Monk

Ko'Kori Ammenao's page

37 posts. Alias of Tuyena.


Full Name

Ko'Kori Ammenao

Race

Human

Classes/Levels

Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Gender

Female

Size

Medium

Age

19

Alignment

Lawful Neutral

Deity

Shizuru

Languages

Common

Strength 19
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 14
Charisma 7

About Ko'Kori Ammenao

Ko'Kori Ammenao
Spellbreaker Inquisitor 3
LN Medium humanoid (human)
Init +6; Perception +8
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Defense
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AC 18[20], touch 12[14], flat-footed 16[18] (+6 armor, +2 Dex, [+2 Deflection])
HP 27 (3d8+6+3)
Fort +6, Ref +4, Will +8
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Offense
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Speed 20 ft.
Melee +7 Masterwork Katana (1d8+6/18-20x2)
Melee +6 Cold Iron Cestus (1d4+4/19-20x2)
Melee +6 Alchemical Silver Cestus (1d4+3/19-20x2)
Melee +6 Longspear (1d8+6/x3)
Ranged +5 Composite Longbow(+4) (1d8+4/x3)
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Statistics
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Str 19, Dex 14, Con 14, Int 10, Wis 14, Cha 7
Base Atk +2; CMB +6; CMD 18
Languages Common
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Feats
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Judgment Surge
Iron Will
Power Attack

Disruptive
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Traits and Drawbacks
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Exile You gain a +2 trait bonus on Initiative checks.

Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Magical Talent (Prestidigitation) Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
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Skills
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Acrobatics -1
Climb +5
Intimidate +5
Knowledge(Arcana) +6
Perception +8
Sense Motive +9
Spellcraft +6
Stealth +5
Survival +6(7)
Swim +5
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Gear
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Masterwork Katana
Cold Iron Cestus
Alchemical Silver Cestus
Longspear

Masterwork +4 Composite Longbow
40x Cold Iron Arrows
20x Alchemical Silver Arrows
20x Blunt Arrows

Masterwork Breastplate
+1 Cloak of Resistance

Potion of Enlarge Person
Potion of Protection From Evil
Oil of Bless Weapon
Oil of Magic Weapon

209g
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Spells
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Orisons
Acid Splash
Brand
Create Water
Detect Magic
Light
Read Magic

1st Level Spells 4/Day
Cure Light Wounds
Divine Favor
Litany of Sloth
Shield of Faith
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Special Abilities
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Spellkiller Inquisition You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).

When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type.

When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

Strong-Willed (Ex) At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

This ability replaces monster lore.

Judgment (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Defense against Magic (Evocation) (Ex) At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1.

This ability replaces all bonus teamwork feats.

Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

This ability replaces solo tactics.
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Backstory
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WIP:

When Ko'Kori was born her Grandfather Rego was pleased indeed, "She is gifted in magic much the same as I am, I finally shall have a successor."

But Ko'Kori's father Garm disagreed. Garm and Rego did not see eye to eye at the best of times, and Garm refused to allow Rego to train Ko'Kori to emulate him.

Rego became enraged and attempted to steal Ko'Kori away, but the House intervened.

Perhaps out of spite, Garm took to training Ko'Kori to dismantle spellcasters. Garm and Rego did not speak for a few years due to this, but eventually, Rego relented and devoted the resources of the House to assist Ko'Kori in her training.

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It always surprised her how very different her mothers were from one another. She often forgot that they were sisters at all.

She recalled Tsukiko once telling her that one must always consider every situation with care, and to understand the strengths and weaknesses of your enemies, and even more importantly, your own strengths and weaknesses, and work to conceal your flaws.

Ko'Kori found herself nodding to this wisdom, but as soon as her mother walked away, Gaige came behind her and slapped her across the back of the head.

"Forget that trash" she said. "Your enemies don't matter, what matters is knowing you're better than your opponent, that you're unbeatable. "

"Don't hide your flaws, flaunt them. A foe concerned with your weaknesses, forgets your strength."

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Although House Ammenao was filled with prolific sword fighters; from Rego's unmatched precision with the blade, Tanaka's deadly grace, Moto's perfection of technique, but if Ko'Kori was honest with herself, and maybe it was bias, her favorite fighters were her parents, Gaige and Garm.

