Kavi Noviri's page

No posts. Alias of Monkeygod.


Full Name

Kavi Noviri-no-Shintaku

Race

Kitsune

Classes/Levels

Sorcerer(Kitsune) 3/Eliciter(Hypnotist) 1

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Inari Okami

Languages

Common, Celestial, Elven, Sylvan.

Strength 12
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 16
Charisma 20

About Kavi Noviri

Basic Info:
Initiative+5, Senses Low-light vision. Perception+3

Defense:
AC 15, Touch , Flat-Footed

HP 22

Fort+3, Ref+8, Will+8

Offense:
Speed 30ft

Melee +3 quarterstaff (1d6+1/1d6+1/x3)

Ranged +6 Ranged attack

Special Attacks: Foxfire, Hypnotism(Fascinate)

Statistics:
Base Attack +1 CMB+2, CMD 17

Feats Deceitful, Kyubi Awakening, Magical Tail(x2)(b).

Traits:

Mysticism: You have learned to tap into an inner wellspring of magical power. Once per day when you cast a spell or spell-like ability, you can treat your caster level as 1 higher than your actual caster level.

Nine-Tailed Scion: You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class. You cannot exchange specific feats granted by a class or race for Magical Tail in this manner; for instance, a monk cannot exchange his Stunning Fist feat for Magical Tail.

Alternate Racial Traits:

Fey Sorcery: Many kitsune possess traces of fey blood in their bloodlines. If the kitsune is a sorcerer with the Fey or Kitsune bloodline, he treats his caster level as 1 higher when casting bonus spells and bloodline powers and he increases the saving throw DC of his bloodline spells and bloodline powers by +1. This trait does not give the kitsune early access to level-based powers; it only affects powers that he could already use without this trait. This racial trait replaces kitsune magic.

Naturalized: Kitsune who live their entire lives around humans are able to perfectly mimic how humans talk, act, and think. While in human form, the kitsune no longer needs to make Disguise checks in order to appear human and he can take 10 on Bluff checks to convince others that he is human. This racial trait replaces agile.

Nine-Tailed Inheritor: The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class’s bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.

Skills Bluff+16, Diplomacy+13, Disguise+14, Knowledge(Arcana)+7, Knowledge(Local)+6, Sense Motive+7, Spellcraft+7, Stealth+9.

Background Skills: Appraise+6, Knowledge(Nobility)+6, Linguistics+8, Lore(Inari Okami)+6, Sleight of Hand+10

Spellcasting:

Spells per Day: 1: 7

Spells Known: 0: Dancing Lights, Detect Fiendish Presence, Disrupt Undead, Ghost Sound, Jolt, Mending, Read Magic.

1: Charm Person, Color Spray, Mage Armor, Silent Image(b).

Spell-Like Abilities: At Will-Detect Magic, Mage Hand, Open/Close, Prestidigitation.

Two Times per Day: Charm Person, Disguise Self.

Spherecasting:

Spell Points: 6

Spheres: Mind

Talents: Expanded Charm, Mental Archive.

Class Features:

Bloodline Arcana: You gain a +1 bonus to your caster
level with enchantment and illusion spells.

Foxfire: At 1st level, as a standard action, you can create
up to four eerie spheres of light that function as dancing lights.
While in possession of one or more of these spheres, you can
attack one target within 30 feet as a ranged touch attack by
directing a sphere at it. This sphere deals 1d6 points of fire
damage. Whether or not the sphere hits, it disappears as if its
duration ended. You can use this ability a number of times per
day equal to 3 + your Charisma modifier(8/day).

Persuasive (Su): An eliciter’s empathic abilities gives him greater insights into the workings of the mind and makes his words (both magical and mundane) harder to resist. An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Bluff, Diplomacy, and Intimidate checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.

Hypnotism (Su): An eliciter may manipulate another with little more than a look and a word. The eliciter targets a single creature, which must be within close range and able to see and hear the eliciter. Hypnotizing a target is a standard action. The eliciter may use hypnotism a number of times per day equal to 3 + 1/2 his eliciter level.

When hypnotizing a target, the eliciter chooses one effect available to him from the list below. If this ability calls for a saving throw, the DC is equal to 10 + 1/2 his eliciter level + his Charisma modifier + his Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target himself with his own hypnotism, even if he cannot see or hear himself. (DC 18, 4/day)

Fascinate : The eliciter causes the target to become fascinated with him for 1 round per eliciter level (Will negates). While fascinated, a target takes no action except to stand or sit quietly and watch the eliciter. The target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to attempt a new saving throw to end the fascination effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Shift Form (Su): At 3rd level, you gain the ability to change
shape (as the spell alter self) for a number of minutes per day equal
to your sorcerer level. These minutes need not be consecutive.
At 7th level, you can also change shape into any animal allowed
by beast shape I. At 11th level, you can also change shape into
any animal allowed by beast shape II. At 15th level, you can also
change shape into any animal allowed by beast shape III. At 19th
level, you can also change shape into any natural, inanimate
object (such as a rock or a tree) as the spell statue except this
ability is a polymorph effect and grants you a +10 racial bonus
on Disguise checks to appear as an ordinary object.

Gear:
Disguise Kit, Sleeves of Many Garments.