Corvin Tergsvor

Kioshi Katsu's page

675 posts. Organized Play character for noral.


Full Name

Kioshi Katsu

Race

HP 46/46 + 14/14 temp HP| Baahuush 23/23 HP | AC 14 T 13 FF 11 | CMB -1, CMD 12 | F: +8, R: +6, W: +6 | Init: +3 | Perc: +7, Dipl.: +11, SM: +2

Classes/Levels

Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Arcane Reservoir (2/5) | Speed 30ft | Active conditions:

Gender

Male NG Kitsune that is always in human form (around 25 years, auburn hair, usually silently observing) | Exploiter Wizard 5 |

About Kioshi Katsu

------------------------------------

–– Wizard 5 (Exploiter Archetype) ––

Male NG Kitsune
• TYPE: Humanoid (Shapechanger)
• SIZE: Medium
• Low-light vision

–– BACKGROUND –– :

_________________________________________________________________

–– STATS ––
Str 5, Dex 16, Con 16, Int 20 (22), Wis 10, Cha 7
_________________________________________________________________

–– SAVES ––
Fortitude: +8 (Con +3, Wizard +1, Familiar +2, Cloak of Resistance +2)
Reflex: +6 (Dex +3, Wizard +1, Cloak of Resistance +2)
Will: +6 (Wis +0, Wizard +4, Cloak of Resistance +2)

_________________________________________________________________

-- COMBAT --
• Ranged to hit: +5 (BAB +2, Dex +3)
• Melee to hit: -1 (BAB +2, Str -3)
• Light Crossbow +5 (1d8, 19-20/x2)

• CMD 12 (BAB+2, Dex +3, Str -3)
• AC 14, Touch 13, FF 11 (Armor +1, Dex +3)

_________________________________________________________________

-- SKILLS --
Acrobatics +8 (Rank 5, Dex +3)
Appraise +10 (Rank 1, Class +3, Int +6)
Craft (Alchemy) +10 (Rank 1, Class +3, Int +6)
Bluff – Deceive or Lie +6 (Rank 0, Int +6 'Student of philosophy' trait) OR Bluff - Feint +-2 (Rank 0, Cha -2)
Diplomacy – Influence attitude, make request, convince +11 (Rank 5, Int +6 'Student of philosophy' trait) OR Diplomacy – Gather Information +3 (Rank 5, Cha -2)
Escape Artist +8 (Rank 5 [Headband of Vast Intelligence], Dex +3)
Fly +7 (Rank 1, Class +3, Dex +3)
Knowledge: Arcana +14 (Rank 5, Class +3, Int +6)
Knowledge: Dungeoneering +10 (Rank 1, Class +3, Int +6)
Knowledge: Engineering +10 (Rank 1, Class +3, Int +6)
Knowledge: Geography +10 (Rank 1, Class +3, Int +6)
Knowledge: History +12 (Rank 1, Class +3, Int +6, Faction Card* +2) *+2 through Scarab Sages Faction Card Season 8 as kn(history) is a class skill: 2+ goals
Knowledge: Local +10 (Rank 1, Class +3, Int +6)
Knowledge: Nature +10 (Rank 1, Class +3, Int +6)
Knowledge: Nobility +10 (Rank 1, Class +3, Int +6)
Knowledge: Planes +16 (Rank 5, Class +3, Int +6, Faction Card* +2) *+2 through Scarab Sages Faction Card Season 8 as kn(planes) is a class skill: 2+ goals
Knowledge: Religion +10 (Rank 1, Class +3, Int +6)
Linguistics +10 (Rank 1, Class +3, Int +6)
Perception +7 (Rank 5, Wis 0, Familiar Alertness +2)
Sense Motive +2 (Rank 0, Wis 0, Familiar Alertness +2)
Spellcraft +12 (Rank 3, Class +3, Int +6)

Lvl 1 to 5: each 8 skill points: 2 Wizard + 5 Int + 1 Skilled Kitsune
TOTAL: 40 skill points

Lanuages:
- Racial (Common, Tien, Sylvan)
- Intelligence: Abyssal, Celestial, Infernal, Kelish, Ignan
- Linguistics: Ancient Osiriani

_________________________________________________________________

–– SPELLBOOK ––:

Spell Book, 0-lvl:

