Trinia Sabor

Miya Setsuko Fuyaki's page

654 posts. Alias of Johnny_Panic.


Full Name

Miya as tattoo'ed Monk

Race

Kitsune [Humanoid]

Classes/Levels

Ninja (Formless-Nokizaru) L6 - LN- HP 39/38 | AC15/19*T13/19*/FF--/-- | F +4| R +8 | W +4 | Init +3 | Per +11 | Ki 6/6

Gender

Miya as tattoo'ed Monk

Size

5'2"

Age

20ish looking

Special Abilities

Shape Changer

Alignment

LN

Deity

Ancesters

Languages

Common, Sylvan, Elven, Fox.

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 16

About Miya Setsuko Fuyaki

Physical description
Miya as tattoo'ed Monk [LN]
TRUE FORM And Fox Form

Miya's magic fox tattoo Which is complex covers most of her body and is web of magic tattoos all of which do things. -

Personality
Her default personality is that of a fun-loving and light-hearted monk.
Under that mask is a stone-cold professional killer.

Crunch:

Initi +3 speed 30f [Low light V] [Dark vision 60'*]
*Item+When in that from.

BAB=[+4]
Ranged=[+7]
Hand=[+5]

Combat [*Procession Dex Damage][+Ki Blade +1]
-:Unarmed Attack +1 TH[+9]+7+1+1 [Magic] DMG[1d8+1+1] L/NL 20x2 {B} [Counts as magic]
Bite -:Unarmed Attack +1 TH[+9]+7+1+1 [Magic] DMG[1d6+1+1] L 20x2 {B} [Counts as magic]
-:Shadow weapon [Magic][TH+7+1]DMG[1d6+3*][19/20]
*DC14 (successfully disbelieving after interacting with the Shadow weapon).
Animate Tattoo[Illusion (shadow)] TH+6+1[+7] DMG[1d6+1] [Magic, Force]
*DC15 (successfully disbelieving after interacting with the tattoo reduces the damage by half).
*Monk rope-dart BLADE [Adamnite Dart] R20 TH+7+1 DMG1d4+1 crit x2

Ranged
-:Shadow weapon [Magic][TH+7+1]DMG[1d6+1][19/20]
*DC14 (successfully disbelieving after interacting with the Shadow weapon).
*Monk rope-dart 40gp [Adamnite Dart] R20 TH+7+1 DMG1d4 crit x2

Hit Points
HP=[8+1]+(5x[5+1])= 39/39

Armor Class
AC[17] FF[--/--] Tch[17]
[10 +3 Dex +3[Magic+1] Studded armor

Saves
Fort = [4][+2class][+2Con]
REF = [8][+5Class][+3Dex]
Will = [4][+2Class][+2Wis]

Other

Hero Point [3/3]

CMB+8
CMD 18/14FI

Stats 25 Spend
Str [12][+1][08][3p][-2 racial][+1Levels]
Dex [16][+3][10][5p][+2 racial]
Con [12][+1][10][2p]
Int [14][+2][10][5p]
Wis [14][+2][10][5p]
Cha [16][+3][12][5p][+2 racial]

Feats & Traits
Feats
1:Eschew Materials
2:Weapon Finesse
3:Fox Shape

Class Feats
-:Realistic Likeness (Kitsune)
-:Improved Unarmed Strike
Race Feat

Traits
1:arcane-dabbler[Regional]
-:Know Direction (1/day)
-:Purify Food and Drink (1/day)
2:Arcane Scholar [faith]
3:Rich Parents [Social]

Drawback
1:Paranoid

Skills:

4x[8+2+1FC]=[66/66spent]
Background skills (B) [6x2]=[12]

+12 Acrobatics(+3dex, 6rank +3class)<
+08 Appraise(+2int, 3rank +3class)(B)<
+10 Bluff(+3cha, +6rank +3class)<
+05 Climb(1str, 1rank +3class)<
+06 Craft (Traps) (+2int, 1rank +3class)<
+08 Diplomacy(+3cha, 2rank +3class)<
+22/32* Disguise(+3cha, 6rank +3class)<[+10Race*][+10Feat]
+08 Disable Device (+2Int +1rank +3class+2Item)<
+08 Escape Artist(+3dex, 2rank +3class)<
+03 Fly (+3Dex 0rank)
+04 Handle Animal (+3cha, 1rank +0Class)(B)
+05 Heal (+2Wis, +1rank)
+08 Intimidate(+3cha, +2rank +3class)<
+11 Perception (+2wis, 6rank +3class)<
+08 Performance (Act)(+3Cha +2Rank +3class)(B)<
+06 Profession (spy) (+2wis, +1rank +3class)(B)<
+04 Ride (+3Dex 1rank)
+11 Sense Motive(+2wis, 6rank +3class)<
+08 Sleight of Hand(+3dex, +2rank +3class)(B)<
+07 Spellcraft(+2int, +1rank +3class +1trait)<
+10 Stealth (+3dex +6rank +3class)<
+06 Survivel (+2wis 1rank +3Class)<[Fox form]
+06 Swim (+1Str 2rank +3class)<
+12 Use Magic Device(+3cha, +6rank +3class)<

