About Seijiro SaketaSeijiro Saketa
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
******* racial abilities:
Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength. 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. 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. 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. Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light. kitsune trickster archetype:
A kitsune trickster has the following class features: Kitsune's Guile (Ex) At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks. This ability replaces trapfinding. Kitsune's Charm (Sp) At 3rd level, a kitsune trickster can use charm person once per day as a spell-like ability (caster level equal to her rogue level – 2). At 6th level, and every three levels thereafter, the kitsune trickster gains an additional daily use of this ability.
rogue class abilities:
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack 1d6 plus 1d6 per 2 levels after 1st. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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. rogue talents:
Canny Observer (Ex) Benefit: When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus. investigator class abilities:
Alchemy Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. empiricist archetype abilities:
Ceaseless Observation (Ex) An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance. alchemical forumlae known:
lvl 1: Adhesive spittle, Firebelly, Shield, Shock shield, MOnkeyfish, heightened awareness daily extracts:
shield, adhesive spittle, heightened awareness traits:
Dirty Fighter Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Augmented Disquise Benefit: You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise. feats:
realistic likeness Benefit: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. Amateur Swashbuckler Though not a swashbuckler, you have and can use panache. Prerequisite(s): No levels in a class that has the panache class feature. Benefit: You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed. Choose a 1st-level deed from the swashbuckler's deeds class feature (you can't select opportune parry and riposte). Once chosen, this deed can't be changed. At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points up to a maximum of your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler's panache class feature. You can spend these panache points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). (NOTE: Regaining Panache: Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point.
skills:
acro 11, bluff 7, craft: alch 7, diplo 7, disable 9, disguise 7, escap 4, kn dung 7, k eng 7, kn hist 7, kn local 7, ling 7, perc 5, prof: sailor 5, sm 1, slt of hand 8, stealth 9 equipment:
MW rapier [dice=to hit]1d20+6[/dice] [dice=dmg if hits]1d6+1[/dice] MW cold iron rapier [dice=to hit]1d20+6[/dice] [dice=dmg if hits]1d6+1[/dice] dagger, haramaki (worn under clothing) +1 ring of prot shortbow, 17 arrows 20 cold iron arrows 20 silver arrows 6 flaming arrows 6 animal bane arrows sap thieves' kit 50' silk rope grappling hook backpack belt pouch clothing 4x alchemist fire wand CLW 50 chgs ring of feather fall misc. disguise props (false moustache, beard, eyebrows, makeup kit) 3 scrolls endure elements cold weather gear elixir of hiding bathysphere jellyfish potion of invis x2 traveler's Any-tool pathfinder's pouch things to pay for at the end of current adventure:
mw cold iron rapier
sell: rapier throaty mermaid side missions:
While you run toward the Throaty Mermaid, you suddenly notice a young boy in an alley motioning for you to approach. You're well ahead of those behind you, and know you won't catch up to Murdoth and Talathel due to their head start. You walk up to the boy, who gives you an envelope. Before you can ask him anything, he leaves. ------ Servant of the Satrap, Your upcoming assignment on a smugglers’ ship as notable as the Throaty Mermaid is quite a blessing for the mighty Kelesh Empire’s coffers. There are several contacts I wish you to make during your voyage to the Mordant Spire. First, find a man named Killik, the ship’s medic. He once served aboard a very successful slaving vessel out of the Katapeshi port of Okeno and may have information to offer regarding smuggling in and out of this important city. See what you can glean from him and report it back to me. It has come to my attention that there is an exotic animal smuggler on board as well, taking a pair of rust monsters to Riddleport. See if he might be open to working with us to bring magical beasts in and out of Katheer and establish a line of communication in the event we may use his services in the future. In the spirit of profit, Pasha Muhlia Al-Jakri |