Blackfire Adept

Kasani Takahashi's page

124 posts. Alias of John Hathaway.


Classes/Levels

retired

About Kasani Takahashi

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Kasani Takahashi
Nagaji (humanoid; reptilian) Samurai 2/Sorcerer (Serpentine) 1
Favored Class: Samurai (+1 skill pt/lvl)
Alignment: Neutral Good
Languages: Common, Draconic
Senses: Lowlight vision

Str 17 (+3)
Dex 14 (+2)
Con 11 (+0)
Int 11 (+0)
Wis 14 (+2)
Cha 17 (+3)

Stat Array #3 (14,15,14,13,11,15) | +2 Str, +2 Cha, -2 Int (Racial)

Combat Info
HP: 20 10 + (1/2HD +1)/level
BAB: +2
CMB: +5
CMD: 17
Initiative: +3 (+2 Dex, +1 trait)
Speed: 30

AC: 20 (12 T / 18 FF) (+7 armor, +2 dex, +1 natural)
Fort: +3 (+3 base, +0 Con)
Ref: +2 (+0 base, +2 Dex)
Will: +4 (+2 base, +2 Wis)
(+2 vs mind-effecting + poison)

Equipment
Coins: 330gp 4sp
Naginata, mwk [broken]
Wakizashi, mwk alchemical silver [broken]
Wakizashi, mwk cold iron [broken]
Longbow, mwk composite +3 [broken]
Gauntlet, spiked
Quiver of arrows (40)
Kusari gusoku, mwk [broken]
Barding, scale mail
Backpack [broken]
Bedroll [broken]
Map/Scroll cases (3)
Flint & Steel
Bullseye lantern [broken]
Lantern Oil (5 flasks) [destroyed]
Belt Pouches (4) [broken]
Rope, silk (100 ft) [broken]
Tent [broken]
Traveller's Outfit

starting gear:

Naginata, mwk ... 335gp
Wakizashi, mwk alchemical silver ... 355gp
Wakizashi, mwk cold iron ... 370gp
Longbow, mwk composite +3 ... 700gp
Gauntlet, spiked ... 5gp
Quiver of arrows (40) ... 2gp
Kusari gusoku, mwk ... 500gp
Barding, mwk scale mail ... 350gp
Backpack ... 2gp
Bedroll ... 1sp
Map/Scroll cases (3) ... 3gp
Flint & Steel ... 1gp
Bullseye lantern ... 12gp
Lantern Oil (5 flasks) ... 5sp
Belt Pouches (4) ... 4gp
Rope, silk (100 ft) ... 20gp
Tent ... 10gp

Traveller's Outfit ... free

Starting Gold: 3,000gp
Spent: 2,669gp 6sp
Remaining: 330gp 4sp

Zefā:

Zefā
N Large Animal (air)
Init +3; Senses low-light vision; Perception +1
Armor Class: AC 19, touch 11, flat-footed 18 (+5 scalemail barding, +1 Dex, +4 natural, -1 size)
Saves: Fort +5, Ref +4, Will +1
Speed: 50 ft

HP: 15 (2d8+4)
BAB +1
CMB +3 (+1 BAB +1 Str +1 size)
CMD 16 (20 vs. trip) (10 +CMB +3 Dex)

Stats: Str 16 (+3), Dex 13 (+1), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)

Feats: Armor Proficiency (light), Armor Proficiency (medium)
Skills:
Acrobatics (Dex) +2 (1 rank, +3 trained, +1 Dex, -3 ACP)
Fly (Dex) +8 (1 rank, +3 trained, +1 Dex, +8 maneuverability, -2 size, -3 ACP)

Companion Abilities: link

Tricks Known 4 [3(int) + 1(eff druid lvl 1)]
Come (DC15)
Heel (DC 15)
Stay (DC 15)
Work (DC 15)

Elemental Born (air) Abilities
The creature gains Resistance/shock 5. Additionally, the creature gains the ability to run on thin air. If the creature stops moving, it falls immediately under normal falling rules. It may move at it's normal land speed in a flat plane, or spend 10 ft of movement to gain 5 ft of height. The creature also gains a bonus to it's initiative equal to half it's hit dice (minimum 1). The creature may ignore difficult terrain while running on air, even if only running above the top of the terrain.

