O-Sayumi

Lady Kyoko Moriko's page

32 posts. Alias of Johnny_Panic.


Full Name

Lady Kyoko Moriko

Race

Current look

Classes/Levels

| AC 18/26 T 17/21 FF -- | CMD 9 | hp 48/48 THP 4/4 | F+6 R+10 W+10| Spd 40' | Init +6 | Dis +25/35, Bluff +14, SM+14, DD +12, Perc +14 (low-light), Ste+15 , UMD +10 |

Gender

Female

Size

5'1"

Age

Unknown

Special Abilities

Ki Pool 5/5 HeroP 2/5

Alignment

TN

Deity

None

Languages

Common, Elven, Sylvan 12more

Strength 10
Dexterity 22
Constitution 14
Intelligence 20
Wisdom 20
Charisma 22

About Lady Kyoko Moriko

Note: Complete

Lady Kyoko Moriko
HERO Points [2/5] [feats]
Race: kitsune
Class:
1:Ninja - Oniwaban [L4]
2:Sorcerer - tattooed-sorcerer [L4]
3:Kineticist Overwhelming Soul [L4]
4:Cleric L1

THEME: Highly skilled Ninja infiltrator who has gained with other skills to aid her "Craft". Sneaky and stealthy type, with a big blast that can do real harm. She can blend in so you never even knew she was there, She is just as home in a city as she is in the wild lands.

Description
A girl has no name
A skilled Ninja Kyoko wares no mask. A child that has leaned to change her looks at a whim dose not need one. She can look like anyone she has meet. She is, who she is mascaraing as when you meet her. Most often a Human Nobel called Lady Kyoko Moriko, but she could be anyone. A simple Servant, a merchant looking for a good deal, a small black fox, A Rouge seeking work. No one ever sees her true form, that is her most guarded secret. So a description is heard. But if you where to pin her down to one look, one view of how she sees herself it would be this a Blood socked Ninja

=-----Statistics-----
Init +6; Senseslow-light vision, Dark Vision 120' *Other Shape shift, Perception +14

DEFENSE:

AC [18] TAC[17] FF[--] 10+0Armor+0Shield+6Dex+0Items+0other+0Size+1NA+1Dodge]
Mage Armor [+4 4 hours]
Shield [+4 4 mins]

HP: 48/48 {8+8+8+8+8Con+4feat+4FC}

Fort: +6, {+4Base,+2Con}
Reflex: +10, {+4Base,+6Dex}
Will: +10,{+4Base,+5Wis+1Trait}

Resistance:
+2 bonus on saving throws against mind-affecting effects.

Immunity's

CMD +10 {+3Base +0Str +6Dex +0size +0misc+1Dodge}

OFFENSE:

Speed: 40ft [50' fox form] [Fast Stealth]
CMB: +3; {+3Base +0Str +0size +0misc}
Base Atk: +3;
Melee:+3{+3Base,+0Str}
Ranged:+9{+3Base,+6Dex}

--Melee: [Sneak attack+2d6]
Unarmed attack* TH+9 DMG[1d3+0] x2 (NL)
Bite Attack* TH+6 DMG[1d4+0] x2 (Kitsume form only]
Bite Attack* TH+7 DMG[1d3-1] x2 (Fox form only]
Kinetic Blade [Gather power to manifest]
TH +10* [DMG2d6]

--Ranged:+6
Telekinetic Blast TH+10 [DMG 2d6+3] r30' [20lb]
[See blast]

*Weapon Finesse

Space 5 ft.; Reach 5 ft.

STATISTICS:

88 Rolled + 10 points 1:1

Str 10 [+0][r12][0p][-2Race]
Dex 22 [+6][r18][0p][+4Race]
Con 14 [+2][r12][2p]
Int 20 [+5][r14][4p][+2Race]
Wis 20 [+5][r14][4p][+2Race]
Cha 23 [+6][r18][0p][+4Race][+1Level]

Original rolls Link

5d6 ⇒ (2, 1, 2, 6, 6) = 17 = 14
5d6 ⇒ (6, 6, 4, 3, 4) = 23 = 16
5d6 ⇒ (3, 5, 2, 2, 4) = 16 = 12
5d6 ⇒ (6, 6, 6, 6, 1) = 25 = 18
5d6 ⇒ (3, 5, 4, 4, 1) = 17 = 13
5d6 ⇒ (6, 2, 6, 6, 2) = 22 = 18
5d6 ⇒ (3, 1, 4, 4, 5) = 17 = 13 [done on another post]

12/13/13/14/18/18 = 12/12/14/14/18/18 [88 +10 point Spend]

Feats:

-:Toughness [Gm feat for free] [+4HP]

5 Free Feats 1st level
1:Eschew Materials
2:Hero's Fortune
3:Blind-fight
4:Dodge
5:

Level feats after 1st:
2ed:Realistic Likeness (Kitsune)
Prerequisites: Kitsune.
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. [Humanoids only]
3ed:Magical Tail Disguise Self [2/day]
4th:Fox Shape (Kitsune)
Prerequisites: Cha 13, base attack bonus +3, kitsune.
You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

Race Feats:
*see Race + Fox from [Sent]

Class Feats Ninja
Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi, light armor
-:Weapon Finesse [Ninja Unchained]
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
-: Fast Stealth [Full speed in Stealth]
-:Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Weapon and Armor Proficiency
All simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. Ninjas are proficient with light armor.

Class Feats Sorcerer
1:mages-tattoo Daze 3/day [+1CL Enchantments]
Weapon and Armor Proficiency
All simple weapons.

Class Feats Kineticist - Overwhelming Soul
Weapon and Armor Proficiency
All simple weapons and light armor.

Class Feats Cleric
Weapon and Armor Proficiency
All simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. [*Improved Unarmed Strike]

Familiar Feats [While close]
-:Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
-:Improved Evasion (Ex)
Prerequisite: Advanced talents
Benefit: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Traits:

Traits:
1: Into Enemy Territory [Campaign Trait‎ > ‎Second Darkness‎]
It takes a strong will to do what she dos, acting as others in acity of crime.
Benefit: Choose Fortitude, Reflex, or Will. You gain a +1 trait bonus on saving throws of that type. +1 wil save

2:Focused Mind [magic]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

3:Beastkin [Social] [Foxs]
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.
Benefit(s) You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

----------------=Drawbacks=-----------------

Race Kitsune:

Kitsune [9RP]
Standard Racial Traits

Ability Score Racial Traits:
Kitsune are agile and companionable, but tend to be physically weak.
+2 Dexterity, +2 Charisma, and –2 Strength.

Size
Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.

Type
Kitsune are humanoids with the kitsune and shapechanger subtypes.

Base Speed
Kitsune have a base speed of 30 feet.

Languages:
Kitsune begin play speaking Common and Sylvan.
Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Agile (Ex)
Kitsune receive a +2 racial bonus on Acrobatics checks.

Magical Racial Traits

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 and can remain in this form indefinitely.

Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action.

Natural Weapons (Ex)
In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Senses Racial Traits

Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.

Paid for

Advanced Charisma [4 RP]
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Cha.
Advanced Init [4 RP]
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Int.
Advanced Wis [4 RP]
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Wis.
Advanced Dex [4 RP]
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Dex.

Darkvision 120 Feet (3 RP)
Prerequisites: None
Benefit: Members of this race can see in the dark up to feet.

Skills:

-=Skills=- [60 points]; [32Levels +20Int +4GM]

^Acrobatics*(Dex)____+15{+4rank,+6Dex+2Race}
^Appraise(Int)____+9{+1rank,+5Int}
^Bluff(Cha)____+12{+3rank,+6Cha}
^Climb(Str)____+4{+1rank,+0Str}
^Craft(Poison) (Int)____+8{+1rank,+5Int}
^Diplomacy(Cha)____+12{+3rank,+6Cha}
^Disable Device____+10{+1rank,+6Dex}
^Disguise (Cha)____+25{+4rank,+6Cha+10race+2Class}
^Escape Artist(Dex)____+10{+1rank,6Dex}
^Fly(Dex)____+10{+1rank,+6Dex}
Handle Animal (Wis)____+5{+0rank,+5Wis}
^Heal(Wis)____+10{+2rank,+5Wis}
^Intimidate(Cha)____+10{+1rank,+6Cha}
^Knowledge (Arcana)(Int)____+8{+1rank,+5Int}
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+5Int}
^Knowledge (Engineering)(Int)____+8{+1rank,+5Int}
^Knowledge (Geography)(Int)____+8{+1rank,+5Int}
^Knowledge (History)(Int)____+8{+1rank,+5Int}
^Knowledge (Local)(Int)____+8{+1rank,+5Int}
^Knowledge (Nature)(Int)____+8{+1rank,+5Int}
^Knowledge (Nobility)(Int)____+8{+1rank,+5Int}
^Knowledge (Planes) (Int)____+8{+1rank,+5Int}
^Knowledge (Religion) (Int)____+8{+1rank,+5Int}
^Linguistics(Int)____+8{+1rank,+5Int}
^Perception(Wis)____+14{+4rank,+5Wis}[+2Familiar]
^Perform[Acting](Cha)____+6{+0rank,+6Cha}
^Profession[--](Wis)____+5{+0rank,+5Wis}
Ride(Dex)____+6{+0rank,+6Dex}
^Sense Motive(Wis)____+14{+4rank,+5Wis}[+2Familiar]
^Sleight of Hand(Dex)____+10{+1rank,+6Dex}
^Spellcraft(Int)____+10{+2rank,+5Int}
^Stealth (Dex)____+15{+4rank,+6Dex+1Class}[+1trait]
^Survival(Wis)____+9{+1rank,+5Wis}
^Swim(Str)____+4{+1rank,+0Str}
^Use Magic Device(Cha)____+10{+1rank,+6Cha}

concentration [+16][+6Cha+4CL+4feat+2trait]

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-

Race Skills
Kitsune receive a +2 racial bonus on Acrobatics checks.

-=Languages=-
Languages Common, Draconic, Elfish, Sylvan, Fox.

Special Abilities:

SPECIAL/CLASS ABILITIES

Shape Change.
Human [Any observed]
Fox form
Ki pool
By spending 1 point from her ki pool, a ninja can
-: Make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
-: Increase her speed by 20 feet for 1 round.
-: Gain a +4 insight bonus on Stealth checks for 1 round.
2: Vanishing Trick (Su) 4r/1ki point.
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.
Daze 3/day [+1CL Enchantments]

---===Spells / Powers===---]
------------------------------Spell-Like Abilities (CL=HD)------------------------------

magical-tail 1 Disguise Self [2/day]

Spell-Like Abilities (CL=10+4Level of spell+Cha)

Ninja - unchained - Oniwaban L4:

Ninja -unchained L4[/b]

HD 1d8
BAB+3
Saves +1/+4/+1
Poison use
Sneak attack +2d6
Alignment: Any.
Ninja trick x2

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Finesse Training (Ex) [Ninja] [Force Blade]
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th

Espionage Expert (Ex)
At 1st level, an oniwaban adds 1/2 her level to Diplomacy skill checks made to gather information and to Disguise skill checks (minimum +1). In addition, she gains the quick disguise rogue talent. This ability replaces poison use.
-:Quick Disguise (Ex)
Benefit: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise + Time [Cumlative]
Minor details only = full-round action
Disguise as a different gender = 1 minute
Disguise as a different race = 1 minute
Disguise as a different age category = 1 minute
Disguise as a different size category = 1 minute

Sneak Attack [2D6]
If a ninja 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 ninja’s attacks deal 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 ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja 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, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su) Ki 8/day
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can
-: Make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
-: Increase her speed by 20 feet for 1 round.
-: Gain a +4 insight bonus on Stealth checks for 1 round.

Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made

1: Fast Stealth (Ex)
Benefit: A ninja with this trick can move at full speed using the Stealth skill without penalty.

2: Vanishing Trick (Su) 4r/1ki point.
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.

Dispatchment (Ex)
At 4th level, whenever a ninja attacks an opponent that would be denied a Dexterity bonus to AC or when she flanks her target, she gains a +2 bonus on her attack roll.

Master of Disguise (Ex)
At 3rd level, an oniwaban learns to cover her tracks, remain hidden, and assume radically different disguises. The DC to track an oniwaban increases by +1. In addition, her training reduces any penalties from assuming a disguise of a difference gender, race, age, or size by 1 and gives her a +1 insight bonus on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs, the reduction to Disguise check penalties, and the bonus on opposed Stealth checks increase by 1. This ability counts as no trace for the purpose of any feat or class prerequisite. This ability replaces no trace.

Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Ninja Code
Lady Kyoko Moriko - The eight pillars of her Ninja Code of Honor
She swear to this Code. To go against this code is to go against all things Ninja and to indicate unfitness to be a Ninja.

1. I will honor the sanctity of all Ninja Secrets I am blessed with knowing and the traditions of my Clan.
2: I shall Respect the subjects of your craft, in this way I will show respect for my craft.
3: I will never act from strong emotion, I must be mindful of my true Ninja self, to be otherwise would be to lose focus in my craft.
4: I have no enemy's but only subjects of my craft.
5: I will strive for self improvement in my craft, seeking education and improvement in all Ninja art.
6: I will never kill or hurt needlessly.
7. I will never cower from a necessary pain, nor will I rush to it pointlessly.
8: I will never fall pray to Good or evil, law or chaos, but strive to have balance in all things.

Sorcerer - Tattooed Sorcerer L4:

Sorcerer - tattooed-sorcerer L4

BAB +2
Saves /+1/+1/+4
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells per say [st1=6 2ed=3]
Spells known 0=6 / 1=3 / 2=1

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mage's Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.

Spells
0 level [At will] DC16
1:detect-magic
2:Read magic
3:prestidigitation
4:mending
5:message
6:Jolt

1st Level DC17 [8 spells day]
1:windy-escape
2:Shield 4mins
3:mage-armor 4 hours
4:color-spray
5:vanish
6:feather-fall
-:Mind thrust I

2ed Level DC18 [5 spells day]
1:resist-energy
2:detect-thoughts
3:levitate

Psychic Bloodline
Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.

Class Skill: Sense Motive.

Bonus Spells:
Mind thrust I (3rd) [Held in Tattoo]

Bloodline Arcana
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Bloodline Powers
Your psychic powers make you a master mentalist, but your soul struggles with the urge to transcend into a pure thought-form.

Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Bloodline Tattoos (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Mental Resistance (Ex)
At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects.

Kineticist - Overwhelming Soul L4:

Kineticist Overwhelming Soul [L4]

HD8
Class Skills
The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
BAB+3
Saves/+4/+4/+1

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents. She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist's class skills and the key ability score of wild talents.

Elemental Focus (Su) [aether (telekinesis)]
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. Gains selected element's basic utility wild talent as a bonus wild talent. See Elements for the specific abilities granted by each element.
1:Basic Telekinesis
Element(s) aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Wild Talents x2 DC18
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution Charisma modifier. The kineticist uses her Constitution Charisma modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above).
1:Telekinetic Haul 400lb
Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.
2:Kinetic Healer [2d6+3]
Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can't be healed by any means until the recipient takes a full night's rest.

Mental Prowess (Su)
An overwhelming soul's mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can't choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can't be removed with restoration or greater restoration, but which disappears automatically after 24 hours.
This ability alters burn and replaces internal buffer.

