Amaya Kaijitsu

Koriko Honokami's page

216 posts. Alias of Threeshades.


Full Name

Koriko Honokami

Race

Half-Elf

Classes/Levels

Magus (Kensai) 3; HP (24/24) Arcane (4/4); AC/Touch/Flat 18/17/12; Fort/Ref/Will +4/+3/+2; Init +3; Percep +1

Gender

Female

Age

27

Alignment

NG

Location

Kasai

Languages

Common, Elven, Tien, Draconic, Auran, Kelish (trait)

Strength 16
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 8
Charisma 8

About Koriko Honokami

STATS
Status: Healthy
HP: 24 (3d8+6)
AC: 18, 17 touch, 12 flat-footed
Saves: Fort +4; Reflex +4; Will +2 (+3 vs. enchantment)
BAB +2
CMB +5 CMD 18

Initiative: +3 (Dex +3)
Conditions: -

STATS:
Ability score (bonus) [points]
STR 16 (+3) [05] (+2 racial)
DEX 16 (+3) [10]
CON 12 (+1) [02]
INT 16 (+3) [07]
WIS 08 (-1) [-2]
CHA 08 (-1) [-2]

FEATS & TRAITS:
TRAITS:
The Foreigner: Drawn to Varisia by tales of ancient Thassilon and the riches adventurers have recovered from the ruins of that fallen empire, you departed your homeland to seek your fortune. Even before you had docked in Magnimar, you had beheld the majesty of the Lady's Light and the grandeur of the Irespan, which only served to reinforce in your mind that this is truly a land of antiquarian wonder. You are a stranger in a strange land, but Magnimar's Council of Ushers posted notice all over the city that they were looking for adventurers to explore ancient ruins, and you signed up without a moment's hesitation.
Benefit: You gain one bonus language from the following list: Hallit, Kelish, Osiriani, Skald. Also, you gain a +1 trait bonus on all Knowledge (geography) and Knowledge (history) checks and one of these skills is a class skill for you.
Dojo's Equipment: Like all students of your dojo you were given the traditional sword and study material. This works like the rich parents trait, meaning your starting gold is increased to 900 gp.

FEATS:
1 Skill Focus (Use Magic Device)
1 Weapon Focus (Katana) [bonus]
1 Combat Casting
3 Power Attack

CLASS ABILITIES:
Bonus feats (see above)
Canny Defense: At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.
Magus arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
- Close Range: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

SKILLS:
Craft (Calligraphy) +9 (3 ranks + 3 int + 3 class skill)
Knowledge (Arcana) +9 (3 ranks + 3 int + 3 class skill)
Knowledge (History) +10 (3 ranks + 3 int + 3 class skill + 1 trait)
Spellcraft +9 (3 ranks + 3 int + 3 class skill)
Use Magic Device +7 (3 ranks - 2 cha + 3 class skill + 3 feat)
Perception +1 (- 1 wis + 2 racial)

SPELLS:
0 - DC 13 - 3/Day
Acid Splash (prepared)
Arcane Mark
Dancing Lights
Daze
Detect Magic (prepared)
Disrupt Undead
Flare
Ghost Sound (prepared)
Light (prepared)
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

1 - DC 14 - 3/Day
Color Spray (1 prepared)
Mirror Strike
Shield (1 prepared)
Mount
Shocking grasp
Ray of Enfeeblement (1 prepared)
Feather Fall
Chill Touch
Infernal Healing
Expeditious retreat

GEAR:
Gold: 19gp 3sp

WEAPONS
Masterwork Katana +7 (+5 spell combat) (1d8+3; 18-20/x2) 350 gp

ARMOR & CLOTHING
Monk's outfit (free)
Masterwork Haramaki 153 gp

OTHER GEAR
Ring of Protection +1
Masterwork Artisan's Tools (Calligraphy) 55 gp
Backpack (Masterwork) 50 gp
Bedroll 0,1 gp
2x Ink (1 oz vial) 16 gp
Inkpen 0,1 gp
5x Trail Rations 3,5 gp
Waterskin 1 gp
Spellbook (free)
Scroll Case 1 gp
-1x Scroll of Infernal Healing 75 gp
-Scroll of Chill Touch 25 gp
Scroll Case 1 gp
-Scroll of Ray of Enfeeblement 25 gp
-Scroll of Invisibility 50 gp

DESCRIPTION:
Physical Description
Koriko's facial features show mostly her Tian-Min heritage but slight elven features are visible, such as her large pupils and violet irises. The most obvious feature of her elven descent are still the pointed ears and lean stature. Her long black hair flowing down her back reaching just past her shoulder blades.

