Female Human

Miyako_Okori's page

544 posts. Organized Play character for StephNyan.


Full Name

Miyako Okori

Race

(HP 52/52 | AC:22 [+1 Buckler; +1 vs Performance Weapons*] | T:15 [+1*] | FF:18 [+1 Buckler] | CMB:5 | CMD:19 | Fort:+4 | Ref:+7 | Will:+6 | Init:+4 | Perc:+5 | Speed:20) PFS#: 115025-6

Classes/Levels

Spells/Abilities:
Lv1: 8/8 | Lv2: 7/7 | Lv3: 5/5 | Heat Aura: 2/2 | Touch of Flame: 8/8 | Wings of Fire: 7/7 | Eastern Mysteries: 1/1

Gender

F Kitsune Oracle/7

Size

Medium (5 ft. / 152 cm)

Age

20

Alignment

Chaotic Neutral

Deity

Daikitsu

Languages

Common, Sylvan

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 20

About Miyako_Okori

Character Sheet:
CN Medium Humanoid (Kitsune)
Init +4 (+4 Dex)

Defense
AC 22 [+1 Shield Bonus; +1*] (10 +7 Armor +1 Deflection +4 Dex**); Touch 15 [+1*] (10 +1 Deflection +4 Dex**); Flat-Footed 18 [+1 Shield Bonus] (10 +7 Armor +1 Deflection)
HP 52 (38 +7x1 Con +7x1HP Favored Class Bonus)
Fort Save +4 (+2 Class +1 Con +1 Resistance); Ref Save +7 (+2 Class +4 Dex +1 Resistance); Will Save +6 (+5 Class +0 Wis +1 Resistance)

* +1 dodge bonus to AC against attacks made with weapons that have the performance quality. (Forewarned is Forearmed)

** Reduced to a +3 Dex bonus while carrying a Medium Load.

Offense
Speed: Medium (30 ft) -10 ft for Medium Load

Melee: +1 Adamantine Rapier [Smine*]
Damage: 1d6+5
Attack roll: +11 (+5 Base Atk +4 Dex +1 Enhancement +1 Weapon Focus)
Crit: 18–20/×2

* +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with the weapon. In addition, +5 HP to the weapon's HP total. (Smine's Best)

Melee: Bite [Kitsune form only]
Damage: 1d4
Attack roll: +9 (+5 Base Atk +4 Dex)
Crit: x2

Ranged: +1 Darkwood Longbow
Damage: 1d8
Attack roll: +10 (+5 Base Atk +4 Dex +1 Enhancement)
Crit & Range: x3; 120 feet

Statistics
Str 10 (12 -2 Race)
Dex 18 (16 +2 Race)
Con 12
Int 12 (10 +2 Enhancement)
Wis 10 (7 +1 Lv4 +2 Enhancement)
Cha 20 (16 +2 Race +2 Enhancement)

Base Atk +5; CMB 5 (+5 Base Atk +0 Str); CMD 19 (10 +5 Base Atk +0 Str +4 Dex)

Feats:
Fencing Grace
Mystery (Class)
Mystery Spells (Class)
Oracle's curse (Class)
Orisons (Class)
Revelations (Class)
Spell Focus [Evocation]
Weapon Finesse
Weapon Focus [Rapier]

Racial Traits:
Agile
Change Shape
Fast Shifter [Change Shape is a move action]
Low-Light Vision
Natural Weapons

Traits:
Eastern Mysteries [Once per day, +2 on the DC of a spell's saving throw.]
Seeker

Skills (Untrained):
Bluff +5 (+5 Cha)
Disguise +5 [+10 to appear human; Change Shape] (+5 Cha)
Ride +3 (-1 Armor +4 Dex)
Stealth +3 (-1 Armor +4 Dex)