Kinetic Blast (Sp) [2d6+4]
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

1:Telekinetic Blast
Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution Charisma modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Gather Power (Su)
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su) [x2]
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
1:Kinetic Blade [Gather power to manifest DMG2d6+3]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
2:Extended Range [Gather power to manifest]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Elemental Defense (Su)
At 2nd level, a kineticist gains her element's defense wild talent.
1:Force Ward [THP4]
Element(s) aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.

Overwhelming Power (Ex) +1TH +1DMG
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow.
This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.

Aether
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills
A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Wild Talents
1st—basic telekinesis, kinetic cover, kinetic healer, pushing infusion†, telekinetic finesse; 2nd— bowling infusion†, telekinetic haul.

Universal
The following wild talents are available to all kineticists.
Wild Talents: 1st—draining infusion†, extended range†, kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled kineticist (greater);

Cleric L1:

Lady Kyoko is a believer in "The way" The "Tao" in other words.
It is way is TN.

“Knowing others is intelligence;
knowing yourself is true wisdom.
Mastering others is strength;
mastering yourself is true power.”

Cleric L1]

BAB+0
Save/+2/+0/+2

Class Skills
Skill Ranks Per Level: 2 + Int modifier.
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (ALL) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Channel Energy 1d6, [Positive] 8/day

Knowledge Domain
Granted Powers:
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): [Auto 21]
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Travel Domain
Granted Powers:
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Spells: [Cant be used in Fox form]
0 Level DC15
1:enhanced-diplomacy
2:purify-food-and-drink
3:create-water

1st Level DC16
D:Long Strider1 hour
1:Dream Feast
2:recharge-innate-magic
3:endure-elements [Used Daley]
S:cure-light-wounds

Familiar:

Held in Tattoo.

Ioun Wyrd

Ioun Wyrd
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +2

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 Dex, +1 dodge, +2 size +2AC)
hp 10/10 (1d10)
Fort +0, Ref +2, Will +2
Immune construct traits
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

OFFENSE
Speed fly 30 ft. (average)
Melee slam +0 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 15, Con —, Int 7, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats
Dodge
Alertness,
improved evasion,
share spells,
Empathic link,
Deliver touch spells

Skills Fly +10, Perception +2
Languages Common (can't speak)
SQ ioun affinity, share iouns

SPECIAL ABILITIES
Ioun Affinity (Su)
An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.

ioun stone
Unknown

Disguises Forms:

A Black Fox,
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus, +2AC [Size] [lose Armor and Shield bonus.
Senses: +Scent
DEFENSE
Speed 40+10 [50ft].
Melee bite +6 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Skills: +4 Survival when tracking by scent

Lady Kyoko Moriko - Default Human form Human Aristocrat

Andriff - Female Elf Merchant

Allya - Human Half-Elf - Rouge

Lilly Human servant Girl

Fox From

True Form
Kitsune Ture Form

Appearance and Personality
Sex - Female
Race - Kitsune [Human Forms]
Classes/Levels - Ninja [4L]
Alignment - TN
Age - looks 30
Hight - 5'10"
Wight - 58lb

Personality
A demure will spoken female Kitsune with impeccable manners, educated to a highest level, her semi-noble upbringing mixing with her Ninja crafts and coldness at times. She can have a light smile and gentile touch. Happy to hear what others say. Caring to her friends and family. However do not be fooled she may take other forms and act in other ways.

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 0 starting gold 0 in consumables [^ on sheet]

Armor
See magic
Weapon
See Class.

Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None slotted Items

-=Carrying Capacity=-
Light 0-33 lb. Medium 33-66 lb. Heavy 66-150 lb.
-=Current Load Carried=- 7.5 lb.

-=Money=- 0 GP 0 SP 0 CP

Signature Item - Body Tattoo:

Kyoko's Signature Item is a Magic body Tattoo, much like the ones Image here

This magic tattoo, has some interesting ability's It acts as her clothing, my mains magic. She can change the look of her clothing to fit the look she takes, and then hid it when in fox Form. It can also hid itself from magic detection with in a small flash pouch on her body. But in doing so all powers from it are lost while so hidden.

