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About Meisha Ko'rinMeisha Ko'rin
Of course, Golarion is not the safest place for a group of travelers, particularly ones that rove between Tien-Xia and the Inner Sea regularly, travelling the whole world over in search of new plays and new audiences. Every member of the troupe had to learn to defend themselves, and Meisha was not an exception to that. She learned to use her teeth for the job at the urging of her mother; it was a little gross, sure, but they were always there, and men sometimes tried to take advantage of kitsune with their shapeshifting abilities, particularly adaptable shifters like Meisha. Teeth were much harder to remove than a dagger. Just recently, however, ill fortune befell Meisha's troupe, and they were ambushed by a party of drow, poisoned, and carted off to the Underdark, to the city of High Ilvarandin. They were understandably confused when they were instructed to put on a show down here, but then, drow can be very convincing when they want to be. Fox Shape Statblock:
Meisha Ko'rin
Female kitsune rogue (unchained) 6 (Pathfinder RPG Bestiary 4 175, Pathfinder Unchained 20) NG Tiny humanoid (kitsune, shapechanger) Init +6; Senses low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 19, touch 18, flat-footed 13 (+6 Dex, +1 natural, +2 size) hp 60 (6d8+12) Fort +4, Ref +11, Will +2 Defensive Abilities danger sense +2, evasion, uncanny dodge -------------------- Offense -------------------- Speed 40 ft., climb 20 ft. Melee (M) dagger +8 (1d4-2/19-20) or . . bite +12 (1d3+9) Space 2½ ft.; Reach 0 ft. Special Attacks sneak attack (unchained) +3d6 -------------------- Statistics -------------------- Str 7, Dex 23, Con 14, Int 18, Wis 10, Cha 15 Base Atk +4; CMB +8; CMD 16 Feats Dirty Fighting, Fox Shape, Realistic Likeness[ARG], Weapon Finesse Traits artisan, crowd dodger Skills Acrobatics +17 (+19 to avoid attacks of opprotunity for leaving a threatened square or to move through a creature's space, +21 to jump), Bluff +11, Climb +20, Craft (woodworking) +17, Diplomacy +11, Disable Device +20, Disguise +11, Heal +0 (+3 to treat poison), Knowledge (local) +13, Perception +9, Perform (act) +11, Sleight of Hand +15, Stealth +23, Swim +12, Use Magic Device +11; Racial Modifiers +2 Acrobatics Languages Common, Elven, Kelish, Minkaian, Sylvan, Tien SQ change shape, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast shifter, rogue talents (eerie disappearance [full rd action, 60 feet], ledge walker, wall climber[UC]), trapfinding +3 Combat Gear wand of cure light wounds, wand of detect magic, wand of detect secret doors, wand of magic fang (50 charges), litmus strip (5); Other Gear dagger, belt of incredible dexterity +2, handy haversack, headband of vast intelligence +2, traveler's any-tool[UE], antidote kit[UE], bedroll, candle (2), chalk, concealable thieves' tools, cryptography book, everburning torch, fishhook (2), flint and steel, hammer, mug/tankard, piton (4), portrait book[APG], sack (2), sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], sunrod (3), thread (50 ft.), tindertwig (4), trail rations (7), waterskin, whetstone, 2,534 gp, 5 sp -------------------- Special Abilities -------------------- Change Shape (Human) (Su) Assume a single human form. Climb (walls only) (20 feet) You have a Climb speed. Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op. Eerie Disappearance (Ex) Mv. up to speed to cover/concealment, Stealth to Hide, Demoralize foes that lost track of you. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Fox Shape (Fox) You can take the form of a specific fox, as beast shape II. Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. |