Ilarris Zeleshi

Mitsuru Hisakawa's page

209 posts. Alias of Losonti.


Full Name

Mitsuru Hisakawa

Race

| Spd 30 | Init +3 | Perc +7 | Acrobatics +12, Bluff +9, Climb +3, Disable Device +11, Disguise +6, Intimidate +7,

Classes/Levels

Local +9, Perform (Act) +7, Sense Motive +6, Sleight of Hand +9, Spellcraft +9, Stealth +9, Survival +2, UMD +7 | Active Conditions: None

Gender

F CG Kitsune Rogue 3 | 24/24 HP | AC15 T13 FF12 | CMD14 | F +2 R +6 W +2

Age

21

Alignment

CG

Deity

Calistria

Languages

Common, Common, Elven, Minkaian, Sylvan, Tengu

Strength 8
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 13
Charisma 12

About Mitsuru Hisakawa

Background:
Born and raised in an enclave of Minkaian kitsune settled in Magnimar, Hisakawa Mitsuru's life has always been infused with magic she has no talent for but is endlessly fascinated by. While Mitsuru is, even for her kind, an incredibly skilled shapeshifter, the art of spellcasting is one she has never been able to grasp, no matter how hard she tried to imitate the words and gestures of the human spellcasters she studied so closely.
Even though that dedication never let her cast spells on her own, she did pick up a few useful talents, such as being able to control her shapeshifting to such an incredible degree that she could impersonate a wizard long enough (and well enough) to steal a wand or scroll. Endless hours of practice (and quite a few mishaps) taught her enough to be able to "trick" a wand into obeying her. Sometimes, anyway.

Mitsuru felt such a rush of confidence that she immediately became convinced she had what it took to become an adventurer and thrill seeker. Unfortunately for her, she decided that attending the Swallowtail Festival in Sandpoint would be a wonderful way to get her adventuring career started. Mitsuru was woefully unprepared for the dangers ahead of her, and when the festival was attacked by goblins, she found herself trapped and bleeding in a burning building, desperately trying to force a wand to do something, anything to save her from the monsters that were closing in on her.

That was when Shalelu appeared, a flash of leather and steel, cutting through the goblins as if they were nothing but damp vellum, before hauling Mitsuru to safety. In addition to the undying gratitude Mitsuru has for the elf saving her life, she finds herself fascinated by Shalelu, and not just for the magical power the ranger wields.

As a result, Mitsuru has stayed in Sandpoint ever since, though it's not really home. She hasn't been bold enough to approach Shalelu in either her natural or human form, but spends enough time accompanying her as a fox that people joke that the ranger has picked up a familiar.

Mitsuru Hisakawa
Female Kitsune rogue (unchained) 3 Archetypes Counterfeit Mage, Scout
CG Medium humanoid (kitsune, shapechanger)
Init +3, Senses low-light vision; Perception +6

Stat Block for Fox Shape:

Mitsuru Hisakawa
Female Kitsune rogue (unchained) 3 Archetypes Counterfeit Mage, Scout
CG Tiny humanoid (kitsune, shapechanger)
Init +5, Senses low-light vision, scent; Perception +7
=================================================
DEFENSE
=================================================
AC 18, touch 17, flat-footed 11 (+5 Dex, +2 size, +1 natural)
hp 24 ((3d8)+3)
Fort +2, Ref +8, Will +2
Note: +1 to AC and Reflex vs Traps

=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee bite +9 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Sneak Attack 2d6
Spell-Like Abilities acid splash +9 (1d3) (at-will)

=================================================
STATISTICS
=================================================
Str 6, Dex 21, Con 13, Int 16, Wis 13, Cha 12,
Base Atk +1; CMB +5; CMD 13 (17 vs. trip)
Skills Acrobatics +14 (+18 when jumping), Bluff +9, Climb +9 Disable Device +13 (+14 vs magical traps), Disguise +6 (+16 to pretend to be a fox), Intimidate +7, Knowledge (Local) +9, Perception +7 (+8 vs magical traps), Perform (Act) +7, Sense Motive +6, Sleight of Hand +11, Spellcraft +9, Stealth +19, Survival +2, Swim +5, Use Magic Device +7 (+8 for wands and scrolls)

Fox Shape: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

=================================================
DEFENSE
=================================================
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 24 ((3d8)+3)
Fort +2, Ref +6, Will +2
Note: +1 to AC and Reflex vs Traps

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee mwk rapier +6 (1d6+3/18-20)
Melee dagger +5 (1d4-1/19-20)
Ranged dagger (thrown) +5 (1d4-1/19-20)
Melee bite +5 (1d4-1)
Melee sap +5 (1d6-1)
Special Attacks Sneak Attack 2d6
Spell-Like Abilities acid splash +5 (1d3) (at-will)

=================================================
STATISTICS
=================================================
Str 8, Dex 17, Con 13, Int 16, Wis 13, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Fox Shape, Realistic Likeness, Weapon Finesse, Bookish Rogue
Skills Acrobatics +12, Bluff +9, Climb +3, Disable Device +11 (+12 vs magical traps), Disguise +6 (+16 to pretend to be a human), Intimidate +7, Knowledge (Local) +9, Perception +7 (+8 vs magical traps), Perform (Act) +7, Sense Motive +6, Sleight of Hand +9, Spellcraft +9, Stealth +9, Survival +2 (+4 to avoid becoming lost), Use Magic Device +7 (+8 for wands and scrolls)
Traits Clever Wordplay (Bluff), Rescued (Shalelu), Theoretical Magician
Languages Common, Elven, Minkaian, Sylvan, Tengu
SQ agile, bonus rogue talent 3x, change shape, danger sense, evasion, finesse training, keen kitsune, low-light vision, magical expertise, minor magic, natural weapons, superior shapeshifter
Combat Gear potion of cure light wounds, 2 flasks of alchemist's fire, wand of scorching ray (29 charges)
Other Gear dagger (2), mwk rapier, traveler's outfit, lamellar cuirass, backpack (masterwork), compass, belt pouch, concealable thieves' tools, sap, traveling spellbook, game of imperial conquest, 113.98 gp

=================================================
FEATS
=================================================
Fox Shape: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

Realistic Likeness: 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.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Bookish Rogue: By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again.

=================================================
SPECIAL ABILITIES
=================================================
Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Bonus Rogue Talent 3x Rogue: The rogue gains 1/6 of a new rogue talent.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Clever Wordplay (Bluff) Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Keen Kitsune (Ex) Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.

Low-Light Vision (Ex) Kitsune can see twice as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Expertise (Ex) A counterfeit mage adds half her level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps.

Minor Magic (Sp) A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Rescued (Shalelu) At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant's boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You've never forgotten this, and remain fiercely loyal to her. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. Shalelu saved you by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with total concealment.

Superior Shapeshifter (Ex) Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. You gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.

Theoretical Magician You've studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.