencies. Soul Stone (Su) During his induction into this prestige class, a living monolith has a stone scarab embedded in his forehead, often set with gems or inlaid with precious metals. This stone is inscribed on its inner side with the monolith’s true name and his oaths to the gods and pharaohs. It cannot be removed without his permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot. The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels. A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid). Ka Stone (Su) A living monolith with a ka stone gains Toughness as bonus feat. In addition, when a living monolith uses his ka stone to increase his size, his base attack bonus from his living monolith class levels is equal to his living monolith level. Stone Blood (Ex) At 2nd level, the vital fluids and tissues of a living monolith can selectively petrify in response to injury. A living monolith automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain. Fortified Flesh (Ex) At 3rd level, the flesh of a living monolith takes on the hardness of stone. A living monolith gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor). At 5th level and again at 8th level, this DR increases by 1 and the immunity to critical hits increases by 10%. When a living monolith uses his soul stone to increase his size, these defenses temporarily increase by an additional 1 and 10%, respectively. At 5th level, a living monolith becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot). Stability (Ex) At 4th level, a living monolith becomes exceptionally stable on his feet, gaining a +4 bonus to his CMD when he resists a bull rush or trip attempt while standing on the ground. This stacks with a dwarf ‘s stability trait and similar abilities. Tombsight (Su) At 4th level, a living monolith can perceive the balance of life and death within those he sees, as if using deathwatch and detect undead simultaneously. This power can be used at will and lasts as long as the living monolith concentrates. Greater Ka Stone (Su) At 5th level, when a living monolith with a ka stone invokes his ka stone’s power to increase his size, the living monolith gains the benefit of righteous might rather than enlarge person. The DR gained from righteous might is based on the living monolith’s alignment. A neutral living monolith must choose which DR to gain from this ability. Once made, this choice cannot be changed. traits:
Paragon of Speed Benefit: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks. Witty Repartee You are quick with your tongue and have always possessed the talent to quickly admonish your enemies. Benefit: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you. feats:
Iron Will +2 will saves (1st lvl) Weapon Finesse you may use your Dexterity modifier instead of your Strength modifier on attack rolls with light or one-handed piercing 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. (bonus feat, works with scimitar, too) (bonus feat) Endurance Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Extra Panache Benefit: You gain two more panache points at the start of each day, and your maximum panache increases by two. Special: If you have levels in the swashbuckler class, you can take this feat multiple times. Its effects stack. (bonus feat 4th lvl) Toughness You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (bonus feat, ka stone) Improved Critical (w/scimitar) Attacks made with your chosen weapon are quite deadly. Benefit: When using the weapon you selected, your threat range is doubled. (bonus feat, swashbuckler weapon training) (5th lvl) Combat reflexes Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. (5th lvl) Tengu Wings Prerequisites: Character level 5th, tengu. Benefit: Once per day, you can sprout a pair of giant black crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level. Tengu Raven Form (Tengu) You can shift into the form of a giant black raven. Prerequisites: Tengu Wings, character level 7th, tengu.
equipment:
for current adventure only: normal morningstar MW adamantine scimitar [dice=to hit]1d20+14[/dice] [dice=dmg if hits]1d6+5[/dice] 15-20/x2 S
backstory:
"I was hatched in Minkai and had a very good life there... I was content and just ready to move on from my home town and seek out a mate, when I fell asleep by a torii. When I awoke, I was in a strange land where everyone spoke a strange language. It must have been a magical torii for I was in Andoran. Luckily I met a nice man who spoke Minkaian and he taught me Common. Turns out he was a Pathfinder named Seijiro. He brought me to Absalom where I signed up to be a Pathfinder too. " note: caught a Bulette!!! Currently, when not undertaking missions for the Pathfinder Society, Hikaru can be found traveling and living with the Umbral Circus in Varisia. He is in love with the sphinx, Jherizhana, a 'featured act' in the circus, and the two live together in her wagon whenever he can be with her. He keeps himself busy around the carnival doing whatever odd jobs Almara Delisen, the carnival founder, needs done. (see below under Hikaru and the Umbral Circus) Almara Delisen:
Jherizhana:
Sheriff Kyra Feldane of Ilsurian:
Harrow reading:
