Kitsune

- Rei -'s page

12 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Rei Quickforge of Clan Gargungold

Race

| HP: 34/34 | AC 19 (T14, FF 16) (+1 vs. traps) | CMB: +5 CMD: 18 | F:+1 R:+7 W:+3 | Init +9 | Perc +10 (+2 vs. traps), SM +10, Bluff +9, Diplomacy +9

Classes/Levels

| Speed 30 ft. | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2, Shadow Duplicate: 2/2, Star Gem: 1/1 | Active Conditions: Invisible (5 rounds)

Alignment

CG

Languages

Common, Dwarven, Sylvan

Strength 14
Dexterity 17
Constitution 10
Intelligence 8
Wisdom 14
Charisma 13

About - Rei -

Statistics:

Rei Quickforge of Clan Gargungold
Female Kitsune Rogue 5
CG Medium Humanoid (kitsune, shapechanger)
Init +9; Senses Low-light vision, Perception +10 (+2 vs. traps)(auto-check w/in 50 ft)

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DEFENSE
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AC 19, touch 14, flat-footed 16 (+5 armour, +3 Dex, +1 deflection)
…+1 vs. traps
hp 34 (5d8)
Fort +1, Ref +7, Will +3
…Evasion
…+2 vs. continual effects
…+1 vs. traps

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OFFENSE
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Speed 30 ft.
Melee bite +5 (1d4+2)
…+1 rapier +6 (1d6+3/18-20)
…Brightflame (+1 flaming burst dagger) +6 (1d4+3+1d6 fire/19-20+1d10 fire)
Ranged masterwork light crossbow +7 (1d8/19-20)
…dart +6 (1d4+2) (20 ft. range)

Spell-like Abilities (CL 5th, Concentration +6, +1 DC w/ enchantments)
3/day—dancing lights
2/day—charm person (DC 13), disguise self

Offensive Abilities Sneak Attack (3d6),

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STATISTICS
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Str 14, Dex 17, Con 10, Int 8, Wis 14, Cha 13
Base Atk +3; CMB +5; CMD 18
Traits acrobat, reactionary
Feats improved initiative, magical tail, magical tail
Skills Acrobatics +14 (5R), Bluff +9 (5R), Diplomacy +9 (5R), Disable Device +13 (+2 higher vs. traps) (5R), Disguise +5 (+10 higher to appear human) (1R), Knowledge (local) +7 (5R), Perception +10 (5R), Perform (dance) +10, Perform (oratory) +5 (1R), Profession (reporter) +6 (1R), Sense Motive +10 (5R), Stealth +7 (1R)
(8 points; 8 class, -1 INT, 0 race, 1 favoured class)
Abilities agile, change shape (human female), evasion, rogue talent (shadow duplicate, trap spotter), sneak attack (3d6), trapfinding, trap sense +1, uncanny dodge
Languages Common, Dwarven, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Acrobat - Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

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.

Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Magical Tail - You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Shadow Duplicate - Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has.

Sneak Attack: 3d6
…If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
…The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Uncanny Dodge (Ex): Starting at 4th level, a rogue 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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 rapier, +1 dagger (2), masterwork light crossbow, screaming bolt, bolts (8), dart (12), kitsune star gem (1st), oil of bless weapon, potion of cure light wounds (4), potion of cat’s grace, potion of aid, potion of hide animals, potion of shield of faith, potion of vanish (CL 3, 4), vial of pure water
Possessions +1 chain shirt, ring of protection +1, aegis of recovery (2d8+3), sleeves of many garments, scarf of the suggestive dance, travellers outift, handy haversack, disguise kit, masterwork thieves tools, waterskin, bedroll, scrivener’s kit, journal, rice paper (10), book (local tales), crossword (5), cards, rations (5), flint and steel, silk rope (50 ft., 2), canvas (2 yards), exotic maps and books, belt pouch (2), coin purse
Money 739 GP 3 SP 2 CP

Brightflame +1 flaming burst dagger that is warm to the touch and constantly glows as if affected by light.

Kitsune Star Gem - This magical jewel glows like faerie fire, shedding light as a candle. It acts as pearl of power, except it only allows a kitsune to recover a spent use of a spell-like ability of the appropriate spell level.
…1st level

Scarf of the Suggestive Dance - This silk scarf is embroidered with all the colors of a flame and tasseled in tiny beads. When wrapped around the hips, it grants the wearer a +5 competence bonus on Perform (dance) checks. The scarf adds +1 to the saving throw DC of the wearer’s fascinate and suggestion bardic performances.

Background:

Gerogedef’s adopted sister. Weirdest dwarf-kin you’ll ever meet!

Appearance and Personality: