Sajan

Koija Hirano's page

126 posts. Alias of Theorythmus.


Full Name

Koija

Race

Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1

Classes/Levels

Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

Gender

Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2

Age

25

Alignment

NG

Deity

Myrshalar

Strength 11
Dexterity 19
Constitution 16
Intelligence 19
Wisdom 12
Charisma 14

About Koija Hirano

Tracked Resources:

Kunai 2/2
Dagger 1/1
Scroll of Detect Charm (lvl 1)

Carried Weight 29,5 lbs

Coin : 145 Derims 6 Thalen 5 Drakes

Weight Limits
Light 38 lbs. or less
Medium 39-76 lbs.
Heavy 77-115 lbs.

Koija:

Male Ikaiji
Arcanist 2
NG Medium Humanoid (Ikaji)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC : 16 | T : 16 | F : 11 (+4 Dex +2 class/+1 armor)
DR 1/Magic
hp 18 (2d6+6)
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Darkwood Hanbo [Spell focus item] +2 (1d6 | x2 | B) [monk, trip]
. . Kunai +1 (1d4 | x2 | B or P)
. . Dagger +1 (1d4 | 19-20/x2 | S or P)
. . Touch Spell +1 (effect depends on spell)
Ranged Kunai +5 (1d4 | x2 | B or P | 10 ft range)
. . Dagger +5 (1d4 | 19-20/x2 | S or P | 10 ft range)
. . Ranged Spell +5 (effect/range depends on spell)
--------------------
Statistics
--------------------
STR 11 DEX 19 CON 16 INT 19 WIS 12 CHA 14
BAB +1; CMB +1; CMD 15
Feats Extra Arcanist Exploit
Traits Lore Seeker (Snowball, Thunderstomp, Lightning Bolt), Signature Moves
ACP 0
Skills
Class Skills:Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession(Wis), Spellcraft (Int), and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Acrobatics [0]+0+4=4
Diplomacy [0]+0+2-2=0
Intimidate [0]+0+2(+1)=2(3*)
Knowledge (Arcana) [2]+3+4+1=10
Knowledge (Dungeoneering) [1]+3+4=8
Knowledge (History) [2]+3+4=9
Knowledge (Religion) [2]+3+4=9
Perception [1]+0+1=2
Stealth [1]+0+4=5
Sense Motive [0]+0+1-2=-1
Spellcraft [2]+3+4=9
Survival [1]+0+1=2

* Only when wielding his signature item.

SQ
Ikaiji
Emotionless Ikaiji have a hard time relating to others and interpreting emotions. Thus they take a -2 penalty on Diplomacy and Sense Motive checks.
Magic Resistant Ikaiji get a +2 racial saving throw bonus against spells or spell-like effects.
Mystsense (Ex) Ikaiji have the ability to see the Myst, including the living auras of all creatures, manifesting itself as a hazy golden glow. An ikaiji with Mystsight gains a +4 bonus on Perception checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement (but not blink or etherealness), and similar effects is halved. Furthermore, the ikaiji with Mystsight has the ability to constantly detect magic at will.
Arcanist
Arcane Reservoir (Su) 3+1/2 lvl points each morning, maximum 3+ lvl points in reservoir.
Favored Class Bonus +1 to total reservoir points per level.
Arcanist Exploits Potent Magic (Su), Lightning Lance (Su)
Consume Spells (Su) as a move action convert Energy into reservoir points.
Languages Kamajan, Draconic, Arglondaran, Malaborian, Ghan Tivan

Background:

Like most Ikaiji, Koija has a great affinity with the Myst. From a young age he spent his time studying old scrolls to learn how to weave the ambient Myst into spells. When he had learned what he could in his small hometown. Koija set out into the wide world to learn what he could from other people and the old ruins scattered around the world.

The first major stop on his journey was the nation of Khandalar, where he met the good-natured Krilith. Koija spend several months speaking with their mystweavers, learning of their ways and the Dragon Matron. Although he is no true healer, he learned how to slowly let the ambient Myst around you heal your body from physical injuries. This fact made Koija realize that one could make the ambient Myst interact with the Myst inside oneself.

For the second leg of his journey, Koija traveled by boat to Ghan Tiva.
It is in this country he would stay for several years, learning from the variety of mages that lived there. He learned much about the history of the world, the language of one of the ancient civilisations and even more about the Myst. It was during this time that Koija unlocked his potential and was able to interact with the Myst inside himself. He is even capable of temporarily store some Ambient Myst in his body to release at a later time.

Koija once again set forth, eager to learn more and traveled through Teltamar to finally end up in Arglondar. He mostly stayed on the main roads and tried to lend aid where possible in exchange for a night's rest or some money.

Through his travels Koija has learned that words and gestures can have very different effects depending on how you use them. Although he now speaks several of the local languages, he still has difficulty interacting with people in the ways locals would. So he makes his interactions short and to the point, trying to avoid any confusion or that the other would perceive a hidden meaning behind his words.

He was on his way to Bhelskar, the City of Swords, looking for some more work as he's down to his last few gold pieces. When he happened upon the campfire of Magnes Coalbrow.

And that's where the real story starts ...

Starting Equipment:

Darkwood Hanbo Spell focus item 521 GP | 1 lbs (signature moves trait item) [cost calculation 1 GP (base item) + 200 GP (spell focus) + 300 GP (MW) + 20 GP (Darkwood 10 GP / lb of base item) = 521 GP < 900 GP]
Silken ceremonial armor 30 GP | 4 lbs
Spell component pouch 5 GP | 2 lbs
Spellbook - | 3 lbs
Kunai 2 GP | 2 lbs x 2
Dagger 2 GP | 1 lbs x 1
compass 10 GP | 0.5 lbs
belt pouch 1 GP | 0.5 lbs
mess kit 2 SP | 1 lb
canteen 2 GP | 1 lb
hammock 1 SP | 3 lb
blanket 5 SP | 3 lbs
backpack 2 gp | 2 lb
monk's outfit - | 2 lbs
Hat 4 SP | 1 lb
mirror, small steel 10 GP | 0.5 lbs
Signal Whistle 8 SP | -

Enguar's Grimoir:

Enguar Alrisian, Battlemage of the Red Griffon Army
1st-level spells:
Protection from Evil
Shield
Burning Hands
2nd-level spells:
Aggresive Thundercloud
Spontaneous Immolation

Agalar's Grimoir:

2nd-level spells
Alter Self
Bull's Strength
1st-level spells
Charm Person
Hypnotism
Protection from Good
Ray of Enfeeblement
Mage Armor