![]()
About Makoto 'Maks' KasumiBase Stat Rolls:
5d6 - 6 ⇒ (6, 6, 6, 5, 1) - 6 = 18 5d6 - 7 ⇒ (2, 6, 6, 5, 6) - 7 = 18 5d6 - 4 ⇒ (6, 4, 1, 6, 3) - 4 = 16 +2 5d6 - 5 ⇒ (5, 2, 4, 6, 3) - 5 = 15 +3 5d6 - 8 ⇒ (4, 6, 6, 4, 6) - 8 = 18 5d6 - 6 ⇒ (3, 5, 6, 6, 3) - 6 = 17 +1 With 4 points left over. Alignment: Lawful Good, Maks believes in the role that law plays in the protection of not only people and their individuality, but the world itself; without laws, what could become beauty can be taken to extremes at the detriment of others. That said, Maks values good over law, and will work tirelessly to ensure that the law of the land supports the people, and not merely the other way around. Hero Points: 3 Race: Kitsune
Purchased Race Powers:
Theme: Beauty in all forms.
Classes: Gestalt
-----------------------------------------
• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. ( 14/Day )
• Cantrips: Level 0 Spells. • Spellcasting: 5/3/0/0/0/0 Spells per Day. • Versatile Familiar: A duettist and her familiar learns to use performance to supplement their skills. A duesttist's familiar benefits from its master's versatile performance class feature. • Versatile (Wind): Makoto may use P(Wind) in place of Diplomacy and Handle Animal. • Performing Familiar: At 4th level, a duettist's familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master's bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist's bardic performance. -----------------------------------------
• Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. • Life Link: A summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon • Spirit: A spirit summoner forms a mystical bond with one spirit from the shaman class. • Spirit Ability: Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. ( 7/day ) • Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. • Spellcasting: 5/3/0/0/0/0 Spells per Day • Shield Ally: At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. -----------------------------------------
• Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil. • Maneuvers and Stances: A Knight Disciple begins with three maneuvers known and readied, as well as one stance known. They must be drawn from Golden Lion, Silver Crane, and Iron Tortoise. A paladin may refresh all of her maneuvers as a full round action that grants her allies half of her Charisma Modifier as a sacred bonus to either AC or Saving Throws (her choice). • Mark of Censure: As a swift action, mark any evil creature for 24 hours or until slain. While the Censure is in effect, the Paladin's Allies (other than herself), gain damage reduction equal to her Charisma ( 6 ). ( 2/Day ) • Crusader's Training: At 1st, and every three levels thereafter, a Knight Disciple gains abilities similar to the spells of other paladins. • Ghost Hunter (Su): Weapons and Armor held and/or worn by the paladin gain the Ghost Touch property in addition to their other properties. • Improved Guardian's Shield (Su): Allies under the effects of the knight disciple’s guardian’s shield ability also gain the benefits of a protection from evil spell for the duration of the shield. • Divine Grace: At second Level, a paladin gains a bonus equal to her Charisma bonus ( 6 ) on all Saving Throws. • Guardian's Shield: A Knight Disciple may surround her allies in a field of holy protective energy. Whenever she initiates a strike, she may shield an ally within 60 feet (other than herself) as a free action. The shield provides twice her initiator level in temporary hitpoints. These Temporary hit points last for Cha ( 6 ) Rounds. ( 8 hp , 8/day ) • Divine Health: Immunity to Disease. • Aura of Courage: Immunity to Fear, +4 v. Fear to allies within 10 feet. • Merciful Shield: Maks can remove fear with her Guardian's Shield. -----------------------------------------
• Warlord's Gambit: At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects. • Rake: The Warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round if he fails a Gambit. • Risk and Reward: While performing a gambit, the warlord may add his Charisma modifier ( 6 ) as a luck bonus to the d20 check. Success recovers all maneuvers and a reward. • Pinhole Gambit
• Unbreakable Gambit
• Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation. He gains the Improved Unarmed Strike feat at 1st level, and he gains the Greater Unarmed Strike feat at 3rd level as bonus feats. Additionally, the unarmed strike of the steelfist commando is considered both a natural weapon and a manufactured weapon for the purposes of feats, spells, and other effects. -----------------------------------------
-----------------------------------------
CMD: 25 (10 Base, 5 Dex, 4 Str, 4 Bab, 2 Dodge ) Flat: 18 Hit Points: 60 ( HD 40, Con 16, Toughness 4 ) Saves:
-----------------------------------------
Move Speed: 30 ft CMB: +8 (9 with weapon) ( 4 Base + 4 Str ) Attack Routines:
Spellcasting:
Bard Spells Per Day
Summoner Spells Per Day
Paladin Maneuvers
Warlord Maneuvers • Clockwatcher (C), Minute Hand (B), Strike the Hourglass (S), Flurry Strike (S) Racial Spells Per Day
-----------------------------------------
-----------------------------------------
-----------------------------------------
Untrained:
-----------------------------------------
• Gregarious: Reroll Diplomacy to Improve Attitude. ( 1/Day, Social ) • Sacred Touch: Stabilize another via touch as a Standard Action. ( Faith ) • Fate's Favored:: +1 to Luck bonuses. (Faith) • Unorthodox Method: Maks has learned the arts of Elemental Flux, rather than Iron Tortoise. (Combat) -----------------------------------------
-----------------------------------------
-----------------------------------------
MCP: Glowing Glove (3000gp), +1 (3000gp)
-----------------------------------------
Maks has a different face for every occassion, but has preferred faces to show to the world. In her natural form, Maks is a seven-tailed bipedal fox with golden fur that coats her entire body. She wears thin, revealing clothing that accentuates her features no matter her form, typically allowing her to also move unhindered in the process. She moves with a dancer's grace, and often wears multiple scarves and sashes that trail behind her as she does so. She seems to be of average size amongst the other 'monsters', but being incredibly light weight, given her abilities. Ever since she dedicated herself to Shelyn's code of conduct, she has also carried a spear, one reminiscent of her people, but different. The spear's head is made to look as if a sheen of oil on water, dancing in various colors as Maks moves, and the design of the spear is such that the holes that have been placed into the wide, flat head sing a song as she moves. Whether in her human form, that of a short woman with untamed golden hair, or her native form, Maks is somewhere between an athletic body and a dancer's body. While curvy, she is far from voluptuous, though the forms she is able to take will certainly run the gamut (there is, after all, no 'one true' standard for beauty). She is also always accompanied by the scent of honeysuckle, and is quite partial with decorating her body with freshly-picked flowers. In either form, her voice is soft and melodic, easily finding the right pitch, though her fox form's voice has a lilting quality not found in her human form. Maks's aforementioned gift from Goodwin is a Totem Spear that has been designed to play more rich and vibrant melodies, rather than dirges. The spearhead carries a rainbow hue, no matter the light, while the willow shaft is coated in paints from every pigment Maks has been able to come across. Where the haft meets the head, seven feathers of perfect hue adorn the weapon, splaying out like a small rainbow. The butt on the weapon trails short ribbons of the same colors, which seem to share in Maks's dance whenever the weapon comes into play. -----------------------------------------
Maks, born Shining Fox, lived within a tribe long before Goodwin arrived. And had it not been for Goodwin, Maks would have lived a wonderful life on the shoulders of her fellow men... for Maks was born with not one, but three tails. And born as a fox, to boot. Before Maks was ever conceived, her tribe existed; and like many tribes, they worshipped spirits. No spirit was venerated more than the fox, for it was cunning, agile, and courageous. It was able to live anywhere, and consume anything that it wished. Her people were a tribe of survivors. At least until Maks came along. Maks was born to a younger tribal girl who had been swooned by a handsome tradesman, who happened to be a kitsune in disguise, and against all odds, Maks was born. The birth was... terrible at best, but when she was finally born, the tribe was torn asunder: Was Maks a gift from the spirits, sent to guide them to a bright future... or was she some sort of demon, come to plague them..? As Maks grew, the schism only widened. None could bring themselves to harm the girl, but all had their own brand of fear or adoration for the girl, and it was usually mixed. She was as strong and fast and cunning as any in the village, and learned quickly. Unfortunately, she also learned of her position amongst the tribe: She finally came to understand just how special she was. In a perfect world, we could say that Maks used her latent gifts to make life better for her tribe, but instead, she used them to make life better for herself. She fell upon using her magic more and more to keep the tribe in line... when finally Goodwin arrived on the cusp of civil war. He broke the enchantments that the young kitsune had placed upon everyone, and took the young girl into his realm. Maks has specifically chosen to train to become a paladin in order to serve as a constant reminder that her own complete freedom relies on stealing freedom from others; she seeks to temper her more basal desires in so doing. She is a bard because it is the one thing that comes naturally to her; art, beauty, and grace flow freely from her. Finally, she is a summoner because the totemic spirits that clinged to her, and the outsider's influence of her father resulted in a tie to the outer spheres that has been literally undeniable for her. -----------------------------------------
Maks is conflicted when it comes to goals. During her studies, she learned of a distant land where one could take a simple test to become a god. She understands that this cannot be a simple test on anything but the surface, and yet feels drawn for some unknowable reason towards reaching this goal. On a lesser, more attainable note, Maks seeks to bring more beauty into the world, and show people their own beauty and how best to achieve their own goals in life. She wishes to offer a hand to others who had been in situations like her own, and show them the way back into the light. -----------------------------------------
When Maks first arrived, she was in the simplest terms a lazy brat. She didn't understand the concept of work. She was entirely undiplomatic and rude, having lived off of solving her arguments with her latent magic. It took a lot of patience and care to get Maks to where she is today. Through strict Training Regimens, Maks has become an example that even a monster by choice can become a good person once more. She has become friendly and accepting, though perhaps because of who she was, believes very strongly in discipline. She loves art and crafts, and is always excited to see new things. With Goodwin gone... she may try to take up a more matronly role with the others. -----------------------------------------
Offense
Agathion & Quadruped Evolutions: Limbs [legs, 2], Bite.
Miyu Michi is a newly-'born' Agathion who will come at Maks's call. The two will share a fiery rune upon their foreheads while he is in her service. Miyu Michi will seek to guide Maks and her companions upon the straight and narrow path of righteousness, seeking to free them from their earthly desires, even as he aids them in their quest. He is a wolf-sized fox with snow-white fur, and he moves with the gentle grace of a well-trained show-dog (though it is likely best you don't mention that). Sora
Special Abilites: Recurring Dream
Miyu Michi is not Maks's only companion. She is also accompanied by Sora, a Thrush, whose colors seem to change on a daily basis, occassionally doing so as Maks's mood shifts. The tiny bird, like Maks's spear, has seven long feathers, that are always of a perfect hue. It is also quite a capable singer in its own right. -----------------------------------------
Bard:
Level 0: • Ghost Sounds: VSM • Light: VM • Message: VSM • Prestidigitation: VS • Summon Instrument: VS • Spark V or S Level 1: • Cure Light Wounds: VS • Identify: VSM • Share Language: VSM Feather Step VS Level 2:
Summoner:
Level 0: • Acid Splash: VS • Arcane Mark: VS • Detect Magic: VS • Guidance: VS • Open/Close: VSM • Mage Hand: VS Level 1:
Level 2:
Paladin Maneuvers and Stances:
• Pride Movement Spoiler:
Discipline: Golden Lion (Boost)
Level: 1 Initiation Action: 1 swift action Target: One adjacent ally Duration: Instant By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator’s turn. • Enduring Crane Strike Spoiler:
Discipline: Silver Crane (Strike) [Good]
Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: Target creature(s) Duration: Instance Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft. • Crane Step Spoiler:
Discipline: Silver Crane (Boost) [Good]
Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant The grace of the Silver Crane blesses the initiator with the ability to step through battle unhindered and unharmed. The initiator makes a free 5-ft step, even if he has already made one. • Hunting Party Spoiler:
Discipline: Golden Lion (Strike)
Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature and one adjacent ally Duration: 1 round When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade’s potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target. • [stance]Silver Crane Waltz Spoiler:
Discipline: Silver Crane (Stance) [Good]
Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The divine vantage point of the celestial realms infuses the mind of the disciple, granting him momentary flickers of foresight. A faint, ghostly image of wings is visible around the disciple but vanishes when he is looked upon directly. The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level. • [stance]Embrace of the Elements
Spoiler:
Discipline: Elemental Flux (Stance)
Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance By filling yourself with the fundamentals of an element, you are capable of altering how your body defends itself in the realm of martial combat. While you maintain this stance, you gain one of the following effects, based on your active element: • Air You gain a +2 dodge bonus to your AC and the benefit of the Deflect Arrows feat, even if you do not meet the normal prerequisites. This dodge bonus increases by +1 for every six initiator levels you possess. • Earth You gain a +2 natural armor bonus on AC and a +4 resistance bonus on CMD to resist bull rush, grapple, and trip attempts. These bonuses increase by +1 for every six initiator levels you possess. • Fire You gain a +4 bonus on initiative checks and you gain the benefits of the endure elements spell. The bonus on initiative checks increases by +1 for every six initiator levels you possess. • Water You gain a +2 bonus on Reflex saving throws and a +4 competence bonus on Acrobatics checks. These bonuses increase by +1 for every six initiator levels you possess. • Pyrite Strike
