Discretion
Milli is a kitsune who has control over her shifting and as such, likes to be half human and half Fox, most of the time. She has covering her body an Intelligent magical tattoo. That acts also has her clothing, {Sleeves of Many Garments} basic Monks robes. At also as a lesser bag of holding. This lets she shot to fox form with ease. When in her Half-Fox form she stands 6' tall, a tanned and toned body. Her body hair has the coloring of a red fox. Even her fox tail and ears matching her long red brown hiar. She carries no weapon, she has none. She moves with some grace when not drunk.
*Note: About her Tattoo, she has NO idea how she got it, she got drink one night with a group of wizards heading to the badlands for 'research' and woke up the next day minus her coin and with a full body living tattoo. Which she has somewhat of a complex relationship with the tattoo and it her. They often fall out. Note the tattoo is also her clothing.
Personality
Miss Milli Wavetail believes in the way, and the path to enlightenment. Has has little spending or giving away that which she dose not need. And coin just doesn't seem to stick around with her, often penny less she takes any job going. He skills are, well fox like, snooping around and finding things out. One thing she dose have a really bad temper. But her monk training helps her with that.
CRUNCH:
Init +3; Senses low-light vision; Perception +7[+1d6]
Sent when a Fox.
[Move 40']
STATISTICS
20 point buy.
Str [12][+1][05p][-2Race]
Dex [16][+3][05p][+2Race]
Con [08][-1][-2p]
Int [14][+2][05p]
Wis [14][+2][05p]
Cha [14][+2][02p][+2Race]
*[Fox form Str-2 Dex+2]
OFFENSE
Base Atk +3 [];
RA +6 [+5/+3BAB+0Size+3Dex]
MA +4/+6*{light weapons} Dex [+3BAB+0Size+1Str]
CMB +9; CMD 27 [31 Fox form]
Attacks
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals DMG1d4 points of damage.
Traits
1Beastkin {Social}
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.
2:Know the Land {Religion}
You possess deep familiarity with the plants and animals of a variety of environments.
Benefit(s) You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.
3:Among Humans {Kitsune}
You have spent your entire life living among humans and are an expert at impersonating them.
Benefit(s): You gain a +2 trait bonus on Disguise checks to appear human while assuming your specific human form with the change shape racial trait, and Disguise is always a class skill for you.
DrawBack
1:Family Ties
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are, Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skills points 3x[6Class+2Int] =[24]+[BG+6]+[3fc]
An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks
kitsune Standard Racial Traits
Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +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
Versatility: Earthkin kitsune may choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Alternatively, an earthkin may choose to gain both +1 hit point and +1 skill rank when he gains a level in his favored class instead of choosing either one or the other benefit or he can choose an alternate class reward. This choice must be made at 1st level and once selected, it cannot be changed. This racial trait replaces agile.
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.
Superior Shapeshifter
For some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. They gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.
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.
Psychic Investigator L3:
Class Skills
The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator’s class skills.
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
This ability replaces alchemy.
Inspiration (Ex) [3/Day][1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Psychic Meddler (Su) [+1 Vs psychic spells and spell-like abilities]
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A complete listing of investigator talents can be found here: Investigator Talents
1:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
Phrenic Dabbler (Su) Pool {1/1Day}
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.
Phrenic Strike (Su):
As long as the psychic has at least 1 point in her phrenic pool, she can attempt an unarmed strike in place of a touch attack as part of casting a spell with a range of touch. This unarmed attack still provokes attacks of opportunity as normal unless the psychic can otherwise make unarmed attacks without provoking attacks of opportunity.
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Unchained Monk L3:
Class Skills/Skill Ranks per Level: 4 + Int modifier.
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Weapon Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex) [+2]
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike [1d6]
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
FEAT Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
FEAT Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Ki Pool (Su) [3KP/Day]
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Intelligent Fox Item Tattoo:
This clever device is more than one item, its a Minor Bag of holding, Sleeves of many Garments, and an intelgian Item Tattoo.
When she chances shape to FOx, its all she needs.
Intelligent Fox Tattoo [LN] [Ego+6] [1500gp]
Intelligent Item [500gp][0Ego]
Int10/Wis10/Cha10 [0gp] [0Ego]
Special Ability Empathy Senses 30 allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item’s base senses. [+0Ego]
Item can cast a 0 level spells at will, Prestidigitation [1000g] [+1Ego]
Item can give of a red glow at will. [30'] [0gp][0Ego]
Item can Animate self, Tattoo [0gp][0Ego]
Item can make Change color and make itself transparent
Magic Attack as Spell, Animated Tattoo [See Spells] [0gp][0Ego]
Lift 1lb as mage hand 10'
Give off an electric shock should anyone get to close.
Intelligent Item Purpose
Defend Kitsune/Foxs [+2Ego]
Equipment:
Starting cash 3kgp
[All ongoing, permanent magic effects keep going in Fox form*]
Slotless
In Minier bag of holding Tattoo £1100
Grooming set 2gp
Fox Mask 2sp
MW Lite, Survival kit 200gp
Tent, cooking tools, water skins,
Letters of refinance,
Small bag uncut Gems
Whistle, silent 1sp -lb
map case + maps 30gp 1lb
Clothing 10lb 10gp
Healer Kit 10/10 1lb 50gp
Wand of CLW [10/50] [75gp]
Enlarge person[10/50] [75gp]
Carrying 27lb Light
5 days of rations 1gp
Complete 10 Minute Background:
Five things about Miss Milli Wavetail
1. As Kitsune she has spent her life following the family Troop of performs all around the inner sea. But she sings flat, has two left feet and can't Juggle, and she had a really bad temper. So in the end she just gave it up and headed out on her own. With 12 Half Brothers and sisters she was not missed. Then she just kind of drifted, and she is where she is now becouse she says "Fate"
2. She meet Female Elf Monk master some 7 years ago, in a rainstorm. They sheltered in a small village and become friends. She spent 3 years there leaning to control her temper.
3: 2 years ago she got drink with a group of female wizards who said they were doing research in the badlands. The next day when she woke up, all her coin was missing and she was covered head to toe with an intelligent tattoo, Who has a mind of its own, and which she has very little control over. She had a feeling it's more then what it seems but there is know why for her to find out at the moment.
4. Money, she always seems to have little or no coin, money just seems to slip out of her hands, so she tends to take any job going.
5. She hates fish slimy smelly things.
Two goals:
1.) Live and exciting and crazy fun packed life.
2.) Keep seeing more the the world.
Two secrets: One she knows and one she dose not.
1.)She once killed a man for hitting a child, she did not mean to but she was just unlucky in the shot. She still feels bad about it.
2.)The Tattoo is infact a bound eldalon.
Three relationships: Two good one bad.
1.)Her mother, who was a kitsune trickster.
2.)TBC PC in game
3.)Her Bard sister Britney Sckhold, She is supper goody goody and I'm mums eyes can do NO wrong. ya if only mum known what she did about perfect sis and all the lovers.