Monk

Miya Casten's page

151 posts. Alias of Ariarh Kane.


Full Name

Miya Casten

Race

Kitsune

Classes/Levels

Commoner 1/Samurai ( Nitōjutsu Sensei) 1

Gender

F

Size

M (5'4", 119 lbs)

Age

19

Special Abilities

Low-Light Vision, Agile, Natural Weapons (in fox form), Change Shape, Fast Shifter, Challenge 1/day (+1 on attack rolls and +1 on AC against attacks by target), Twin-Sword Fighter, Resolve 1/day, Resolute Honor, Orderless (Ronin)

Alignment

NG

Deity

Inari Ōkami

Languages

English (Common?), Japanese, Swedish, Sylvan

Occupation

College Student

Strength 10
Dexterity 19
Constitution 13
Intelligence 12
Wisdom 13
Charisma 14

About Miya Casten

(First name pronounced Mee-yah.)

Miya in Human form

Miya in Fox Form

Miya and her fox spirits

Kai Family Mon

With long, straight, dark brown hair that curls slightly at the ends (with lighter and pure white strands now growing throughout her hair), deep, vivid blue eyes and fair skin, petite Miya is considered an exotic beauty. Her features are a striking blend of west and east - her Father, Adrian Casten, has the blood of vikings flowing through him, and, her Mother, Noemi Casten (née Kai), the blood of samurai and geisha. She is an only child.

Miya's charm is quiet and unassuming. She is reserved and shy upon first meeting but once someone gets to know her, they find her warm, sweet and funny. She is not flighty and possesses a great deal of common sense (street savvy). She is fluent in English, Japanese and Swedish.

Miya's accent was a blend of the cultures and countries she grew up in and around. Her English was flawless but the tone/sound was influenced and different. Her accent was as exotic as her looks.

Adrian Casten had been a diplomat and they travelled the world. Miya never stayed in one school all that long. It was hard to make long-standing friends. Miya had been born in the United States of America but left as a baby when her father was placed at the embassy in Japan.

Her father left the diplomatic corps in her junior year of high school and her parents decided to settle in the USA - Miya's birthland. Her mother was an Historian and Archaeologist and she secured a position at the local museum. She began attending regular school and formed close friendships with some of her classmates.

She enjoyed the martial arts training that her mother encouraged and oversaw. A secure dōjō was found and Miya enrolled. She was trained in Kenjutsu and Aikido in main. On her 16th birthday, her mother presented her with two Japanese swords, katana and wakizashi, passed down from some many times over great grandmother ancestor. They were considered sacred and Miya used them in her one-on-one training at home with her Sensei, Hiroto. However, Miya began to hide the wrapped swords in the trunk of her car and bring them to school. She had discovered the old college gymnasium, and, whenever she had a free period, she would practice with the two swords, hoping to improve before her next session with Sensei.

Miya was an avid reader and had travelled/explored the world. So, it did not surprise her parents when she told them she wanted to follow in their footsteps somehow.

Yet, at the end of high school, Miya found herself floundering - she did not know where her true path lay (Political Science? Theology? History?). Her grades had been good enough, but her past and frequently changing schools didn't reflect in academic excellence and she chose to attend the local community college with her small band of friends. She opted to study Political Science, with a view of branching in other, connected fields during her time in college. Miya hoped she would find herself.

(Additional notes: In fox form, Miya has snow white fur and sapphire blue, sparkling eyes.

NOTE: As per GM's discretion, Miya can only take two forms: human and fox. She cannot turn into a hybrid.)

Miya Casten
Female Kitsune Commoner 1/Samurai (Nitōjutsu Sensei) 1
NG Medium Humanoid
Init +4; Senses low-light vision; Perception +5
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Defense
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AC 14/*15, touch 14/*15, flat-footed 10 (+4 Dex, *+1 dodge bonus due to Challenge)
hp 18 (1d6+1+1d10+1)
Fort +3, Ref +4, Will +2
Honour Score 1
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Offense
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Speed 30 ft.
Melee Katana +5/*+6 (1d8/18-20/x2)
Melee Wakizashi +5/*+6 (1d6/18-20/x2)
(*If Challenge is issued, +1 to hit on target)
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Statistics
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Str 10, Dex 19, Con 13, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse
Skills Acrobatics +10, Climb +0, Craft: Calligraphy +5, Diplomacy +6, Knowledge (Local) +1, Knowledge (Political Science) +6, Knowledge (Theology) +5, Linguistics +5, Perception +5, Sense Motive +6, Stealth +8, Survival +5
Languages English (Common?), Japanese, Swedish, Sylvan
Other Gear Katana, Wakizashi, 70 gp

Gear brought over with her:

Leather backpack, wallet, full water bottle, flask with green tea, large bag of popcorn, apple, small bag of walnuts, sandwich, gym bag, weapons (Katana, Wakizashi) and training gear/clothes/hoodie, towel, pens, notebooks, iPod, iPhone, band-aids, antibacterial hand wash, cosmetic bag (lip gloss, face moisturising cream, mascara, small deodorant, perfume, feminine sanitary products, traveller's (small) toothbrush and toothpaste).

Miya's Stats in Fox Form:

FOX
NG Tiny animal
Init +6; Senses low-light vision, scent; Perception +5

DEFENSE
AC 19/20*, touch 18/19*, flat-footed 13 (+6 Dex, +2 size, +1 Natural Armor Bonus, *+1 dodge bonus due to Challenge)
hp 20
Fort +3, Ref +4, Will +2
Honour Score 1

OFFENSE
Speed 40 ft.
Melee bite +9/+10* (1d3-1) (*If Challenge is issued, +1 to hit on target)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 23, Con 13, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +12 (+20 when jumping), Perception +5, Stealth +18, Survival +5 (+9 scent tracking) Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent, +8 Stealth for TINY size
Languages Fox speak, Sylvan

Challenge 1/day:

Challenge (Ex)

Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

Twin-Sword Fighter:

Twin-Sword Fighter

At 1st level, a nitōjutsu sensei gains the ability to bond with a pair of swords, one katana and one wakizashi. When using these swords, the nitōjutsu sensei receives a +1 bonus to attack rolls. This bonus increases by an additional +1 every 7 levels (at 8th and 15th). If the nitōjutsu loses or changes weapons, it requires a week of practice to form a bond with a new pair of swords. In addition, at 1st level, a nitōjutsu sensei gains a non-masterwork katana and wakizashi free of cost (characters who multiclass into the nitōjutsu class do not gain these weapons).

This ability replaces mount.

Orderless:

Orderless

A nitōjutsu sensei does not adopt an Order and gains no abilities associated with belonging to an Order.

Resolute Honour:

Resolute Honour

The nitōjutsu sensei's devotion to his art and his honor has steeled his mind. He may add his Honor score to all Will saves. The nitōjutsu may possess an amount of Honor equal to half his nitōjutsu character level (minimum 1). If he is beholden to a lord, he gains Honor as normal by defeating a challenge with a CR 1 greater than his character level in the name of his lord. A ronin nitōjutsu must defeat an opponent with a CR 2 greater than his character level in order to gain a level. The nitōjutsu is under no obligation to defeat this challenge alone but he must contribute significantly to the success of the endeavor. If the nitōjutsu ever fails at a challenge where the CR is 1 or more less than his character level he loses 1 Honor.

Resolve:

Resolve (Ex)

Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Fast Shifter:

Fast Shifter (Su) You were born with an innate talent for switching between your natural forms. Using your racial change shape ability/Beast Shape II is a move action instead of a standard action. This racial trait replaces kitsune magic.

Ronin:

Ronin

While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Chosen Edicts (approved by GM): The Ronin must be courageous, conduct herself with honour and remain loyal to her family and friends. She must work to further the aim/s of the group and protect her allies from harm.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex)

At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex)

At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex)

At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.