Kitsune

Ruza Furskin's page

111 posts. Alias of Amsheagar.


Full Name

Ruza Furskin

Race

Female Kitsune

Classes/Levels

Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

Gender

attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]

Size

Medium 5'2 Weight 150lbs

Age

16

Strength 8
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 13
Charisma 18

About Ruza Furskin

COMBAT STATS:

BaB +0
Init: +2
CMB: BaB + Str + Size -1
CMD: 10 + BaB + Str + Dex + Size 11
Favored class: Mesmerist

DEFENSE:

AC: 13, touch: 12, flat-footed: 11
HP: 1d8 11/11
Fort: 2 (Base + Con +Item) +0 +2 +0
Ref: 4 (Base + Dex +Item) +2 +2 + 0
Will: 4 (Base + Wis +Item) +2 +1 +0

OFFENSE:

Speed 30 ft,
Melee Sword Cane [dice=attack]1d20; 1d6-1) (critx2)
Melee Bite 1d4
Space 5 ft; Reach 5 ft

Racial Abilities:

Low Light Vision
Natural Weapon: Bite
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.
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 (caster level equals the kitsune's level)
Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Traits::

1. Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

2. Magical Lineage Demand Offering

Class Features:

Consummate Liar
Hypnotic Stare
Knacks 0-level spells
Mesmerist Trick
Painful Stare Plus 1 damage on opponents of the party, or an additional 1d6 damage to opponents that I’m fighting.

Languages:

Common
Sylvan

Skills::

6+Int(+3 for Class Skills)
Appraise:
Bluff: 8 (1-Rank)
Craft:
Diplomacy: 8 (1-Rank)
Disguise:
Escape Artist:
Intimidate:
Knowledge Arcane:
Knowledge Dungeoneering:
Knowledge Geography:
Knowledge History:
Knowledge Local:
Knowledge Nobility:
Knowledge Religion:
Linguistics: 4 (1-Rank)
Perception: 6 (1-Rank)
Perform:
Profession:
Sense Motive:
Sleight of Hand:
Spellcraft: 4 (1-Rank)
Stealth:
Use Magical Device: 8 (1-Rank)

Equipment:

Gold 6g9 31sp
Weapons
Sword Cane
Armor/AC stuff
Silken Ceremonial Armor
Potions/Oils/Dusts
10 pints Lamp Oil
Rings
Scrolls
Wands
Magical Items
Other
50 foot Silk Rope
Grappling Hook
Waterproof Hooded Lantern
Lute

Tricks Known:

False Flanker

Spells Known:

+2 to DC of Enchantment Spells
10+Spell Level+Cha
Spells Per Day
* = Used

level 0: Unlimited DC: 14
Daze
Detect Magic
Lullaby
Unwitting Ally

level 1: 2 DC: 15
Demand Offering
Forbid Action,

level 2: n/a DC: 16
level 3: n/a DC: 17

Accounting:

Starting Gold: 105gp
Silken Armor: -30gp
Sword Cane: -45gp
Remaining Gold: 30gp
First Day: +31sp
Hooded waterproof lantern -12g
10 pints of lamp oil -1g
Silk Rope -10g
Grappling hook -1g
Remaining Currency: 6gp 31sp