Description:

Category: Magic Item

Slot: Body

Feats Granted;
L2: Inscribe-magical-tattoo [Self only] [Item Creation]
L4: Combat Casting [General feat]
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Magic Creation Pool (MCP)(spent/total): 1,950/4,000

MCP Powers;
-:Magic Tattoo - Is animated and can move out of sight, even make itself translucent. (100 * 50% = 150gp)
-:Acts like Sleeves of many garments (200gp *50% = 300gp) -lb [Magic]
-:Emulate Pathfinders Pouch (Right Arm Sleeve, +15 lbs, +250 lbs/30 cubic ft carry capacity)(1,000 * 50% = 1,500 MCPs)

Flexible Power Pool (FPP)(spent/total): 1/1
(sqrt ?? = ?)(??//??? = ???)

FPP Powers;
Unknown

Back story:

=---=== Background - narrative ===---

Archmage Goodwin waited in the hot tub, it was a cool night the heat from the water made steam rise up. The Bathhouse was small, as was the inn it was part of. The small wooden door slid back and in came a small girl carry dry cloth and soup.

"Dose master wish a was and dry"

She asked, head bowed.

"No I wish you to undress and get in this tub with me, would you be so kind"

The young woman nodded and moved to the side of the tub, slipping off her, wooden platform clogs and Geisha robe she she stood for a moment nude. Then stepping slowly up the steps she walked around the tub and the carefully slipped in, one leg at a time, to sit opposite the Archmage Goodwin. She had not looked at him once but she know his eyes had followed her throughout. her fine long black hair now partly lay in the hot water, she small but round breasts under it. she was the picture of submission, and desirability. In a seductive voice she asked.

"And what is master thinking?"

She looked up into his eyes, eyes that said, I am yours if you wish it

Archmage Goodwin looked back at her, his face was puzzled.

"I'm thinking why you did not try and kill me when you where suppose to. You know while I was eating, that was the plan was it not. Slip me that undetectable toxin. But off my head an then burn the rest, scatting the ash in the river. Yet I'm not dead and quit with a head till attached. So Lady Kyoko Moriko why the change of heart?"

As soon as he has started talking about his planed death she had frozen in place. Her eyes never left his, with his last words she kept still bit her eyes flicked around seeking, hunting.

"O we are perfectly safe, I moved us as soon as you came in. Did not want others of the clan to interfere."

She unfroze and went to talk, He helped up his hand.

"I know all about it, the others, your not hard to spot you know if you have the right eyes. I know it all but! I don't know why you did not try and kill me when you where order to?"

She knew he was telling the truth, she could just tell, he know about her and the clan and he did not know why she had not done as told.

"Because it was for revenge, we where ordered to kill you, because you angered Master Lu Xu one of our clan elders. I was he that order your death not the warlord Qu Zhan. Lu Xu broke our code, what could I do, I would die if I challenged his word, and do as he ordered would mean I had broken our code. So.."

Archmage Goodwin smiled

"So you played for time, well done clever. Well I am glad you did, means I don't have to kill you and the others. Just need to have a few words with Master Lu Xu, which trust me I will do. And to say think you for NOT trying to kill me, I will offer you a one time only deal. You can stay here in my own little pocket world. To your clan you will have died trying to kill me, honor will be kept, and Master Lu Xu will change his mind about killing me, so none in the clan will brake the clans code. This is a one time only offer, its that or I send you back and then wipe out your clan. So whats it to be."

She had taken him up on his offer, and life had been surprisingly good.
She had taken classes and learn many things. He was a nice and kind man who never asked about her past. This she likes, she had kept her name, Lady Kyoko Moriko and he human form. But from time to time she did like to head out into the park lands as a fox. It was he that had shown her how to tattoo magic, and way to use it. He who had given her a familiar like few others and he who had gone missing.

Now she was doing her best, helping where she could and working with the others to find him once more.

Notes: