Kaya Yoshida's page

192 posts. Organized Play character for hiyami.

Full Name

Kaya Yoshida


| HP: 24/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +2 | Init: +4 | Perc: +8 (+2 Trapfinding), SM: +5


| Speed 30ft | Dancing Lights: 0/3 | Sneak Attack +3d6 | Active conditions: None.


Female NG Kitsune Rogue 5






Auran, Azlanti, Common, Elven, Sylvan, Tengu, Tien

Strength 10
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 10
Charisma 15

About Kaya Yoshida

Kaya Yoshida
Female kitsune rogue 5 (Pathfinder RPG Bestiary 4 175)
NG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +8
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 33 (5d8+5)
Fort +2, Ref +9, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft.
Melee club +3 (1d6) or
. . cold iron dagger +7 (1d4/19-20) or
. . dagger +7 (1d4/19-20) or
. . dagger +7 (1d4/19-20) or
. . masterwork cold iron rapier +8 (1d6/18-20) or
. . bite +2 (1d4)
Ranged sling +7 (1d4)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 5th; concentration +7)
. . 3/day—dancing lights
Str 10, Dex 19, Con 10, Int 14, Wis 10, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Combat Reflexes, Twist Away[ACG], Weapon Finesse
Traits armor expert, charming
Skills Acrobatics +11, Appraise +6, Bluff +7 (+8 vs. characters who could be attracted to you), Climb +4, Diplomacy +9 (+10 vs. characters who could be attracted to you), Disable Device +14, Disguise +9, Escape Artist +9, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (local) +9, Linguistics +8, Perception +8, Sense Motive +5, Sleight of Hand +10 (+12 to steal items without being noticed), Stealth +11, Survival +0 (+2 to avoid becoming lost), Swim +4, Use Magic Device +10; Racial Modifiers +2 Acrobatics
Languages Auran, Azlanti, Common, Elven, Sylvan, Tengu, Tien
SQ change shape, kitsune magic, rogue talents (offensive defense[APG], trap spotter), trapfinding +2
Combat Gear potion of cure light wounds, potion of invisibility, wand of cure light wounds, antitoxin; Other Gear studded leather, club, cold iron dagger, dagger, dagger, masterwork cold iron rapier, sling, sling bullets (7), cloak of resistance +1, wayfinder[ISWG], backpack, bedroll, belt pouch, elixir of renewal -- welcome to pfs boon, hemp rope (50 ft.), thieves' tools, torch, trail rations (4), 11,222 gp, 7 sp, 8 cp
Special Abilities
Change Shape (Human) (Su) Assume a single human form.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Unaware of who her parents are, Kaya was named by a human female who found her on the front stoop of someone's home. Aware that the family that lived there would likely send the girl to an orphanage of some sort, the beggar took Kaya in, raising her to the best of her ability - as best as one can, on the streets.

Kaya was lucky enough to be a cute child, but the woman made sure that Kaya got used to wearing heavier clothes sooner, both to help her hide her appearance and also to get her used to wearing armor. Although they might not be able to afford it just then, they might well be able to steal some later.

Most of Kaya's initial earnings, in fact, were stolen by herself and her foster mother. When she heard about the Pathfinder Society, Kaya was eager to sign up, both to further the cause and to give her mother a better life.

Unfortunately, the night she brought the news home to their little ramshackle hut, she found that her mother, poor though she was, lay dead on the floor, the few belongings they had strewn about the place. The woman had been stabbed, clearly in the process of stopping them from taking what things they had, but had been murdered for her effort.

Distraught, Kaya threw herself into the Society, abandoning her past - and her home. She left everything as is, taking only a few trinkets to remind her of her mother before going out to attempt life as part of the Society. It was too late for her mother, but at least she could do well for herself and share the wealth so others like her mother might be better off.

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Faction Journal Card The Exchange
The Exchange’s board of directors merges the independent wealth of Qadiran merchant-nobility and the resourceful cunning of Sczarni smugglers. There are countless ways to earn a fortune, and the Exchange rewards Pathfinders for any number of them. Members of the Exchange often must choose between an aggressive approach and a more reputable one, and those choices help to shape the faction’s practices. The Exchange now seeks to expand its sphere of influence into thriving extraplanar markets.

Season 8 Rewards:

[ooc]Slush Fund (2+ goals): You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you’ve completed. If you expended gold on tolls, bribes, living expenses, or other non-permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check.

1/1 Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check (DC = 15 + your character level). Between the Lines (7-01)

2/2 Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Aquan, Auran, Ignan, or Terran. If you do so, check both of this goal’s boxes. Auran, Azlanti, Common, Elven, Sylvan, Tengu, Tien