AC 17 FF 11 Touch 14
CMD 17 FF 11
F +5 R +7 W +4
Conditions/Effects: Wakizashi imbued +1 (rd 2 of 10)
Mythic Power: 5/5
Arcane Pool 2/4
Cantrips: Acid Splash, Detect Magic, Disrupt Undead, Ghost Sound, Read Magic
Level 1: Burning Hands, Shocking Grasp
--- Potion of CMW
--- Scroll of Obscuring Mist
--- Scroll of Silent Image
Blunt arrows 20
0p 19g 8s 1c
Kayosin, CN male Tiefling of Sandpoint
26 yrs old, 5'8", 150 lbs, dark eyes and hair
Rogue (Scout) 2 / Magus (Kensai & Bladebound) 2
str 14 dex 19 con 12 int 16 wis 12 cha 8
Speed 40; Initiative +4
Languages: Common, Infernal, Varisian, Minkaian, Elven, Goblin
Darkvision 120; Low-Light Vision
Scaled Skin: +1 Natural Armor
Spell-Like Ability: Darkness
Prehensile Tail: hold items, retrieve small stowed items as a swift action
Skilled: +2 to Stealth
Fast: +10 speed
Multi-Talented: Magus & Rogue
Kensai Proficiencies: wakizashi
Canny Defense: +2
Weapon Focus: Wakizashi
Arcane Pool: 4/day (INT + 1/3 magus level)
Sneak Attack 1d6
Rogue Talent: Finesse Rogue (2)
Archmage/Trickster Tier 1:
Mythic Power (Su): 5/day
Mythic Feats: Weapon Finesse
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Surge +1d6 (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Extra Mythic Feat (Dual Path): Trickster. Picked up Fleet Charge.
Magic (DC's = 13 + spell level)
Feats: Fiendish Sight (1), Weapon Focus: wakizashi (Ken1), Weapon Finesse (Finesse Rogue), Mythic Weapon Finesse (Mythic1), Dual Path: Trickster (Extra Mythic Feat -- Archmage 1)
Traits: Magical Lineage (Shocking Grasp), Focused Mind, Younger Sibling (Sandru)
Skills: (ACP 0)
---> Jump +13*
Bluff +4 (2 rks)
Craft: Carpentry +7 (1 rks)
Diplo +3 (1 rks)
Disguise +3 (1 rks)
Disable Device +9* (2 rks)
Knowledge: Arcana +8 (2 rks)
Knowledge: Local +8 (2 rks)
Knowledge: Nature +8 (2 rks)
Linguistics +7 (1 rks)
Perception +6 (2 rks)
Sense Motive +5 (1 rks)
Spellcraft +8 (2 rks)
Stealth +11* (2 rks + 2 skilled)
---> 26 (16 class + 6 INT + 4 favored)
Current Encumbrance: 56.56 lbs
Light 58 > Medium 116 > Heavy 175
Worn: Leather armor, explorer's clothes, smoked goggles, spell journal, thieve's tools (hidden in boot: Perception DC 24), spell component pouch, scroll-case (scrolls tracked in Tracking), spring-loaded wrist Sheath
Belt pouch (4 lbs): monies (in "Tracking"), flint & steel, chalk (x5), powder (x5), whetstone, 50ft string
Backpack (17 lbs): bedroll, winter blanket, waterskin, trail rations (x5)
Weapons: Old Man's (Mwk) Wakizashi (hip), dagger x2 (one in wrist sheath, one in boot), silver dagger (waist), cold iron knuckles (pocket), shortbow & arrows (20 regular, 20 blunt)
Other: Carpentry Tools (w/ the caravan)
The story actually begins when the Kaijitsu family helped establish the settlement of Sandpoint. Or, more accurately, with a Minkaian armsman who felt honor-bound to follow the family to help protect them... whether the family agreed to take him on officially or not. The armsman's family had served the Kaijitsus for generations in Minkai, and honor dictate that he remain loyal despite any amount of time or distance that separated them from the beginning of their service. So the armsman, having been officially released from any real bond to the family before they came to Sandpoint, but feeling bound to uphold his family's honor, comes and settles in the town as well... a quiet foreigner taking up residence on the outskirts of the growing town.
A few generations later, the son of that original armsman lived much as his father did. Quietly watching the family to protect them from whatever this land would throw at them, for it had thrown them difficulty after difficulty. It was a quiet and lonely, if not altogether unpleasant, life for an aging Minkaian trained in the old ways of combat, who made his livelihood as a somewhat successful blacksmith. What he really knew was bladesmithing, but that's hardly a profitable enough trade in the frontier town of Sandpoint, so he contented himself with learning to shoe horses, repair axels, shape nails, and – every so often – to help shape a new mould for the glassworks.
As he grew old – his warrior's strength and speed fading even if his spirit remained – he never set down roots in the traditional sense, though he certainly made enough local ties to live his quiet life comfortably... always keeping an eye on the family to which his honor was tied.
This is when his story takes an interesting turn – on a jog around Sandpoint. He'd taken the same jog in the predawn of every day since he'd arrived. But as he ran southwest along the top of the bluff overlooking the trash pile, with barely enough light to make out the city to his left, something below caught his attention. A shadowy figure retreating north along the waterline, away from the trash heap below. Moments later, a wail split the night... weak to the old warrior's ears at this distance. It was unmistakeable. A baby's wail. Apparently he wasn't the only one watching, though, because moments later a few goblins showed up... sniffing around the dropped-off item. The goblins made their way to it, paused, then began fighting over it. And some lonely part of the warrior down deep in himself could not stand by.