[] Acid Splash: Orb deals 1d3 acid damage.
[] Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
[] Dancing Lights: Creates torches or other lights.
[] Daze: Humanoid creature of 4 HD or less loses next action.
[] Detect Magic: Detects spells and magic items within 60 ft.
[] Detect Poison: Detects poison in one creature or object.
[] Disrupt Undead: Deals 1d6 damage to one undead.
[] Flare: Dazzles one creature (–1 on attack rolls).
[] Ghost Sound: Figment sounds.
[] Grasp: Retry a Climb check as an immediate action
[] Haunted: Fey Aspect You surround yourself with disturbing illusions.
[] Light: Object shines like a torch.
[] Mage Hand: 5-pound telekinesis.
[] Mending: Makes minor repairs on an object.
[] Message: Whisper conversation at distance.
[] Open/Close: Opens or closes small or light things.
[] Prestidigitation: Performs minor tricks.
[] Ray of Fros:t Ray deals 1d3 cold damage.
[] Read Magic: Read scrolls and spellbooks.
[] Resistance: Subject gains +1 on saving throws.
[] Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
[] Spark: Ignites flammable objects.
[] Touch of Fatigue: Touch attack fatigues target.
[] Vacuous Vessel: Make a single container appear empty.

Spell Book, 1st-lvl:
[] Air Bubble
[] Ant Haul
[] Cause Fear
[] Charm Person
[] Colour Spray
[] Colour Spray
[] Comp. Languages
[] Crafter’s Fortune
[] Disguise Self
[] Ear-Piercing Scream
[] Enlarge Person
[] Expeditious Retreat
[] Feather Fall
[] Floating Disk
[] Gravity Bow
[] Grease
[] Hydraulic Push
[] Hypnotism
[] Identify
[] Infernal Healing
[] Keep Watch
[] Liberating Command
[] Mage Armor
[] Magic Missile
[] Magic Weapon
[] Moment of Greatness
[] Monkeyfish
[] Mount
[] Obscuring Mist
[] Polypurpose Panacea
[] Reduce Person
[] Secluded Grimoire
[] Sleep
[] Snowball
[] Swift Girding
[] True Strike
[] Vanish

Spell Book, 2nd-lvl:
[] Admonishing Ray
[] Aggressive Thundercloud
[] Alter Self
[] Bestow Insight
[] Bull's Strength
[] Create Pit
[] Darkvision
[] Daze Monster
[] False Life
[] Flaming Sphere
[] Glitterdust
[] Hideous Laughter
[] Invisibility
[] Knock
[] Mirror Image
[] Oppressive Boredom
[] Resist Energy
[] Scorching Ray
[] See Invisibility

Spell Book, 3rd-lvl:
[] Haste
[] Fly

_________________________________________________________________

–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 5 = 3 + 2 Int
• 2nd level: 4 = 2 + 2 Int
• 3rd level: 2 = 1 + 1 Int

–– MEMORIZED SPELLS ––
• 0 level: message, daze, detect magic, grasp, read magic
• 1st level: Burning Hands, Enlarge Person, Snowball, Snowball, Vanish
• 2nd level: False Life, Flaming Sphere, Glitterdust, Mirror Image
• 3rd level: haste, haste

_________________________________________________________________

–– FAMILIAR ––
'Baahuush', the horned lizard Familiar (Emissary Archetype), N Diminutive animal; Init +1; Senses low-light vision, scent; Perception +3

• Divine Guidance (Su): An emissary can cast guidance at will.
• Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
• Domain Influence (Sp): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
• Luck Domain (1 / day): Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

--Further Familiar Stats --:

• Alertness: Gain Alertness Feat if Familiar is within arm’s reach.
• Improved Evasion: If Familiar makes Saving Throw takes no damage.
• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

DEFENSE
AC 18, touch 15, flat-footed 16 (+1 Dex, +3 natural, +4 size)
HP 23
Fort +1, Ref +3, Will +4

OFFENSE
Speed 20 ft.
Melee bite +3 (1d2–5)
Ranged blood squirt +6 touch (special)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 8, Int 8, Wis 10, Cha 3
Base Atk +2; CMB –2; CMD 4 (8 vs. trip)
Feats Run
Skills Stealth +17
SQ camouflage, puff up

SPECIAL ABILITIES
• Blood Squirt: Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC 9 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
• Camouflage: While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t grant cover or concealment.
• Puff Up: When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts.

Despite their sluggish, toad-like appearance, these creatures are reptiles with dry, spiny skin adapted to prevent water loss in their native desert environment. They are typically found sunning themselves on rocks during all but the hottest parts of the day, retreating beneath the shade of ridges or rocks when the sun is directly overhead. Their main method of defense is to avoid detection, but when their desert coloration fails to fool predators, they attempt to flee or use their other defensive methods, such as their unique ability to rupture blood vessels in their eyes so they can spray noxious blood at approaching predators. Due to their fierce defensive displays, horned lizards are often thought to be overly aggressive, though people who keep them as pets or familiars know that they can be affectionate creatures.

