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About KyunjiroKyunjiro
Male kitsune rogue 3
Boons:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery
Banish The Hag Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your chronicle sheet when you’re targeted by a spell or effect that would remoce a curse; the caster gains a +4 bonus on the caster level check to remove that curse. Leshy Token You calmed the distaught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or Wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10. The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorably connections with House Cartahegn at a 10% discount. Debt to Society: Your constant dedication and service to the Pathfinder Society has earned you considerable recognition and trust. If you have at least 20 Fame and have at least 4 Prestige Points, you may spend all of your remaining Prestige Points to pay for a single casting of raise dead on any ally’s remains including your own while in a settlement with a population of at least 5,000 residents. In each successive scenario you must spend all Prestige Points earned to repay your debt to the society until you spend a total 20 Prestige Points, including those you initially spent for the spell. Record the scenario name, date, and initial Prestige Points spent on the first line below. Document future Prestige Point payments on this Chronicle sheet and on each individual Chronicle sheet where the Prestige Points were earned. Once the total Prestige Points recorded below equal 20, your debt is considered paid in full. Prospective Poisoner: You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She welcomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class (Pathfinder Campaign Setting: Paths of Prestige pg 18) as if it appeared on the additional recources list. Characters with this prestige class qualify for the Master Alchemist feat and can pruchase and use poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option. Timinic’s Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the core rulebook worth 250 gp or less, a pair of sleeves of many garments or a traveler’s any tool for 1 prestige point. You can use this boon any number of times. Earned Rewards and Sessions:
XP: 6 Prestige Points: 12 Fame 12 These were earned at:
Born with a twin, A white fox with blue eyes names Yuki. His twin grew up to be an oracle. Yuki died in a battle with his adventuring friends against a red dragon. Ever since, Kyunjiro has imagined killing that monster countless times. Kyunjiro was good at theivery and sneaking around. He has blue eyes and brown hair (red in natural form). Defense:
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 armor) hp 19 (3d8) Fort +2, Ref +8, Will +2
Offense:
Speed 30 ft. Melee
Ranged
Tracked resources:
Arrows 18 Cold Iron Arrows 100 Trail rations (days) 2
Statistics:
Str 10, Dex 18, Con 10, Int 12, Wis 11, Cha 16 Base Atk +2; CMB +2; CMD 16 Feats Weapon Finesse, Weapon Focus (Rapier) Rogue Talents Bleeding attack (ex) A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Skills
Languages Common, Elven, Sylvan, Tien
Equipment:
backpack, bedroll, trail rations (per day) (2), waterskin, rapier, shortbow, arrows (20), tindertwigs (5), torch, wayfinder, cloak of resistance +1, cold iron arrows (100) Money: PP: 0 GP: 1553 SP: 8 CP: 9 Special Abilities:
Kitsune Magic (ex/sp) Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights. Natural Weapons (ex) In their natural form, a kitsune has a bite attack that deals 1d4 points of damage. Agile (ex) Kitsune receive a +2 racial bonus on Acrobatics checks. Change Shape (su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Low-light vision (ex) Kitsune can see twice as far as humans in conditions of dim light. Evasion (ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Bleeding attack (ex) A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. NOTE: Boons are not included here. They are found in the “Boons” spoiler. :)
Traits:
Magical Talent Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. 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. Cantrip Chosen: Acid Splash Fencer You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons. |