+03 Knowledge (arcana) (+2int+1rank)
+03 Knowledge (Dungeoneering)(+2int+1rank)
+03 Knowledge (Engineering)(+2int+1rank)(B)
+03 Knowledge (Geography)(+2int+1rank)
+03 Knowledge (History)(+2int+1rank)
+06 Knowledge (Local)(+2int+1rank+3class)<
+03 Knowledge (Nature)(+2int+1rank)
+06 Knowledge (Nobility)(+2int+1rank+3class)<
+03 Knowledge (Planes)(+2int+1rank)
+03 Knowledge (Arcana)(+2int+1rank)
+03 Knowledge (Religion)(+2int+1rank)
+08 Linguistics (+2int+3rank+3class)(B)<

[Common, Sylvan, Aklo, Fox,]

Concentration [1d20+9] = [+6CL+3Cha]

Other
+1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round [Ninja]

Canny Effort [+2]

kitsune:

Base race 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.

Naturalized:
Kitsune who live their entire lives around humans are able to perfectly mimic how humans talk, act, and think. While in human form, the kitsune no longer needs to make Disguise checks in order to appear human and he can take 10 on Bluff checks to convince others that he is human.
This racial trait replaces agile.

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.

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

Natural Finesse:
Sophisticated kitsune hone graceful and precise movements at the expense of their skill with their natural attacks. The kitsune gains Weapon Finesse as a bonus feat at 1st level.
This racial trait replaces natural weapons.

Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.

Fox Shape (Kitsune) [from feat]
You can change into a fox in addition to your other forms.
Prerequisites: Cha 13, base attack bonus +3, kitsune.
Special: A kitsune may select this feat any time she would gain a feat.
Benefit: 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 Move action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

Fox [Tiny animal]: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus and scent.

Class: Ninja (Formless-Nokizaru) L6:

kitsune Ninja-Formless-Nokizaru
BAB+4
Saves+2/+5/+2
HD 1d8

The formless ninja is an archetype of the ninja alternate class that is available to kitsune. Although all kitsune are shapechangers, a dedicated few master the art of transforming into a myriad forms. These kitsune often sell their talents others as assassins and spies.

Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features
The following are the class features of the ninja.

Weapon and Armor Proficiency
Nokizaru are proficient with all simple weapons, plus the kama, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields. A nokizaru can cast nokizaru spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a nokizaru wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass nokizaru still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Realistic Likeness
At 1st level, the formless ninja gains Realistic Likeness as a bonus feat.
This ability replaces poison use.

Ki Pool (Su) [6/day]
At 2nd level, a ninja [nokizaru] gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier.
As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.
spending 1 point from her ki pool, a ninja can
1:-Increase her speed by 20 feet for 1 round.
2:-Give herself a +4 insight bonus on Stealth checks for 1 round.
3:-Cast a single nokizaru 1st level spell without meeting its somatic component.
4:-Can disappear for 1 round per level. This ability functions as invisibility.

Each of these powers is activated as a swift action.
A ninja The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

A nokizaru gains a ki pool, but has a slightly different selection of ki abilities than standard ninja. A nokizaru cannot spend 1 ki point to make one additional attack at her highest attack bonus when making a full attack. However, nokizaru can use their ki to assist in casting spells. By spending one ki point, a nokizaru may cast a single nokizaru spell without meeting its somatic component.
This ability is otherwise identical to the ninja ki pool.

Ninja Tricks
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.
1:Vanishing Trick (Su)[6 rounds +20 Stealth]
Benefit: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Unarmed Combat Training
Benefit: A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat

Ki Transformation (Su)
At 4th level, the formless ninja can spend 2 points from her ki pool when she uses her racial change shape ability in order to assume a form normally unavailable to her. She does not adjust her ability score modifiers while transformed, but gains any abilities granted by her new form. This transformation lasts 1 hour or until the formless ninja changes back. If the formless ninja’s ki pool is depleted while she is transformed into a creature whose form she could not normally assume using change shape, she immediately returns to her true form. At 4th level, this ability works as alter self. At 8th level, this ability works as alter self or beast shape I. At 12th level, this ability works as alter self, beast shape II, or plant shape I. At 16th level, this ability works as alter self, beast shape III, or plant shape II. At 20th level, this ability works as alter self, beast shape IV, form of the dragon I, or plant shape III.
This ability replaces the ninja tricks earned at 4th level, 8th level, 12th level, 16th level and 20th level.