Base Companion Stats
Horse
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent
4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained

Samurai Class Abilities:

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability.

A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Ronin Order:

Edicts: These are the oaths of Kasani. 'Discipline is the foundation. Above discipline, station. Above station, service. Above service, the hunt. I will help those who are helpless. I will be a shield for the shieldless and a sword for the swordless. But above all, I will hunt the lawless poison ones and their cursed brethren.'

Skills: Knowledge (local) and Survival

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Order Abilities:
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Sorcerer Class Abilities:

Class Skill: Diplomacy

Bonus Spells: hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th)

Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff), Stealthy

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Bloodline Powers: The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.

Serpent's Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Traits, Feats, and Skills
Traits: Arcane Temper, Oathbound
Feats: Power Attack (Lvl 1), Cleave (Lvl 3), Eschew Materials (Sor 1)
Racial Traits: reptilian, armored scales, resistant, serpent's sense

Detailed Traits:

Arcane Temper (magic): You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Oathbound (faith): You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

Detailed Feats:

Power Attack: (Prereq: Str 13, BAB +1)
Benefit: 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 increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on 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 every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an 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.

Cleave: (Prereq: Power Attack, Str 13, BAB +1)
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Detailed Skills:

Skill Points/Samurai level: 5
Skill Points/Sorcerer level: 2
class skill // Armor Check Penalty = -6 // Total Skill Points: 10

Acrobatics: -4 = +0(ranks) +2(dex) -6(acp)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +3 = +0(ranks) +3(cha)
Climb: -3 = +0(ranks) +3(str) -6(acp)
Craft: +0 = +0(ranks) +0(int)
Diplomacy: +8 = +2(ranks) +3(trained) +3(cha)
Disable Device: +2 = +0(ranks) +2(dex)
Disguise: +3 = +0(ranks) +3(cha)
Escape Artist: -4 = +0(ranks) +2(dex) -6(acp)
Fly: -4 = +0(ranks) +2(dex) -6(acp)
Handle Animal: +9 = +2(ranks) +3(trained) +2(wis) +2(class) +2(racial)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: +3 = +0(ranks) +3(cha)
Knowledge (arcana): +5 = +2(ranks) +3 (trained) +0(int)
Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
Knowledge (engineering): +0 = +0(ranks) +0(int)
Knowledge (geography): +0 = +0(ranks) +0(int)
Knowledge (history): +0 = +0(ranks) +0(int)
Knowledge (local): +5 = +2(ranks) +3(trained) +0(int)
Knowledge (nature): +0 = +0(ranks) +0(int)
Knowledge (nobility): +0 = +0(ranks) +0(int)
Knowledge (planes): +0 = +0(ranks) +0(int)
Knowledge (religion): +0 = +0(ranks) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +4 = +0(ranks) +2(wis) +2(racial)
Perform: +3 = +0(ranks) +3(cha)
Profession: +2 = +0(ranks) +2(wis)
Ride: +7 = +2(ranks) +3(trained) +2(dex)
Sense Motive: +2 = +0(ranks) +2(wis)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +0 = +0(ranks) +0(int)
Stealth: -4 = +0(ranks) +2(dex) -6(acp)
Survival: +6 = +1(ranks) +3(trained) +2(wis)
Swim: -3 = +0(ranks) +3(str) -6(acp)
Use Magic Device: +7 = +1(ranks) +3(trained) +3(cha)

Spells Known:

Background:
In her youth, Kasani found her place and her station. She drew comfort from her daily routines, stability from her lessons, and happiness from her family, even though she was nagaji and those in her adoptive village were not. Life was peaceable and ordered. It was a life Kasani enjoyed.