He intervened, saving the child from the goblins, but the child was no ordinary child. It was a tiny thing, no bigger from head to toe than the warrior's hand, and it was covered from head to foot in dusky, supple scales. Its red-tinted eyes caught the light in an unnatural way. It had two bumps on its head that looked like little horn nubs, a mouthful of tiny little sharp teeth, and a tiny little tail poked out from the simple but brightly colored cloth in which it was wrapped. The figure who'd left the child was long gone by this time, so there was nothing to do but take it back up to Sandpoint. The child was seen as a bad omen. Unwanted. Despite its appearance and size, Sandpoint's spiritual leader said the child was healthy. No one wanted anything to do with it, though. So much so that a few of the town's garrison were sent out to track the person who left it. The trail along the waterline was impossible to follow, though, and the men were back after only a few hours. With no answers.
So the old, lonely warrior couldn't watch the baby be disregarded like the trash in which it was left. Despite many, many suggestions to the contrary, he took the child, raising it like his own. He named the baby Kayosin after an old, foreign tale of a boy prince, but often called him Issun-bōshi, his little samurai. For despite Kayosin's size, he had a spirit as fierce as his appearance.
This was Kayosin's childhood. Growing up on the outskirts of Sandpoint as the adopted son of a blacksmith and one-time minkaian warrior. He was smart, curious, quick of action and thought. But he was strange, and his appearance made some people uncomfortable. So he, like his adopted father, remained a constant outsider to the community. The young Kayosin loved the old man's little metal puzzles. He would make increasingly complicated ones, and Kayosin would continue to unravel them. It was one of their games.
At 9 years, Kayosin came home to find the old man murdered. The small shack showed signs of a short but savage struggle. The old man's katana lay broken by the old man's hand, and a wakizashi was driven straight down into his chest. It crushed Kayosin, and he keeps the strange blade to this day, and even trains with it, with the burning desire to return it to its original owner… in the same fashion it was delivered to his father.
Again, no one in town wanted him. But the aging Koya – who was already raising one adopted boy (Sudra) – took him in. She tried to channel his anger, energy, and curiosity into an apprenticeship with the local carpenter. She had to pull some strings, but the carpenter grudgingly learned to look past the boy's appearance. He took to the craft surprisingly well. And when he wasn't at the wood shop or trying to shadow his older step brother, he loved to hide away and read. While any book was welcome, he especially loved to read about magic… whether in a story or in a more instructional manner. It just drew him in, and he longed to learn magic.
The day Sandru left to become an adventurer, the clock began ticking down on Kayosin's stay in Sandpoint as well. The town became smaller and smaller. Finally, after he'd come of age, Kayosin decided to leave. He took what few possessions he had and hitched a ride on the first caravan headed to Magnimar.
It was a few years before he could put together the money to hire an arcane tutor, and Kayosin's not shy about admitting that all the money didn't come from upright endeavors. Quick fingers and quiet feet can earn a gold or two for an enterprising person. Finally he was able to scrape enough together to make it to Cheliax to do just that… taking to his new arcane studies like a fish to a pond. It was an exciting time in Kayosin's life. Maybe one of the best. But there was always a shadow lurking in the back of his mind. A burning in his heart to know more about why his Old Man was killed. He carried the wakizashi everywhere he traveled. And, when he could, he learned about different people and customs, but especially about the exotic lands from which the Old Man and the blade that murdered him came.
With every day that passed, he realized more and more he wouldn't be able to rest until he got to the bottom of the mystery of the Old Man's murder. And to do that, he'd have to start where it all began… in Sandpoint. So, only a few years into his arcane training, Kayosin left for Sandpoint, spending the rest of his money to get there.
He's spent the last couple of years in and around Sandpoint. The first few months he dove into trying to look into his adopted father's death. What remained of Ameiko's family either didn't know or didn't want to talk about it, and the Sherriff was unwilling or unable to spend the resources to re-open the case. And there was only so much an old exotic blade could tell you. Unwilling to give up, he took a job with Sandru's caravan as a carpenter, quickly learning that he had some talent as a guard and scout as well.
Important Posts, Objectives & Leads:
LINK :: Spiral's timeline for the game… note 4687 AR (Kayosin's birth)
LINK :: Sandpoint at a Glance (doc)
LINK :: Sandpoint Residents (doc)
LINK :: Information gained about the Sandpoint Devil and the goblins in the marsh we'll be hunting.
Objectives & Leads:
Check in with Old Megus (witch?) & 'Warden' Proudstump (halfling) :: LINK
Search old ruins for two lost local kids (families have rewards) :: LINK
Vasil Skarneski's body - report death to Koya/Hemlock. :: LINK
Stats, Racial Buy, and Progression:
27 pt buy
str 14 :: 5
dex 19 :: 13 (+2 racial)
con 12 :: 2
int 16 :: 5 (+2 racial)
wis 12 :: 2
cha 8 :: 0 (-2 racial)
Tiefling - 13 racial points
Mythic Feats: Arcane Strike (Mythic), Power Attack (Mythic), Dual Path, Extra Path Ability