| Full Name |
Kyrax Preyfar |
| Race |
Kitsune |
| Classes/Levels |
Dawnflower Dervish 1 Ninja (Scout) 2 | AC 18 T 14 FF 14 | HP 8/21 | F +1, R +9, W +1 | Init +4| Perc +5| Sense Motive +3 |
| Gender |
M |
| Size |
M |
| Age |
25 |
| Special Abilities |
Bard, Dervish Dance |
| Alignment |
CG |
| Location |
Cheliax |
| Languages |
Common Sylvan |
| Occupation |
Bard |
| Strength |
10 |
| Dexterity |
18 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
9 |
| Charisma |
17 |
About Kyrax Preyfar
Kyrax Preyfar
Male Kitsune Bard (Dawnflower Dervish) 1/Ninja (Scout) 2
LN Medium humanoid (kitsune, shapechanger)
Hero Points 1
Init +4; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 21 (3d8+3)
Fort +1, Ref +9, Will +1
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Offense
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Speed 30 ft.
Melee:
bite -4 (1d4) and
cold iron scimitar +5 (1d6+4/18-20X2)
Ranged:
sling +5 (1d4)
Javelin +5 (1d6)
Special Attacks:
bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1),
battle dance: inspire courage +2/+2, sneak attack +1d6
Spell-Like Abilities
3/day—dancing lights
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +4):
1st (3/day)—hideous laughter (DC 15), saving finale (DC 14)
0 (at will)—dancing lights, daze (DC 14), detect magic, message
Ki points: 4. Points uses 2
Performance Rounds 13. Rounds used 7
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Statistics
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Str 10, Dex 18, Con 12, Int 10, Wis 9, Cha 17
Base Atk +1; CMB +1; CMD 15
Feats: Dervish Dance, Flagbearer, Extra Performance
Traits flame of the dawnflower, vagabond child (urban)
Skills:
Acrobatics +10
Bluff +7
Climb +2
Diplomacy +7
Disable Device +6
Escape Artist +6
Intimidate +7
Knowledge (local) +4
Knowledge (nobility) +4
Perception +5
Perform Dance +7
Perform Sing +7
Sense Motive +3
Sleight of Hand +6
Spellcraft +5
Stealth +8
UMD +8
Racial Modifiers +2 Acrobatics
Languages Common, Sylvan
SQ battle dance, change shape, hero points, ki pool (4 points), kitsune magic, ninja trick (vanishing trick), poison use
Gear: chain shirt, cold iron scimitar, sling, belt pouch, earplugs, flask, flint and steel, Javelins X3, Whetstone, rope, 74 GP, 9 SP, 4 CP
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Special Abilities
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Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects. Battle Dance (move action) () A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Change Shape (Su) Assume a single human form.
Change Shape (Su) Assume a single human form.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Flagbearer Grant bonuses to allies who see your flag.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as
invisibility. Using this ability uses up 1 ki point.