She is dressed in a purple kimono cut for mobility that is adorned with a pattern of sky and sea dragons coiling between waves and clouds respectively. Under the kimono she wears the simple black pants of a martial artist. A black haramaki holds the sheath of her purple-hilted katana.

Personality
Koriko is an introvert, she loves to involve herself with people of the past much more than those of the present. Her involvement in her studies often leaves her unattentive of her surroundings, unless she finds herself in a place of historical bearing where she would rather get lost in examining it. No less she is disciplined and knows when to pay attention, she often appears distant, very serious and rigorous with her training, as she can often be found involved in it, when in truth she is merely doing what she finds fun, when practicing her calligraphy or studying history. She helps those in need where she can and when she opens up to people is quickly found to be pleasant company.

BACKSTORY:
Koriko grew up in a Dojo knowing little of her parents. Her elven mother, a soldier for a Clanlord, died fighting in a feud and her father succumbed to an undiagnosed disease shortly thereafter. The girl was adopted by Sensei Itto Hakashi and instructed in the way of the Kensei. Her training combined the precise forms of swordfighting and the meticulous gestures as well as the written form of magic through intense training in the patient and precise art of calligraphy. Augmenting one with the other and turning them into more than the sum of their parts.

Another important part of her training was learning from the lessons of the past. History from all over the Dragon Empires and even the Inner Sea, of battles and heroic deeds were meant to teach her and the other students the great successes and failures of the past, so that they may better understand their own place in the present. Koriko became especially fascinated with the grand stories of heroism and the rich history from the distant lands of Avistan. She became determined to one day find these places and perhaps write her own tales, maybe even find the ruins of the ancient Thassilon that she had read so much about. Her Sensei found this to be both her strength and her weakness, indeed she learned a lot of and from history, but she would often be so focussed in her studies that she would disconnect from her surroundings, lose focus on the here and now and have little contact with her fellow students or, really, anyone. Nevertheless Koriko completed her training and was awarded with one of the dojo's traditional katana.

With nothing left to learn from Sensei Hakashi the young woman set out for the city-state of Goka, where she lived for a while as blade for hire until she received a message that Sensei Hakashi had been assassinated. The killer was described as a tall horned woman with a barbed tail and a missing eye. After a bit of investigation Koriko could determine that someone matching this, rather rare description came through Goka recently and took a ship to the Inner Sea. Koriko needed to find the one who killed the one person who was like a parent to her. She was not bent on bloody revenge, in fact she didn't know what to do when or if she ever found the one, but she needed to confront her and find out why Hakashi had to die.

Determined to find the killer she also hired a ship to Avistan. Wondering where or how to start. The only hope being the unique appearance of the murderer making her easier to track. At least she would see the lands she had always dreamt about seeing, but it would not be on the purpose that she would have wished for.

Quick Dice:

[dice=Concentration]1d20 + 10[/dice]

Katana
[dice=Attack]1d20 + 7[/dice]
[dice=Damage (two-handed)]1d8 + 4[/dice]
[dice=Attack (spell combat)]1d20 + 7[/dice]
[dice=Damage (one-handed)]1d8 + 3[/dice]

Base Bonuses
[dice=CMB]1d20 + 5[/dice]
[dice=Fort]1d20 + 4[/dice]
[dice=Ref]1d20 + 4[/dice]
[dice=Will]1d20 + 2[/dice]

Skills
[dice=Craft (Calligraphy)]1d20 + 9[/dice]
[dice=Knowledge (Arcana)]1d20 + 9[/dice]
[dice=Knowledge (History)]1d20 + 10[/dice]
[dice=Spellcraft]1d20 + 9[/dice]
[dice=Use Magic Device]1d20 + 7[/dice]
[dice=Perception]1d20 + 1[/dice]

Abilities
[dice=Strength]1d20 + 3[/dice]
[dice=Dexterity]1d20 + 3[/dice]
[dice=Constitution]1d20 + 1[/dice]
[dice=Intelligence]1d20 + 3[/dice]
[dice=Wisdom]1d20 - 1[/dice]
[dice=Charisma]1d20 - 1[/dice]