Kitsune

Michel Tam's page

185 posts. Alias of Lord Foul II.


Race

Greater Kitsune

Classes/Levels

Bard(arcane duelist) 2 ]

Gender

Male

Size

M (medium)

Age

28

Special Abilities

Healing magics, shapeshifting

Alignment

CG

Strength 18
Dexterity 19
Constitution 18
Intelligence 18
Wisdom 16
Charisma 21

About Michel Tam

Racial atributes (Greater Kitsune):
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Speed: land 40-5 from lame=35ft
Magical Racial Traits
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Change Shape (Su)
A Greater Kitsune has two forms—a humanoid and an animal form. When a Greater Kitsune in humanoid form uses the base animal's defensive abilities, movement types, attacks, and other features, the Greater Kitsune's body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The Greater Kitsune can use this ability to take the shape of the base animal (as shapechange) as a move action.
Dominion (Su)
In both forms, an Greater Kitsune is treated as if constantly under the effects of a speak with animals spell, but this only applies to creatures of the Greater Kitsune's species affinity (see below). In addition, a Greater Kitsune can cast charm animal on any animal of its affinity as a spell-like ability at will (CL equals the Greater Kitsune's HD).
Offense Racial Traits
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d6 points of damage, and two claw attacks that deal 1d4 points of damage
Savage (Ex)
A Greater Kitsune deals +1d6 extra points of damage on its first attack in a round against a prone opponent.
Defensive Racial Traits
DR 5/silver
Natural Armor +3
Senses Racial Traits
Low-Light Vision:
Darkvision 60 ft
scent
Skills Racial Traits
 Racial Modifiers +2 Perception +4, Stealth, +4 Survival
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours.

base stats:

HP 25
AC 21 10+4 (dex) +4 (armor) +3 (natural armor)
Flat footed 17 touch 14
Initiative +8 = 4 [Dex] +4 [Improved Initiative]

BASE ATTACK BONUS
+3
Basic Melee Attack +7
Basic Ranged Attack +7

FORTITUDE SAVE
+5 = 1 [base] +4 [Con]
REFLEX SAVE
+9 = 3 [base] +4 [Dex] +2[familiar]
WILL SAVE
+6 = 3 [base] +3 [Wis]

CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD +20 = 10 +2 [BAB] +3 [Str] +5 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 116lbs.
Medium Load: 233lbs.
Heavy Load: 350lbs.
Lift Over Head: 350lbs.
Lift Off Ground: 700lbs.
Push or Drag: 1750lbs.
LANGUAGES
Common
5 Bonus Languages (Int)


Spells:

Bard Spells Per Day
Level 1   3 + 2 [Cha]
level 2 1 + 1 [Cha]
Bard Spells Known
Level 0   know direction, lullaby, summon instrument, ghost sound, mage hand, unwitting ally, sift
Level 1   charm person, cure light wounds, feather fall, hideous laughter
level 2 fox's cunning, mirror image

Oracle Spells Per Day
Level 1   6 + 2 [Cha]
level 2 3 + 1 [Cha]
Oracle Spells Known
Level 0   stabolize, detect magic, create water, purify food and drink, mending, bleed
Level 1   cure light wounds, inflict light wounds, command, entropic shield, fumble tongue
level 2 cure moderate wounds, dust of twilight, summon monster 2


SKILLS:

SKILL   Total + Ability Mod. + Ranks + Misc.
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +3 = DEX 3+0+0
Appraise +1 = INT 1+0+0
Bluff +9 = CHA 4+2+3
Climb* -1 = STR -1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +4 = CHA 4+0+0
Disable Device*† +3 = DEX 3+0+0
Disguise +4 = CHA 4+0+0
Escape Artist* +3 = DEX 3+0+0
Fly* +3 = DEX 3+0+0
Handle Animal† +4 = CHA 4+0+0
Heal +1 = WIS 1+0+0
Intimidate +4 = CHA 4+0+0
K (Arcana)† +5 = INT 1+1+3
K (Dungeoneering)† +1 = INT 1+0+0
K (Engineering)† +1 = INT 1+0+0
K (Geography)† +1 = INT 1+0+0
K (History)† +1 = INT 1+0+0
K (Local)† +5 = INT 1+1+3
K (Nature)† +1 = INT 1+0+0
K (Nobility)† +5 = INT 1+1+3
K (Planes)† +5 = INT 1+1+3
K (Religion)† +5 = INT 1+1+3
Linguistics† +1 = INT 1+0+0
Perception +8 = WIS 1+2+3+2
Perform +9 = CHA 4+2+3
Perform +4 = CHA 4+0+0
Profession† +1 = WIS 1+0+0
Profession† +1 = WIS 1+0+0
Ride +3 = DEX 3+0+0
Sense Motive +6 = WIS 1+2+3
Sleight of Hand*† +7 = DEX 3+1+3
Spellcraft† +5 = INT 1+1+3
Stealth* +7 = DEX 3+1+3
Survival +1 = WIS 1+0+0
Swim* -1 = STR -1+0+0
Use Magic Device† +4 = CHA 4+0+0


equipment:

Sleeves of many garments
Quick runner's shirt
Mithril chain shirt
Mwk "Axe" guitar, +9 to hit 1d12+6(str, 2h)+1(arcane strike)+1(trait) damage
Silver dagger
Crowbar
Bag of caltrops
fluit
Silk rope 50ft
5 days of food for him and balto.
Thieves tools
Silver holy symbo
Alchemist's fire x5
Wishlist: ring of seven lovely colors, boots of earth, adamanite blades for the Axe, ring of evasion, flask of endless sake, animal totem tattoo, a gun.

Class abilities:

Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet. This ray deals 1d6 points of damage + 1 for every 2 oracle levels you possess. In addition, the target must succeed at a Fortitude save or become blinded for 1 round. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1).

Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’sPerform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) orillusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audiblecomponents. 

Curse: lame, -5 speed, speed never reduced by encumbrance/armor


feats:

Bonus feats:
Racial bonus feats: improved initiative, Skill focus (perception)
Bard combat feats: Arcane strike, Combat casting
Non bonus feats:
Realistic Likeness (Kitsune)
When you are in human form, you can take the shape of a specific individual.
Prerequisites: Kitsune.
Benefit: 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.
Obtain familiar


traits:

Any weaponizer: +2 to hit for weapons you're not proficient with (net of -2), +1 for ones you are,
company woodsman: +1 damage for axes

Animal companion/familiar, Balto:

Size Medium; Speed 50 ft.; AC 7 natural armor; Attack bite (1d8 plus trip); Ability Scores Str 16, Dex 17, Con 16, Int 8, Wis 14, Cha 9 ; Special Qualities low-light vision, darkvision, scent.

Eldritch claw
Improved natural weapon
Toughness
Alertness
Cooperative crafting

attack +6 to hit 1d8+3, ignores DR/magic and silver, free trip attempt on hit

3hd 32 HP
To hit +7
AC 20
Saves
Fort +7 reflex +7 will +4

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus onattack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.

Class Skills

A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex)

A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

This ability replaces Alertness.

Prestidigitation (Sp)

A valet can use prestidigitation once per hour.

Teammate (Ex)

A valet is considered to have all the teamwork feats its master has.

Deliver Touch Spells (Su)

At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.

This ability modifies deliver touch spells.

Improved Evasion
image