Derric
Male Kitsune samurai 1
NG Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +1
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield, )
hp 11 ((1d10)+1)
Fort +3, Ref +4, Will +2
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OFFENSE
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Speed 20 ft.
Melee katana +3 (1d8+2/18-20)
Melee shield, heavy wooden +3 (1d4+2)
Melee shortspear +3 (1d6+2)
Ranged shortspear (thrown) +3 (1d6+2)
Melee bite +3 (1d4+2)
Innate Spell-Like Abilities dancing lights (3/day),
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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 15,
Base Atk +1; CMB +3; CMD 15
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Exotic Weapon Proficiency (Katana), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Skills Diplomacy +6, Heal +4, Knowledge (Local) +5, Perception +1, Ride +4, Sense Motive +4
Background Skills Handle Animal +6, Profession (Stablemaster) +4
Traits Childhood Crush (Ameiko), Reactionary,
Languages Common, Sylvan, Tien
SQ agile, challenge, change shape, kitsune magic, low-light vision, mount, natural weapon, natural weapons, order, order of the shield, determined, resolute, resolve, unstoppable,
Combat Gear Soap (50 charges), rations (trail/per day) (3), torch (2), feed (per day) (2),
Other Gear katana, outfit (explorer's), kikko armor, shield, heavy wooden, backpack, masterwork, bedroll, mess kit, soap, waterskin (filled), shortspear, bit and bridle, saddle (military), saddlebags, bite, 8.07 gp
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SPECIAL ABILITIES
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Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.
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.
Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.
Childhood Crush (Ameiko) You've never had the guts to act on it, but for as long as you can remember, you've had a crush on Ameiko. Someday, maybe you'll be able to earn her love, but for now, you're content to spend time in her proximity, or even to do things for her that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from Ameiko by making a DC 15 Charisma check. If you're successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you're ever lucky enough to win Ameiko's love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Ameiko.
Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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.
Natural Weapon (Ex) A kitsune has a bite attack in its natural form. This bite does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
Natural Weapons (Ex) Kitsune have a bite attack in their natural form.
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 (see pages 34-37 of the Advanced Player's Guide), 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.
Order of the Shield Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
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.
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.
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.
Samurai Proficiencies