Some years after her adolesence, as her parents grew gray as she grew strong, Kasani ventured out with a merchant caravan after the rainy season had come to an end. She was a solid fighter, versed in several weapons with the discipline and wisdom to know when to keep them sheathed. During their travels, Kasani and the others came across a terrible sight.

The village which they'd intended to first stop at had been devastated, its people slaughtered with only a few broken survivors left behind. One such man, his head wrapped in a bloodied bandage, fell away at the sight of young Kasani as he cursed her for coming back to finish what her kind had wrought. The man's reaction shook Kasani, but as she and the others helped those they found, a clearer picture began to form.

An aghasura had laid waste to the village, tempting its simple folk in close with its serpentine dance before lashing out with hungry blades and wicked fangs. Kasani trembled at the thought of it, angered that she might be associated with such calamity for the ophidian heritage she and the dark asura seemed to share.

After helping the survivors and taking those wounded with them who would not survive on their own, Kasani served out the remainder of her duty to the caravan and her village, escorting the people to and fro until at last their journey was done and they'd come home to her village once more. A week later, Kasani bid her parents farewell and broke what ties and bonds of duty she had to her home. A new duty had presented itself to her, and Kasani could not resist its call.

The village was proud of their brave warrior and blessed Kasani with a sacred gift as she departed. Known for the mystical horses bred in their valley, her adoptive home gifted her with the finest of the herd, a gentle but flighty mare Kasani dubbed Zefā.

Together, the two set out alone to hunt down any asura they might find and to render what aid they might along the way.

Personality/Mannerisms:
Kasani is an earnest and respectful woman, driven and focused on her over arching goals, but patient and kind. While she makes it a point to be respectful and to honor custom and ceremony wherever she might be, she's also willing to subvert social mores and station if it means helping someone in need. While she isn't one to dole out food to the hungry or coins to the destitute, she will step in and intercede on behalf of those who are threatened or in danger.

Most find that Kasani has a smooth and sultry voice, though many find her unblinking gaze due to her lidless eyes unsettling. And while she is able to weave magics into her voice and gaze to capture the hearts of man and beast alike, she prefers to avoid its use against intelligent people as best she can, leaning on it only if it will avert bloodshed.

Future Developments:
Kasani will likely follow a more martial path and pick up levels in samurai over focusing on her sorcerous abilities. Her feat selections will gravitate toward honing her use of the naginata.

Macros:

[spoiler=Status]
--Kasani--
HP: 20/20
AC: 20 (12 T / 18 FF)
CMD: 17
F/R/W: +3/+2/+4 [ooc][smaller](+2 vs mind-effecting + poison)[/ooc][/smaller]
Oathbound (reroll charm/compulsion) used: 0/1
Challenge used: 0/1
Resolve used: 0/1
Serpent's Fang used: 0/6 rounds
Level 1 Spells cast: 0/4

Ongoing Effects

--Zefā--
HP: 15/15
AC: 21 (13T / 18FF)
CMB: +3
CMD: 16 (20 vs trip)
F/R/W: +4/+6)/+2

Ongoing Effects
[/spoiler]

[dice=Spell Failure (1-25=fail)]1d100[/dice]
[dice=Concentration]1d20+5[/dice]

[dice=Naginata]1d20+6[/dice][dice=for]1d8+4[/dice]
[dice=Wakizashi (silver)]1d20+6[/dice][dice=for]1d6+3-1[/dice]
[dice=Wakizashi (cold iron)]1d20+6[/dice][dice=for]1d6+3[/dice]
[dice=Spiked Gauntlet, mwk]1d20+5[/dice][dice=for]1d4+3[/dice]
[dice=Composite Longbow]1d20+5[/dice][dice=for]1d8+3[/dice]

[dice=Serpent's Fang]1d20+5[/dice][dice=for]1d4+3[/dice] [ooc]and poison (Fort Save DC11)[/ooc]