Ameiko

Kaneko's page

71 posts. Organized Play character for Helaman.


Full Name

Kaneko

Race

Female Hwangot Aasimar

Classes/Levels

Cleric 2 (Mendevian Priest Archetype) / Fav. Class

Gender

AC18/Touch12/Flatfoot16/CMD 14||HP18/[18]| Fort:+5 ;Ref:+2 ;Wil+5|Percept +5/Sense Motive +7|Init+2|

Size

Fame 6 | Prestige 4 | 3 XP

Age

20

Special Abilities

Domains: Glory

Alignment

Neutral Good

Deity

Shizuru

Location

Hwanggot

Languages

Common,Celestial,Tien, Hwan

Occupation

Priestess

Homepage URL

http://sdrv.ms/Sq8Guo

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Kaneko

PFS#38110-7

HP18 (level 2 fav class to HPs)
AC: 18 (Armour +6, Dex +2) Flatfoot 16 Touch 12
BAB + 0 /CMB +2/CMD 14
Fort +4 (+2 Con)
Ref +2 (+2 Dex)
Will +4 (+2 Wis) and +2 trait bonus on all saving throws against charm and compulsion effects.

Weapons

Spoiler:

Katana +2 (Str +2) 1d8 S 18-20/X2
Hanbo +2 (Str +2) 1d6 B 20/X2
Longspear +2 (Str +2 + 1/2 Str) 1d8 P 20/X3

Traits

Spoiler:

The following are regional traits for Hwanggot.
Altruistic Diplomat: Your upbringing in Hwanggot has influenced you to be both peaceful and wise, and your arguments are consistently sound. You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.

Birthmark
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Feats

Spoiler:

Combat Reflexes - +2 (dex) Attacks of Opportunity per turn, may also make attacks of opportunity while flat-footed.
*Mendevian Priests gain Heavy Armour Proficiency

Skills

Spoiler:

1st - Skills 2 + Favored Class
2nd - Skills 2

Diplomacy 1 +9 (+1 rank/+3 class skill/+2 trait/+2 Race/+1 stat)
Knowledge Religion 1 +4 (+1 rank/+3 class skill)
Heal 1 +7 (+1 rank/+3 stat/+3 class skill)
Knowledge Planes 1 +4[+5] (+1 rank/+3 class skill, can make checks untrained and at +1/2 level bonus for checks regarding demons, demonic cults, and their magic)
Perception 0 +5( +0 Skill/+2 Race/+3 Stat)
Sense Motive 1 +7 (+1 rank/+3 class skill/+3 stat)

Class and Race Abilities

Spoiler:

Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

4/Day DC vs Undead is 14 (Inc. + 2 Domain Bonus) 1d6

A cleric must be able to present her holy symbol to use this ability.

Demonic Knowledge (Ex): At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, a Mendevian priest gains a bonus on the check equal to half her class level (minimum +1) and can make these Knowledge skill checks untrained.

Teamwork Feat: At 4th level and 8th level, the Mendevian priest gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Domain: Glory / Heroism
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

[spoiler]
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th-greater heroism, 7th—holy sword, 8th—holy aura, 9th—gate.

Spells

Spoiler:

0: Detect Magic, Light, Guidance, Read Magic
1: Domain: Shield of Faith, Wis Bonus: Bless, Magic Weapon and Protection from Evil

Equipment

Spoiler:

4 Mirror Armour - 45gp
Katana - 50gp
Hanbo - 1gp
Backback - 2gp
Flint and Steel - 1gp
Holy Symbol (Wooden) - 1gp
Flint and Steel - 1gp
2 Wandermeals - 0.02cp
1 Flask of Water - 0.03cp
Whetstone - 0.02cp
Left GP 48gp. 9sp. 3cp

2pp - Wand of Cure Light Wounds
+553gp
Alchemist Fire (-20)
Holy Water (-25)

Gp - 508gp 9sp 4cp.

GM credit - Master of Fallen Fortress gold - 479 = 987gp 9sp 4cp.

*Buying*
Dagger 2gp
Cold Iron Longspear 10gp
Masterwork Backpack 50gp
Potion Cure Light Wounds 50gp
Oil of Bless weapon 50gp

= 825.94

+ City of strangers gold 512.

= 1337

-Background-

Spoiler:

Kaneko, born to a samurai family in the far lands of Hwanggot has been marked since birth for a higher purpose... not only by divine heritage but also by the prominent sunburst birthmark her right cheek. Her family, originally of Minkai descent had fled to Hwanggot to avoid the rule of the Jade Regent.

While raised in Hwanggot, she was part of an expatriate community of many nationalities. She was regarded as auspicious and from time to time was called to help as a mediator of sorts.

It is unusual for the worshippers of Shizuru to travel far into the lands of Arivistan and away from Tian Xia but as a child, because she was regarded as an object of divine favour, Kaneko was part of a warrior pilgrimage that travelled to Mendev and sought to do their part in battling the denizens of the Worldwound. Like most such undertakings, it was glorious but short and Kaneko was one amongst a handful of survivors stranded in a strange land. Fortunately she and the survivors were taken in by faithful warriors of several faiths with whom there was some common ground.

She spent years in training for battle and also in understanding the strengths and weaknesses of demons. When the last of her companions from Minkai died, she was alone and without the knowledge to return home. Prayer offered no inspiration but a chance meeting of a Pathfinder of Tian Xia descent prompted her to move travel to Absolom and seek further knowledge. She only served for brief period as an initiate as she was able to publish a paper detailing Tian observations of the Mendevian Crusades and of her journeys.

Kaneko is happy to serve as a pathfinder for the moment until Shizuru inspires her to walk another path.

Shizuru: (LG) - ancestors, honor, the sun, swordplay
Domains: Glory, Good, Law, Repose, Sun Chosen Weapon: Katana