Sarenrae

Makoto 'Maks' Kasumi's page

881 posts. Alias of Hotaru of the Society.


Full Name

Makoto Kasumi

Race

Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8

Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09

Classes/Levels

Brd/Smn/Pal 4//War 1

Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Gender

Female

Size

Medium

Age

17

Alignment

Lawful Good

Deity

Shelyn

Languages

Common, Sylvan, Celestial, Elven, Gnome, Aklo, Read Lips, Sphinx, Draconic, Goatling, ???x4

Homepage URL

Character Sheet

Strength 18
Dexterity 20
Constitution 18
Intelligence 18
Wisdom 18
Charisma 23

About Makoto 'Maks' Kasumi

Base 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 - 3 ⇒ (6, 2, 1, 3, 2) - 3 = 11
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
Race Powers:
• Change Shape: Change Shape into a Human form specific to you.
• Gregarious: +2 to Charisma Checks after Adjusting the Attitude of someone. (1 RP)
• Kitsune Magic: +1 to Enchantment DCs, Dancing Lights 3/day
• Natural Weapon: 1d4 Bite as a Primary Natural Attack.

Purchased Race Powers:
• Fast Shifter: Move Action to Change Shape. (1 RP)
• Additional Feat x2 (8 RP)
• Advanced Strength: +2 Strength. (4 RP)
• Advanced Charisma: +2 Charisma (4 RP)
• Gifted Linguist: +4 Linguistics, choose two languages when you gain a rank of linguistics instead of one. (2 RP)
• Darkvision: Darkvision 60 feet. (2 RP)

Theme: Beauty in all forms.
Size: Medium
Initiative: +9 ( 5 Dex, 4 Stance )
Senses: Low Light Vision, Darkvision 60 feet: Perception +4

Classes: Gestalt
Favored Class: Bard, +4 Skill Points
• Bard
• Summoner
• Paladin
• Warlord

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Class 1: Bard ( Duettist )
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• Familiar: A duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability.

• 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 )
Courage, Competence

• 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.

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Class 2: Summoner ( Spirit Summoner )
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• Cantrips: Level 0 Spells.

• 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.

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Class 3: Paladin ( Knight Disciple )
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• Aura of Good: The power of a paladin's aura of good is equal to her paladin level.

• 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.

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Cheese Dip 1: Warlord ( Steelfist Commando )
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• Maneuvers and Stances: A Steelfist Commando begins with three maneuvers known and readied, as well as one stance known. They must be drawn from Broken Blade, Golden Lion, Riven Hourglass, Solar Wind, Steel Serpent, and Thrashing Dragon. A Warlord may refresh all of her maneuvers when she successfully performs a Warlord's Gambit.

• 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
Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.
Reward: The successful and surprising attack against the foe shakes the enemy’s confidence and harms its ability to defend itself; the warlord’s Charisma modifier is applied as a penalty to its Armor Class until the warlord’s next turn.

• Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Charisma modifier.

• 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.

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Statistics:
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Str: 18 ( +4 ), Dex: 20 ( +5 ), Con: 18 ( +4 ), Int: 18 ( +4 ), Wis: 18 ( +4 ), Cha: 23 ( +6 )

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Defense:
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Armor Class: 18 (10 Base, 5 Dex, 2 Stance, 1 Armor )
• Touch: 17 ( 10 Base, 5 Dex, 2 Stance)
• Flat Footed: 10 ( 10 Base, 1 Armor )

CMD: 25 (10 Base, 5 Dex, 4 Str, 4 Bab, 2 Dodge ) Flat: 18

Hit Points: 60 ( HD 40, Con 16, Toughness 4 )

Saves:
• Fort: +14 ( 4 Base + 4 Con + 6 Pal )
• Refl: +17 ( 4 Base + 5 Dex + 6 Pal + 2 Stance )
• Will: +14 ( 4 Base + 4 Wis + 6 Pal )

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Offense:
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BAB: +4 ( Full )

Move Speed: 30 ft

CMB: +8 (9 with weapon) ( 4 Base + 4 Str )

Attack Routines:
• Nom: +8 ( +4 BAB, +4 Str ); 1d4+6 ( +6 Str ); x2
• Totem Spear: +9 ( +4 BAB, +1 Magic, +4 Str ); 1d10+7 ( +6 Str, +1 Magic ); x3
• Nom with Spear: +3 ( +4 BAB, +4 Str, -5 Secondary ); 1d4+2 ( +2 Str ); x2

Spellcasting:
• Bard and Summoner Cantrips at will: Arcane Mark, Detect Magic, Ghost Sounds, Guidance, Light, Mage Hand, Message, Open/Close, Prestidigitation, Spark, Summon instrument.

Bard Spells Per Day
• Four First Level Spells: Share Language, Cure Light Wounds, Feather Step, Identify
• Two Second Level Spells: Cure Moderate Wounds, Glitterdust

Summoner Spells Per Day
• Five First Level Summoner Spells: Ant Haul, Grease, Lesser Rejuvenate Eidolon, Mage Armor
• Two Second Level Spells: Lesser Restoration, Lesser Evolution Surge

Paladin Maneuvers
• Pride Movement (B), Pyrite Strike (S), Enduring Crane Strike (S), Elemental Strike (S).

Warlord Maneuvers

• Clockwatcher (C), Minute Hand (B), Strike the Hourglass (S), Flurry Strike (S)

Racial Spells Per Day
• Three Times Per Day: Dancing Lights
• Two Times Per Day: Disguise Self, Charm Person, Misdirection, Invisibility, Suggestion, Displacement.

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Feats:( 8 Level, 2 Race, 1 Class )
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Toughness ( DM ): +HP
Realistic Likeness ( First ): You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability
Magical Tail ( Race ): Yellow Disguise Self ( 2/Day )
Magical Tail ( Race ): Blue Charm Person ( 2/Day )
Magical Tail ( First ): Orange Misdirection ( 2/Day )
Magical Tail ( First ): Indigo Invisibility ( 2/Day )
Magical Tail ( First ): Red Suggestion ( 2/Day )
Magical Tail ( First ): Violet Displacement ( 2/Day )
Skill Focus (Perform: Dance) ( Second ): +3 to Perform (Dance).
• Deific Obedience - Shelyn ( Third ): +4 to all Craft and Perform skills.
• Additional Traits ( Fourth): Unorthodox Method (Elemental Flux), Fate's Favored (Faith)
Improved Unarmed Strike(Warlord): Armed while unarmed, unarmed strikes deal lethal or nonlethal.
• Weapon and Armor Proficiencies: Simple, Martial, and Monk Weapons. Light, Medium, and Heavy Armor. Shields except Tower Shields and Sensation ( Totem Spear )

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Sensation:
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Totem Spear Proficiency ( First ): Makoto is proficient with Sensation.
Selective Channeling ( Second ): When you channel energy, you can choose a number of targets in the area up to your Charisma modifier ( 6 ). These targets are not affected by your channeled energy.
Skill Focus (Perform: Wind) ( Third ): +3 to Perform (Wind).
• Weapon Group Adaptation: Thrown ( Fourth ): Path of War - Use spears as discipline weapons for any discipline.

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Skills: ( 24 Class, 16 Int, 4 DM, 4 Favored Class )
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Trained:
• Acrobatics: +14 ( 5 Mod, 4 Rank, 3 Class Skill, 2 Competence )
• Craft ( Painting ): +15 ( 4 Mod, 4 Rank, 3 Class Skill, 4 DO )
• Craft (Alchemy): +15 (4 Mod, 4 Rank, 3 Class Skill, 4 DO )
• Disguise: +13 ( 6 Mod, 4 Rank, 3 Class Skill )
• Know ( Arcana ): +8 ( 4 Mod, 1 Rank, 3 Class Skill )
• Know ( Dungeonneering ): +8 ( 4 Mod, 1 Rank, 3 Class Skill )
• Know ( Engineering ): +8 ( 4 Mod, 1 Rank, 3 Class Skill )
• Know ( Nature ): +8 ( 4 Mod, 1 Rank, 3 Class Skill )
• Know ( Planes ): +11 ( 4 Mod, 4 Rank, 3 Class Skill )
• Know ( Religion ): +11 ( 4 Mod, 4 Rank, 3 Class Skill )
• Linguistics: +15 ( 4 Mod, 4 Rank, 3 Class Skill, 4 Race)
• Perception: +8 ( 4 Mod, 1 Rank, 3 Class Skill )
• Perform ( Dance ): +20 ( 6 Mod, 4 Rank, 3 Class Skill, 3 Focus, 4 DO)
• Perform ( Wind, Diplomacy, Handle Animal ): +22 ( 6 Mod, 4 Rank, 3 Class Skill, 2 Competence, 3 focus, 4 DO )
• Sense Motive: +9 ( 4 Mod, 1 Rank, 3 Class Skill )
• Spellcraft: +11 ( 4 Mod, 4 Ranks, 3 Class Skill )
• Stealth: +9 ( 5 Mod, 1 Rank, 3 Class Skill )
• Swim: +8 ( 4 Mod, 1 Rank, 3 Class Skill )