The All-Seeing Hajek stares at Hikaru, then nods to the cards before her. “These three columns are your life.” First she points to the three cards in the left column. “This is the past.” Flip. An ant, wearing a crown. “‘The Queen Mother!’ She searches for something. She represents the need to belong, to be part of something bigger, to be in a society.” Flip. “‘The Publican’. Fellowship and Camaraderie, a place of refuge for those in need, but... it is misaligned. Perhaps the refuge is false. Perhaps it was a place where you once thought you belonged, but found out that you didn’t.” She looks you over and shakes her head. “This is the card of orphans and outcasts.” Flip. “‘The Desert.’” She points to the last card in the column and scowls. It depicts a sphinx traveling across the sands. She gazes at Hikaru with her deep green eyes, like she is plumbing his soul. “The sphinx on this card is a red herring. It’s as insignificant as that preening monster over there who pretends to be a seer. The one whose ticket you bought before you bought mine. Pah! She is nothing!” The All-Seeing Hajeck scowls even deeper as the dog show interrupts her reading with frantic, hyper barking, and then she takes a deep breath and recollects herself. “No, what is important here are the burning sands, an environment so bleak that none can survive it without aid. For those who find that aid, the journey across the wastes can lead to great things. These three cards indicate a powerful yearning to be part of something. A need for fellows. Perhaps a quest that will bring strangers together and give them a new purpose.” Her fingers point to the central column. “The present. Let’s see what problems you face now, shall we?” Flip. “‘The Snakebite?’ Huh. A vile, poisoned weapon. Poison takes many forms—not all of them physical. The poison on the assassin’s blade represents the death of ideas and freedom, as well as the ability to turn friends against each other or poison the minds of the virtuous.” She taps the card, spins it with a finger. “However, snakes are notorious for turning. Misaligned, this card can mean a mental leap, a new friendship, or a discovery.” Flip. “‘The Midwife.’” She studies the card a moment, then looks at Hikaru with narrowed eyes. “This is something new. Someone who just entered your life recently. The midwife is a conduit to creation, although she does not create on her own. She’s a key that lets new life or information into the world. Her heart can see the good in even the worst situation. Hold on to her.” Flip. “‘The Crows.’” She sucks in her breath as she takes in the upside down card. “How... interesting.” The barking grows louder, and her lips purse. “Excuse me.” She leans out of the tent. “If you do not SHUT those dogs UP, I will DISMEMBER every one of those foul, barking curs myself!” In the background, you can hear jeers and raspberries from the animal handlers. “Shut it yourself, witch!” She turns back to Hikaru. “Where were we? Oh yes. The crows are a dangerous bunch of rascals who sow chaos wherever they go, violently taking that which is loved for the most selfish of reasons. When ‘The Crows’ appear, murder, theft, or other shocking loss occurs.” She then holds up a hand. “SIT DOWN. Note that the card is upside down.” She raises and eyebrow and cracks a crooked smile, full of missing teeth. “If misaligned, perhaps the crows aren’t the rascals who caused this mayhem. Perhaps such acts can be averted or the thievery is a just one. Perhaps they are even vigilante heroes.” She waves a hand at the final column. “The future. Do you dare see it, boy? Very well.” Flip. “‘The Hidden Truth.’ The ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets.” Flip. “‘The Carnival!’” She cackles madly. “A card of illusions and false dreams. Danger lies in your future, but it is not the danger you expect. The Carnival is an important card for you because it is a card for fools. It was foolish to come here…” Flip. “‘The Forge?’” She looks almost disappointed, perhaps not seeing the disaster she was expecting. “It evokes strength through great diversity. The blacksmith represents those who can survive the mephits’ trial by fire, but ‘The Forge’ possesses a fire is so strong it burns many to cinders instead.” She wags a warning finger at Hikaru. “This card represents a dangerous event that needs many sources of strength to overcome.” The mad barking continues and she tenses. “Well boy. Questions, or are you going out to face the mad destiny that awaits you?” Hajeck looks at the central card in the spread, glances again at Andrietta, and raises both eyebrows high. Then her gaze returns to Hikaru. "Keep your money. I will take none from you or your fellows, but I shall give you no more readings either. When the time comes, remember me, and suggest that a powerful witch like me needs a place as far away from the thrice-damned dogs as possible. Will you remember that, boy?" Hikaru and the Umbral Circus:
Almara: Hikaru comes to Almara and asks simply and plainly... "I want to travel and live with your nomadic enterprise so that I can remain near Jherizhana... I will learn whatever it takes to be a contributing member of the circus... I'm handy with a blade and can easily obfuscate my words so as to befuddle and confuse others if those skills can be of use to you. All of this of course pertains only if Jherizhana will have me near her so much. I have yet to approach her on the subject until I'd spoken with you. Also, I may have to leave from time to time for missions for the Society, but hopefully those will be few and far between. So, what say you?" Jherizhana, assuming Almara says 'yes': "Hullo, dear lady. Will you allow me to be near you? I have arranged to join the circus and travel with you, if you'll have me. I want to get to know you better and share what we can. I... like you a lot.. perhaps love will come in time and I'd like that. Of course, if you don't feel the same, tell me now, so I'll know. Don't spare my feelings, as in the long run, it would be better to be honest up front. But, if you DO say 'no', I hope we will remain friends at least. My feelings for you will not change even if you don't share them. But I beg you, if you have even the slightest feelings for me, I hope you will say yes, so we can at least have a chance for more." He looks at her hopefully, with liquid eyes, black and fathomless. At the Umbral Carnival “Oh, Hikaru, our stories were meant to be told together! Let us journey, and find where our tale leads us!” A bard grins and takes the swashbuckler’s hand. “Want to play at being one of my guards? It would add to the Sphinx’s reputation to have a fine exotic swordsman like you at her side! Where do you want to be from? Ustalov? Tien? Or perhaps you can be the former dread pirate Hikaru!” living monolith:
Hit Die: d8.
To qualify to become a living monolith, a character must fulfill all of the following criteria. Base Attack Bonus: +5.
|
