Kenta Faux's page

201 posts. Organized Play character for Pete H..


| HP: 22/22| AC/Tch/FF 18/12/16 | CMD 16 | F/R/W +8/+5/+7 +7/+4/+6


| Speed 30ft (20ft in armor) | Smite Evil: 0/1, +1 Star Folio Re-Roll: 0/1 | LoH: 4/4, Dancing Lights: 3/3| Perc: +1 (LL), SM: +5 | Init: +2


LG Male Kitsune Paladin 2 | Mods: Profane Aura, -1 to Hit and Saves, Bless

About Kenta Faux

Scenario Notes: Gained Composite Longbow (+1 str) & 19 arrows, 6lb total (drop to avoid ac penalties if necessary). -1 to all saves!

To Buy/Do: Grappling Hook

[dice=MW Yellow-Wood Greatclub - Power Attack - Profane]1d20+5-1-1[/dice] for [dice=Bludgeoning + PA]1d10+3+3[/dice] +I.C.? Flag? Other?
[dice=Bite - Power Attack - Natural - Profane]1d20+4-1-5-1[/dice] for [dice=BPS + PA]1d4+1+1[/dice]

Kenta is a friendly enough chap. Quite obviously a Kitsune and no one can even remember seeing him shift into a human form like most Kitsune do when showing off. He doesn’t seem to know much about anything other than driving a carriage and taking care of horses but he tries to listen well when those that do know more speak.

Dressed in a basic traveling outfit, you can partially see a well crafted chain shirt covering his chest. He is heavily armed as strapped to his back is a large 2-handed sword and at his waist are two longswords. The only other thing of note is an obviously visible brand on his forearm with the word "FREEDOM" tattooed over it.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Wands: Cure Light Wounds (45)

Spell-like Ability: Dancing Lights (3/day)
Base Atk +2, CMB +4
Melee Possible Mods: Power Attack -1 hit for +2 or +3 damage
MW Greatsword +5 (2d6+3, 19-20x2, Slashing)
Cold Iron Longsword +4 (1d8+3, 19-20x2, Cold Iron/Slashing)
Alchemical Silver Morningstar +4 (1d8+2, x2, Silver/B & P)
Sap +4 (1d6+2, 20x2, Bludgeoning/NL)
Bite +4 (1d4+2, 20x2, BPS)
[dice=Greatsword - Power Attack]1d20+5-1[/dice] for [dice=Slashing + PA]2d6+3+3[/dice] +I.C.? Flag? Other?
[dice=Bite - Power Attack - Natural]1d20+4-1-5[/dice] for [dice=BPS + PA]1d4+1+1[/dice]

Chakrams +4 Hit, 1d8+2 damage, x2 Crit, 30 ft Range (3x)
Acid Flasks +4 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range
[dice=Acid Flask vs. Touch]1d20+4[/dice] for [dice=Acid]1d6[/dice] + 1 splash
Str 14, Dex 14, Con 14, Int 7, Wis 12, Cha 16
AC Calc 6 Armor, 2 Dex
HP Calc 1) 10, 2) 6, Con 4, Fav 2
Saves Calc Class: 3/0/3, Ability: 2/2/1, Divine Grace: 3/3/3
Feats: 1) Power Attack
Traits: Magical Knack (Paladin), Armor Expert
Favored Class: 1-2) Hit Points


[dice=Acrobatics - ACP]1d20+4-2[/dice] No ACP on Jumps
[dice=Climb]1d20+2[/dice] No ACP Penalty
[dice=Craft: Anything]1d20-2[/dice]
[dice=Disguise]1d20+3[/dice] [/i](See racial ability)[/i]
[dice=Escape Artist - ACP]1d20+2-2[/dice]
[dice=Fly - ACP]1d20+2-2[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Heal]1d20+1[/dice] +2 w/ Kit
[dice=Common Knowledge Any, capped at DC 10]1d20-2[/dice]
[dice=Knowledge: Nobility]NA[/dice]
[dice=Knowledge: Religion]NA[/dice]
[dice=Perform: Any]1d20+3[/dice]
[dice=Profession: Coachman]1d20+5[/dice] +2 w/ Tool for Dayjob Check
[dice=Ride - ACP]1d20+2-2[/dice]
[dice=Sense Motive]1d20+5[/dice]
[dice=Sleight of Hand - ACP]1d20+2-2[/dice]
[dice=Stealth - ACP]1d20+2-2[/dice]
[dice=Swim - ACP]1d20+2-2[/dice]

Languages: Common, Sylvan
On person: MW Backpack, Trail Rations (1), MW Agile Breastplate, Waterskin, Silk Rope (50 ft), Acid Flasks (2), Alkali Flask (1), Explorer's Outfit, MW Greatsword, Cold Iron Longsword, Sap, Alch. Silver Morningstar, Chakrams (3), Flint & Steel, Heal Kit 7/10,
Left at Lodge: CClub, MW Tool for Profession, Greatsword, Hot Weather Outfit, MW Chain Shirt
Starting GP: 7 gold 5 silver
Weight Carried: 66 lbs + 0 lbs extra
Carrying Capacity: Light (66), Medium (134), Heavy (200), LoH (175), Lift (350), Drag/Push (875)
Height 5’10”
Weight 160
Eye Color Brown
Fur Color Brown w/ White Patches
Region of Origin Cheliax
Deity Lady Taramyth
Favorite meal Freedom Cakes (pancakes served at Liberty’s Edge Lodge)

Paladin 'Code':
Kenta turns to the human with a smile, "Thank you for asking! I seek most to break the bonds of those enslaved, like we discovered with this bear. Those who willingly follow evil must be punished, though through grace there may be an opportunity given for repentance. But when all is said and done, I simply try to do the right thing and live with the consequences. As for deities, I do pray to Lady Taramyth, though I have heard her called The Singing Flame. I know not if she blesses me, but sometimes it feels as though she is at least keeping an eye out for me. I was raised on stories of her watching over all fox-folk and it is easy to look at the things that have happened to me as more than just luck."

Special Abilities:

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
  • Listen well, attempt to aid Diplomacy efforts
  • Use Dancing Lights if Necessary

  • Move action Detect Evil
  • If Evil, use SMITE EVIL YAR!
  • If not, but need to kill use Power Attack w/ Greatsword or the appropriate DR penetrating weapon
  • If not evil and don’t need to kill, use Power Attack with Sap

Daily Preparation:

Yawn really big.
Bathe if available, brush out fur, get dressed, eat breakfast and check gear and weapons.
Check on horse & cart (if I have them) and get them ready for the day of travel.

PFS Boons:
Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle Sheet.

Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle Sheet.

☐ ☐ ☐ Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shukuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900g), talisman of good fortune (1680g), or talisman of warrior’s courage (450g). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle Sheet.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Chronicle Info:

Player: Pete H.
Character Name: Kenta Faux
PFS #: 123584-13
Faction: Liberty’s Edge
Day Job: See skills (Profession - Coachman)
Normal Progression