Untrained:
• Appraise: +4 ( 4 Mod )
• Bluff: +6 ( 6 Mod )
• Climb: +4 ( 4 Mod )
• Disable Device: +5 ( 5 Mod )
• Escape Artist: +5 ( 5 Mod )
• Fly: +5 ( 5 Mod )
• Handle Animal: +6 ( 6 Mod )
• Heal: +4 ( 4 Mod )
• Intimidate: +6 ( 6 Mod )
• Know ( Geography ): +4 ( 4 Mod )
• Know ( History ): +4 ( 4 Mod )
• Know ( Local ): +4 ( 4 Mod )
• Know ( Nobility): +4 ( 4 Mod )
• Perception: +4 ( 4 Mod )
• Profession: +4 ( 4 Mod )
• Ride: +5 ( 5 Mod )
• Sleight of Hand: +5 ( 5 Mod )
• Survival: +4 ( 4 Mod )
• Use Magic Device: +6 ( 6 Mod )

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Traits:
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The Daughter: Increase the DC of Demoralizing creatures within 10 feet by 2. ( Cosmic; Astrology )

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)

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Languages:
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• Common
• Sylvan
• Celestial
• Elven
• Gnome
• Aklo
• Read Lips
• Sphinx
• Goatling
• ???
• ???
• ???
• ???

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Equipment: ( Light Load )
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Capacity: 100/200/300/600/1500
• Totem Spear: +9; 1d10+7; x3
• Padded Garment: +1 AC.

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Sensation ( Totem Spear ):
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Proficiency ( First ): Makoto is proficient with Sensation.
Selective Channeling ( Second ): Makoto is able to focus her channeled energy to not affect 6 targets.
Skill Focus - Wind ( Third ): Sensation is an instrument of unparalleled quality.
Weapon Group Adaptation - Thrown ( Fourth ): Sensation is an instrument of unparalleled versatility.

MCP: Glowing Glove (3000gp), +1 (3000gp)
FPP: +2 Evolution Points (Fire Resistance, Improved Natural Armor)

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Appearance:
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Height: 4'8"
Weight: 100 lbs
Age: 17 years

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.

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History:
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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.

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Goals:
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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.

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Personality:
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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.

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Companions:
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Miyu Michi
Abilities Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Male Neutral Good Outsider Eidolon(Quadruped/Agathion), Init +2, Speed 40 ft, Senses: Darkvision 60' Perception: +4
Defense:
AC 18, Touch 12, Flat-footed 16, CMD 14 ( 2 dex, 6 natural armor )
Resistances: 5 Electricity, 5 Fire
HP 33/33
Saves:
Fortitude +4, Reflex +5, Will +1
+4 v. Poison and Petrification.

Offense
Base Attack Bonus +3
CMB +5
Attacks:
Bite: +6 (1d6+3)

Agathion & Quadruped Evolutions: Limbs [legs, 2], Bite.
Evolutions ( 4 EP ): Skilled (Survival), Scent, Reach ( Bite )
Sensation ( 2 EP ): Improved Natural Armor, Swim
Special Abilites: Darkvision, Link, Share Spells, Evasion
Feats: Bludgeoner, Combat Reflexes
Skills: Trained: Perception: +6, Survival: +14, Perform (Percussion): 6, Stealth: 8
Class Skills: Bluff, Craft, Fly, Knowledge (planes), Perception (Wis), Sense Motive, and Stealth, Acrobatics, Climb, Perform, Survival

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
Abilities Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Male Neutral Good Animal ( Thrush, Familiar, Figment ), Init +2, Speed 10 ft, Fly 40 ft (average), Senses: Low Light Vision, Perception +14
Defense:
AC 17, Touch 16, Flat-footed 15, CMD 3
HP 15/15
Saves:
Fortitude +7, Reflex +8, Will +7
Offense
Base Attack Bonus +3
CMB 0
Attacks:
Bite: +10 (1d2-5)

Special Abilites: Recurring Dream
Feats: Skill Focus (Perform)
Skills: Trained: Fly: +20
Evolution: Skilled (Fly)

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.

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Spells Known:
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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:
Cure Moderate Wounds: VS
Glitterdust: VSM

Summoner:

Level 0:
Acid Splash: VS
Arcane Mark: VS
Detect Magic: VS
Guidance: VS
Open/Close: VSM
Mage Hand: VS

Level 1:
Grease: VSM
Rejuvenate Eidolon, Lesser: VSM
Mage Armor: VSM
Ant Haul: VSM

Level 2:
Lesser Restoration: VS
Lesser Evolution Surge: VSM

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.

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Book Keeping:
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Platinum: 000
Gold: 000
Silver: 000
Copper: 000