Skills (Trained):
Acrobatics +15 (7 +3 Class +2 Agile -1 Armor +4 Dex)
Climb +3 (1 +3 Class -1 Armor +0 Str)
*&** Diplomacy +15 [+7 Day Job*** & ****] (7 +3 Class +5 Cha)
Fly +10 (7 -1 Armor +4 Dex)
Heal +4 (1 +3 Class +0 Wis)
Intimidate +9 [+1*****] (1 +3 Class +5 Cha)
Knowledge (History) +5 (1 +3 Class +1 Int)
Knowledge (Planes) +5 (1 +3 Class +1 Int)
Knowledge (Religion) +5 (1 +3 Class +1 Int)
Perception +5 (1 +1 Seeker +3 Class +0 Wis)
Perform (Sing) +9 (1 +3 Class +5 Cha)
Profession (Merchant) +7 (4 +3 Class +0 Wis)
Sense Motive +4 (1 +3 Class +0 Wis)
Spellcraft +5 (1 +3 Class +1 Int)

* Qualifies for Day Job. (Caravan)

** +1 on Diplomacy and Knowledge (Nobility) checks made within Absalom. (Friend of the Family)

*** See Faction Journal Card Rewards.

**** +2 bonus on all Day Job checks. (Greenheart's Blessing)

***** +1 on Intimidate checks made against creatures proficient with the weapon. (Smine's Best)

Languages: Common, Sylvan

Equipment
Combat gear
+1 Adamantine Rapier (5020gp, 2lbs.)
+1 Mithral Buckler (2005gp, 2.5lbs.)
+1 Darkwood Longbow (2PP & 2000gp, 1.5lbs.)
Spell Component Pouch (5gp, 2lbs.)
Wand of CLW [15 charges left] (2PP, -)
Wand of CLW [50 charges left] (2PP, -)

Ammunition
Alchemical Silver Arrows [19] (20 = 41gp, 3lbs.)
Arrows [17] (20 = 1gp, 3lbs.)
Cold Iron Arrows [18] (20 = 2gp, 3lbs.)

Wearing & otherwise equipped
Cloak of Resistance +1 (1000gp, 1lb.)
Headband of Mental Superiority +2 (16,000gp, 1lb.)
+1 Mithral Breastplate (5200gp, 15lbs.)
Ring of Protection +1 (2000gp, -)
Sleeves of Many Garments (200gp, 1lb.)
Traveler's Outfit (1gp, 5lbs.)

Handy Haversack (2000gp, 5lbs.): 16/120lbs.
Acid Flask [x5] (each 10gp, 1lb.)
Alchemist's Fire [x5] (each 20gp, 1lb.)
Chalk [x10] (1cp, -)
Flint and Steel (1gp, -)
Rope, Silk (50ft.) (10gp, 5lbs.)
Wayfinder (1PP, 1lb.)

Encumbrance: 44.1lbs.; Medium Load, (Light Load up to 33lbs., Medium up to 66lbs., Heavy up to 100lbs.)
Money: 3305gp 9sp
Prestige points: 25/39*

* Fame treated as 1 higher for the purpose of purchasing wondrous items. (Friend in the Business)

Class Info
Favored class: Oracle
Alternate favored class bonus: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon. (Chosen 0 times.)
Favored class bonus: +7x1HP

Spells level 0 (Unlimited uses): Create Water; Detect Magic; Ghost Sound (Haunted); Guidance; Light; Mage hand (Haunted); Mending; Read Magic; Stabilize
Spells level 1 (8 a day: 6 +2 for Cha): Ant Haul; Burning Hands (Mystery Spell); Cure Light Wounds*; Doom; Murderous Command; Obscuring Mist; Shield of Faith
Spells level 2 (7 a day: 6 +1 for Cha): Align Weapon; Cure Moderate Wounds*; Minor Image (Haunted); Lesser Restoration; Levitate (Haunted); Resist Energy (Mystery Spell); Silence
Spells level 3 (5 a day: 4 +1 for Cha): Cure Serious Wounds*; Dispel Magic; Fireball (Mystery Spell); Water Breathing

* In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. (Cure spells were chosen for Miyako.)