Spoiler:
Discipline: Golden Lion (Strike)
Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant With a powerful strike, the Golden Lion disciple pushes his foe into the waiting arms of his allies and their hungry blades. The initiator makes a melee attack that inflicts an additional 1d6 points of damage and forces his foe to make a 5-ft. movement (of the initiator’s choice) from the square he is currently occupying. If the target is incapable of movement, then the target simply takes the damage as normal. This movement provokes attacks of opportunity to all those capable of making them against the target except for the initiator of this maneuver. • Elemental Strike
Spoiler: Discipline: Elemental Flux (Strike)
Level: 2 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) You channel the fluctuating power of the elements to land an empowered blow. Make an attack. If it hits, it deals weapon damage as normal plus one of the following effects, based on your active element: • Air If your attack hits, the target must succeed at a Reflex save or be knocked prone from the force of the blow. • Earth If your attack hits, the target must succeed at a Reflex save or take an additional 2d6 points of acid damage at the start of your next turn. • Fire If your attack hits, the target must succeed at a Reflex save or be blinded by the smoke and flames for one round. • Water If your attack hits, the target must succeed at a Fortitude save or become nauseated for one round from the chilling cold. Saving throws against this strike are DC 12 + your initiation modifier. Animus augmentation: You may spend up to three points of animus to increase the initial additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent. Warlord Maneuvers and Stances:
• [stance(Warlord)]Phantom Sun Stance Spoiler:
Discipline: Solar Wind (Stance)
Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Using the principles of shadow and light, the Solar Wind disciple is capable of making phantom copies of his ammunition for use in combat. While in this stance, the initiator may make semi-real copies of arrows, bolts, bullets, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his person. Weapons that need reloading, such as crossbows and firearms, are fully reloaded as a move action (and if the character possesses the Rapid Reload feat, he may reload as a swift action). Magical properties, alchemical properties, or special materials of the ammunition are not copied, only the base properties of the ammunition (as if they were made of mundane steel with no special abilities or properties). Once the ammunition has been used, it disappears immediately after the attack. If the bow, firearm, sling, or cross bow making the attack has magical properties these are bestowed upon the ammunition. Thrown weapons copied by this stance are duplicates of the original, but do not manifest the material portion of the weapon, only it’s magical enhancements. Once these weapons are used, they fade away immediately after use. This is a supernatural ability. • (Warlord)Clockwatcher
Spoiler:
Discipline: Riven Hourglass (Counter)
Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally. • (Warlord)Minute Hand
Spoiler:
Discipline: Riven Hourglass (Boost)
Level: 1 Initiation Action: 1 swift action Range: Melee attack Target: One creature Duration: Instantaneous You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal. • (Warlord)Sands of Time Approach
Spoiler:
Discipline: Riven Hourglass (Strike)
Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) By wrapping a bit of quintessence around your weapon in the form of a glittering aura, you are capable of striking a foe and burning through the time that he has left. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or become fatigued for 1d4 rounds. • (Warlord)Strike the Hourglass
Spoiler:
Discipline: Riven Hourglass (Strike)
Level: 1 Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instantaneous (see text) With a simple strike, you influence time’s attitude towards a foe and their ability to act in battle. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or it can only take a single move action or standard action during its next turn. • (Warlord)Flurry Strike
Spoiler:
Discipline: Broken Blade (Strike)
Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus. • (Warlord)Shards of Iron Strike
Spoiler:
Discipline: Broken Blade (Strike)
Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage. -----------------------------------------
|