She remembered the first time she saw them spar, her Mentor at the time was her aunt Moto.

"Why aren't they using dull blades", asked Ko'Kori in concern as she watched her parents prepare their normal swords.

"They break", responded Moto flatly.

Ko'Kori watched in anticipation as Gaige assumed a stance she recognized as the Iajutsu form. Moto has shown it to her before slowed down, but she had never seen it at combat speed.

Garm and Gaige stared down at each other for a long time, Ko'Kori began to grow impatient, but no one else watching said anything.

Then her father cracked the smallest of smirks, and Gaige reacted at once. Ko'Kori didn't see her mother move at all for a moment, but the room sounded like an explosion had gone off.

Then she saw her mother's image blur into her actual form, locking Swords with Garm.

How could her father have seen such a strike? She suspected he actually couldn't.

Then she heard her father yell for the first time, and Gaige immediately answered back with her own shout.

Suddenly the room was a battleground as each combatant traded wickedly savage strikes with one another.

Ko'Kori was amazed, Moto has spent the better part of a year stressing to her the importance of technique and form. But her mother and father seemed only concerned with the most absolutely brutal and efficient sword strokes possible.

Moto began to comment to her on the fight, she would point out how the ferocity of their attacks left them open to reprisal if they were to face a skilled warrior.

Ko'Kori found herself asking her aunt whether or not she could defeat either if them then.

Moto's face immediately went red and she seemed furious.

Eventually she responded, "no."

It seemed to bring her great pain.

"But", she said, "A warrior fights with grace and technique as well as strength. What you're watching isn't two sword masters. This is the blade work of demons."

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A year or two later, my mother Tsukiko explained to me the animosity between Moto and Gaige.

"You have to understand", began Tsukiko, "For a long time Moto was the golden child. I was the eldest, but I followed in my mother's footsteps and took up the two sword fighting style, which Rego was never fond of. "

"So when Moto was born and wanted to master the Katana, Rego was overjoyed. "

"In addition, Moto has always firmly believed in the ideal that if you work harder than anyone and you're more skilled than your opponent that you should win. "

"It's what makes her as good as she is. "

"Then understand that when Gaige was growing up, Moto although two years her senior was ten times the Fighter that Gaige was. "

"Moto practiced harder, longer, and has always strived to be the best. "

"Gaige by comparison, never listened to her instructors, everything was always done her own way, even if it was proven to be inferior, she refused to relent and insisted on her way."

"If Moto strived to be the best, Gaige on the other hand, one day simply decided she was the best. "

"This was obviously untrue, Gaige would insult Moto and call her weak, and Moto would defeat Gaige easily in their spars, and yet Gaige would still say she was the stronger. "

"I don't think anyone took it as anything but foolish bravado... Except... I think Gaige really did believe it. "

"A year or two after this began to happen, a ninja from Satonake stole Gaige's sword, Ouroboros. "

"Tanaka scolded Gaige and told her she'd never live up to the likes of Moto, and she was no daughter of hers. "

"Gaige responded by challenging Tanaka to a duel. "

"Tanaka carved Gaige practically in half. "

"How she didn't die I still don't know. I think Gaige flatly just refused to die. "

"Gaige picked up her innards, stood up from the ground, and proceeded to spit in Tanaka's face and call her weak trash. "

"There was a look that came over Rego's face. I wouldn't call it fear, or pride, it was more like... Acceptance. Like up until that moment he thought of Gaige much as Tanaka did. And only in that moment did she become an Ammenao in his eyes. "

"Rego called Tanaka off and exiled Gaige until she could return with her sword."

"I'm not sure any of us have been her equal since that moment, a year later after her return from exile, my suspicions were confirmed."

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A short year later, Gaige informed Ko'Kori that she too would be exiled.

"I've decided you are to follow in my footsteps Ko'Kori. You will leave House Ammenao tonight and will not return for two years. Take this time to further hone your craft and bring honor to House Ammenao abroad."

Two months later, Ko'Kori found herself with very little funds, in the small town of Sandpoint.