Mystery: Flame
Heat Aura (Su) [2 times a day]: As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Touch of Flame (Su) [8 times a day]: As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.

Wings of Fire (Su) [7 minutes a day]: As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Curse: Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Boons
Adopted Weapon Training: You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.

Weapon familiarity racial trait selected: Elf
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Faction Journal Card Rewards:
Entrepreneur: Once per game session, you may either purchase an item found on one of your Chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your Day Job check. This discount stacks with similar abilities for a maximum discount of 15%.

Vanities:
Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. You represent the caravan as an upstanding citizen and above-the-board merchant, and can use Diplomacy to make Day Job rolls.

Chronicle Sheets:
* Vulpine-Blooded
Before the Dawn, Part 1
The City of Strangers, Part 1
* Adopted Weapon Training (Elf)
The City of Strangers, Part 2
--- Level 2 ---
The Confirmation - GM sheet
Before the Dawn, Part 2
The Haunting of Harrowstone [AP]
--- Level 3.2 ---
You Have What You Hold
--- Level 4 ---
The Silver Mount Collection
To Judge a Soul, Part 1
The Quest for Perfection, Part 3 - GM sheet
--- Level 5 ---
The Deepmarket Deception
Way of the Kirin
The Green Market - GM sheet
--- Level 6 ---
Seven Days to the Grave [AP] - GM sheet
--- Level 7 ---
Port Godless
From the Tome of Righteous Repose

Background:
Since the day the girl, who'd later be named Miyako, was born strange things occurred in her presence. Objects shifted placed and candles would spontaneously lit. As the girl grew older she learned a lot of these mysteries were caused by her deceased elders. Her elders had been trying to reach out to the girl since the moment she was born, because they knew the girl would be able to communicate with them. The girl mastered some of the powers her elders provided her with. However, not all of the girl's elders have just intentions. There are some that like to cause mischief.

Having finished the Rites of the Fox Miyako received her name, meaning 'beautiful night child'. As Miyako was always caring for others she was taken into the Okori clan, which means 'origin of life'. In her clan's village Miyako spent her days helping the clan's members with whatever she could, but the girl wished to learn more about the outside world. The clan's leader gave Miyako permission to set out on a journey, and the 19-year-old Miyako set out the next day.

Personality:
Miyako is a very helpful person to her clan's people, and fully devoted to her clan's cause. She doesn't have much experience with people outside of her clan's members. Even though she shows a great deal of interest in the unknown, Miyako isn't too eager to mingle in affairs she isn't a part of. While around humans or other non-kitsune, Miyako prefers them to think she's a human. Thus, she's reluctant to show non-kitsune her real appearance.

The spirits of her elders haunt Miyako. Some spirits mean good, but not all. She often talks to her elders, hearing their voices in her head and responding by thinking of what she wants to say. The elder she talks to most often would be her great-grandfather, with whom Miyako's forged a strong bond.

The Tian Xia goddess Daikitsu is a common object of veneration for the kitsune, and her holy symbol is that of a nine-tailed fox. Daikitsu is the divine protector of the Okori clan, and revered as the goddess of rice, agriculture, and craftsmanship by Miyako and the other clan members.

Appearance:
Being 5 feet (152 cm) tall, Miyako doesn't stand out much. Her average 120 pound (54.5 kg) weight doesn't change much about that. Miyako's fur is a deep red, and her eyes are brown. In her human disguise, Miyako poses as a 20-year-old girl with straight shoulder length brown hair and a Caucasian skin tone. She has two earrings in the shape of large rings, both of which are made of bronze.

Miyako's clothes consist of a beige cloth shirt with a yellow leather jacket over it, and a yellow cloth skirt that reaches just above her knees. She wears beige boots with yellow laces, and a beige cloak made of cotton.