_________________________________________________________________

–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 12 XP / 12 PP / 24 Fame
* Gained: 12 XP / 24 PP / 24 Fame
* Spent: 12 PP

_________________________________________________________________

–– RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.

_________________________________________________________________

–– HIT POINTS ––
Lvl 1 - 10 Hit Points: 6 Wizard + 3 Con + 1 Fav. Class
Lvl 2 - 10 Hit Points: 4 Wizard + 3 Con + 2 Retraining + 1 Fav. Class
Lvl 3 - 10 Hit Points: 4 Wizard + 3 Con + 2 Retraining + 1 Fav. Class
Lvl 4 - 8 Hit Points: 4 Wizard + 3 Con + 1 Fav. Class
Lvl 5 – 8 Hit Points: 4 Wizard + 3 Con + 1 Fav. Class

TOTAL - 46 Hit Points

_________________________________________________________________

–– GOLD ––:

TOTAL GOLD:
* Currently: 1405 gp

1st Level GOLD:
* Spent: - 137 gp (Starting Equipment)

2nd Level GOLD:
* Spent: - 2225 gp (Retraining 2 Hit Points [120gp]; Smelling Salts [25 gp]; Potion of Touch of Sea [50 gp]; Air Crystals [50 gp]; Antiplague [50 gp]; 28 x 1st lvl spells [280gp]; 15 x 2nd lvl spells [600gp]; Minor bag of holding [1000gp]; 5 x Acid [50gp])

3rd Level GOLD:
* Spent: - 930 gp (Retraining 2 Hit Points [180 gp]; Wand of Infernal Healing [750 gp])

5th Level GOLD:
* Spent: - 9750 gp (Wand of CLW [750 gp], Headband of Vast Intelligence +2 [4000 gp], Metamagic Rod, Extend [3000 gp], Cloak of resistance [1000 gp], Pearl of Power 1st [1000 gp])

_________________________________________________________________

-- GEAR --
Haramaki armor, 5 lbs.
Dagger, 1 lbs.
Spell component pouch, 2 lbs.
Cloak of resistance, 1 lbs.
Headband of Vast Intelligence (Escape Artist) +2, 1 lbs.
Backpack, Masterwork, 4lbs

Minor bag of holding (All items below in the bag), 3 lbs.
Light Crossbow (20 bolts)
Metamagic Rod, Extend, 5 lbs.
Pearl of Power 1st, 0 lbs.
Spell book
Wand of Infernal Healing (40 charges)
Wand of CLW (32 charges)
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Vermin repellent
Travelling Spellbook
Holy symbol Chaldira
Heal kit, 2/10
Smelling Salts
Potion of Touch of Sea
Air Crystals
Spell component pouch
Antiplague
5 1 x Acid

_________________________________________________________________

-- FEATS --
• Level 1 (free, Wizard): SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• Level 1 & 3 & 5: EXTRA ARCANIST EXPLOIT: Your repertoire of arcanist exploits expands. Prerequisite(s): Arcanist exploit class feature. Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. You have chosen the following acarnist exploit(s): Dimensional Slide, Familiar
- Level 1 Feat: Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
- Level 3 Feat: Familiar (Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).
- Level 5 Feat: Consume Magic Items (Su): The arcanist can consume the power of potions, scrolls, staves, and wands, using them to fill her arcane reservoir. Using this ability is a move action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane reservoir equal to 1/2 the level of the spell contained in the item (o-level and 1st-level spells do not recharge the arcanist’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the arcanist gains no benefit. If used on a staff, it loses 1 charge and the arcanist gains a number of points to his arcane reservoir equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the arcanist cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the arcanist’s reservoir’s maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.

_________________________________________________________________

-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)

_________________________________________________________________

-- CLASS ABILITIES --

• ARCANE RESERVOIR: At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. (ACG).

• EXPLOITER EXPLOIT: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. You have chosen the following arcanist exploits:
- Arcanist Exploit Lvl 1: Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
- Arcanist Exploit Lvl 5: Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

• BONUS FEATS: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.
- Arcane Discovery Lvl 5: Creative Destruction (Su) - You have learned how to use destructive energy to empower yourself. When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

_________________________________________________________________

-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], 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.
• LOW-LIGHT VISION
• KEEN KITSUNE: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan

_________________________________________________________________

— FACTION CARD GOALS: SCARAB SAGES - Season 8
• PLANAR SAGE (2+ goals): You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

— FACTION CARD GOALS: SCARAB SAGES - Season 9
• LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).

Exploiter Wizard and Extra Exploit A
Exploiter Wizard and Extra Exploit B