No Trace (Ex) [+2]
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Spellcasting [CL4][Schools: Conjuration, illusion and divination, schools.]
A nokizaru casts arcane spells, using the caster level, spells per day, and spells known of a bard of the same level. A nokizaru’s spells are drawn from the sorcerer/wizard spell list, but only spells of specific schools may be selected. All nokizaru may learn and cast spells from the conjuration and illusions schools. Each nokizaru may select one additional school of sorcerer/wizard spells from the following list: abjuration, divination, or necromancy. The selection of a third school must be made when a character takes his first level of nokizaru, and once made it cannot be changed. A nokizaru can cast any spell he knows without preparing it ahead of time. Every nokizaru spell has a somatic component, representing the special hand-signs the nokizaru must use to focus his mystic power. Nokizaru cannot use the Still Spell feat to remove somatic components from their nokizaru spells (but see Ki, below).

To learn or cast a spell, a nokizaru must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a nokizaru’s spell is 10 + the spell level + the nokizaru’s Charisma modifier.

Like the bard, a nokizaru receives bonus spells per day if he has a high Charisma score. The nokizaru’s selection of spells is extremely limited. A nokizaru begins play knowing four 0? level spells and two 1st? level spells of the nokizaru’s choice. The nokizaru gains spells known and spells per day at the same rate as a bard.
A nokizaru need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

This ability replaces sneak attack. A nokizaru cannot select ninja tricks (or rogue talents) that add or augment sneak attacks.

Nokizaru Tricks
Nokizaru cannot take any ninja trick (or rogue talent) that augments or modifies sneak attacks. Nokizaru do gain access to new ninja tricks, outlined below.

Cannibalize Magic (Su) 1/day
A nokizaru has learned how to renew her own ki pool by draining off the mystic energy of her spells. Once per day, the nokizaru may expend a spell slot to regain a number of ki points equal to the slot’s level. This cannot allow the nokizaru to regain ki points above her maximum pool size.

Ki Blade (Su) [+2 Enchancement]
A nokizaru can expend 1 ki point as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level.
These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. These bonuses do not function if the weapon is wielded by anyone other than the nokizaru.

A nokizaru can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Ki Spell (Su)
The nokizaru can use his ki to cast nokizaru spells higher level than his remaining spell slots. By expending one ki point, the nokizaru may cast a 2nd level or higher spell known using a spell slot one level lower than normal.

Spells Known
Schools: Conjuration, Illusion and Divination, Schools.

Cantrips (At will) x6
1:Detect Magic[Divination][Cone 40']
2:Canny Effort[Divination][Self Only]
3:Elemental Sample[Conjuration][Range 30']
4:Conjurers Toolbelt[Conjuration][6mins]
5:spiders-thread[Conjuration][6r]
6:Read Magic[Divination][6mins]

1st Level Spells[Known 4][Day4+1] DC14
1:Infernal Healing[Conjuration][6mins]
2:Repair light damage[Conjuration]
3:Mage Armor[Conjuration][+4AC][6hours]
4:Animate Tattoo[ illusion (shadow)][Cast]
5:Shadow Weapon[illusion] [6mins][+1 Weapon] [Will Nagates DC15]

2nd Level Spells[Known 2][Day3+1] DC15
1:Dimension Hop[Conjuration][r35']
2:Detect Thoughts[divination][r60' Cone][6mins]
3:Summon Swarm[Conjuration][6r]
4:Invisibility[illusion][6mins]

Ninja Code
The eight pillars of the Ninja Code of Honor
-: To go against this Ninja code is to go against all things Ninja and to indicate unfitness to be a Ninja.
1. I will die before willingly Divulging my clan's Ninja Secrets, knowledge, or traditions.
2: I will respect at all times the Ninja way as decreed by my clan's elders.
3: I will be mindful of my true Ninja self, to do otherwise would be to lose focus in my Ninja craft and art, there is no other way but the way of the Ninja.
4: I will strive to keep order, logic and discipline at all times, the 1st battle is within the mind.
5: Have no enemies but only subjects of my Ninja art and craft.
6: I will strive for self-improvement in my Ninja art and craft, seeking education and improvement in all Ninja ways.
7. I will never cower from a necessary pain, nor rush to a pointless end, yet if ordered to certain death by my clan elders I shall go willingly.

Equipment:

Starting Cash =[6,000gp]
Starting cash 0 starting gold 0 in consumables[^ on sheet]

Clothing
Nude under but for her magic tattoos, which make the illusion of clothing and cover her modesty.

Armor
+1APB Armor Tattoo + Mage Armour [6 hours]

Weapons

Belt: Wondrous tattoo of of Pathfinders Pouch [see below] [3200gp]
Body: Intelligent Fox Tattoo [see below] *gp
Chest: -
Eyes: -
Feet: -
Hands: Wondrous tattoo of Wayfinder +1 Tattoo [800gp]
Head: -
Headband: -
Neck: Amulet of Mighty Fists +1
Shoulders: -
Wrists: Wondrous tattoo of Of many Garments [300gp]
Ring L: -
Ring R: -

Non-slotted Items

Wondrous Tattoo of Pathfinders Pouch 5b [5lb] [1100gp] [in the form of a complex belt]
[NOTE: The items held in this tattoo, show up as small tattoos on the belt tattoo around her waist. When she activates them they come out of the bag into her hand.]
-:Fox mask [20gp]
-:Small Note book and Silver point pen [2gp]
-:Monk Ninja Training scroll [--gp] 1lb
-:rope-dart 40gp [Adamnite Dart] = -:Silk Garrote x1 = Silk Sling
-:Whistle, signal x1
-:Earplugs x4
-:Small vile [for Unholy water] x1
-:Grease, Alchemical x1
-:Powder, Flash x12
-:Powder, Sneezing x12
-:Smoke Pellet x12
-:Smoke pellet, pepper x12

Soldier's Lucky Coin:
When the user is at or below 10% and targeted by a ranged attack, as an immediate action they can flip the coin and call the result. If called successfully, the attack is dodged. If called unsuccessfully, the user takes half the damage from the attack.

Handy Havasack [2000gp]
One-person tent survival kit, tea set, 5 days of rations, a water skin. Two lanterns. Some old hemp rope.
-: Untaken or sold LOOT See link above
Ammunition shuriken [24]
Rope Dart 20'

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 17.5 lb.

-=Money=- 0 GP 0 SP 0 CP

Intelligent Fox Tattoo:

Intelligent Fox Tattoo [LN] [Ego+6] [3200gp]
Intelligent Item [500gp][0Ego]
Int10/Wis10/Cha10 [0gp] [0Ego]
Special Ability
Telepathy (Su):
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
(Su): [Sight + Darkvision] 120' [1000gp][+1Ego]
Senses 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.
Item can cast a 0 level spells at will, Prestidigitation [1000g] [+1Ego]
cure light wounds [Heal 1d8+1] 3/day [1200g] [+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]

Ki Mat
Aura moderate conjuration (healing); CL 7th; Slot none; Price 10,000 gp; Weight 3 lbs.
DESCRIPTION
This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 plus the monk‘s current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.

10 mins backstory:

Five things about her background
1. Miya Setsuko Fuyaki [not her real name]
A child long, long ago, She was one of a large family of Traders, They lived in the a closed Compound deep in the woods, Foxkin and Foxes. The Compound held a large extended family, with a number of adults and cubs. Then one day the humans came with Fire and Axe, burning her world.
left alone in the woods she revered to fox form and lived of the land. Traveling far and wide. It was like this she was found by a Ninja Clan. And joined their ranks, for deep in her heart Revenge burned.
2: The girl, has gifts, she could alter her shape as such and was trained in the magic Ninja arts of Nokizaru. To her where give the harder jobs of spying and moving unseen.
3:But all that ended 2 years ago, when a contract went bad, a simple spying act on a lesser noble, had the class cross a the rich and powerful. But again the consortium dublee crossed the clan and led them into a trap as a deliverance.
4:Miya has a strong sence of law and order, right and wrong have little meaning for her, what is Good for the spider if evil for the fly. Such is the world. But, The girl dose not kill willy-nilly, she if often paid as a spy more than harm or kill.
5:She burned for revenge on the ones who have harmed her.

Two Goals
1. Learn more of the Ninja ways and become a master.
2. Become the leader and ruler of her clan.

Two Secrets [One known/one unknown]
1. She has killed many times, killed for coin, she is no evil, it was for contacts that have been taken on by her family.
2. She was bought as a baby become of her race, her clan mother is no her real mother at all.

Three People [2 friends 1 enemy]
1. Niroc Blink, A human noble trader she has worked for.
2. Black Heart Reena, I female Half-Orc gang boss, who was once a lover of hers.
3. Lord Pilgrim-arm who is hunting down each member of her Ninja clan, he has bounty hunters working for him, hunting the clan.

Three Memories
1. Sitting sill in the roof of a house, waiting for a rich banker to fall asleep. Creeping down to his office and taking his debt books.

2. Sailing on the sea, her back to a ship cutting dark waters, the cold and damp on the air and the feeling of speed.

3. A night out Black Hearted Reena, getting drunk, Hiring a bard and singing rude songs and into a an epic bar fight.