Mynafee Gorse

Sho Mikazuki's page

64 posts. Organized Play character for nightdeath.


Full Name

Sho Mikazuki

Race

| HP: 12/12| AC: 18/14/14|Init: +3| Perc: +5| Fort: +4| Ref: +3| Will: +1| CMB: +0| CMD: 13| Scizore: +4;1d10-1| Longbow: +4;1d8|

Classes/Levels

Skills:
Acrobatics: +2| Bluff:+7| Climb:-3| Diplo: +7| DD:+1| Disguise+5| EA:+1| H.Animal:+3| Intimidate: +3| K.(Nat): +5| Linguis: +1| S.M:+5| Spellcraft: +1| Stealth:+1| Survival:+1| Swim:-3|

Gender

PFS #76925-56 Male Kitsune Forester 1

Alignment

Chaotic Good

Languages

Common, Sylvan, Tien

Strength 8
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Sho Mikazuki

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76925-56 Sho Mikazuki

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Character Crunch:

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Male Kitsune Cavalier (Daring Champion) 1
Chaotic Good Medium Humanoid
Init +0; Senses Lowlight Vision Perception +5

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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +1 Shield, +3 Dex, +0 natural, +1 Dodge)
hp 12 (1d10) (+2 Con Bonus) (+0 Favored))
Fort +4, Ref +3, Will +1
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Longbow +4 (1d8 20/x3) (100Ft)
Melee Scizore +4 (1d10-1 20/x2)
Melee
Special Attacks
Spell-Like Abilities

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Statistics
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Str 8, Dex 16, Con 14, Int 13, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 13
Languages Common, Sylvan, Tien
SQ

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Feats
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Dodge (Level 1 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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Traits
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Seeker (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Among Humans (Race)
You have spent your entire life living among humans and are an expert at impersonating them. You gain a +2 trait bonus on Disguise checks to appear human while assuming your specific human form with the change shape racial trait, and Disguise is always a class skill for you.

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Class Features
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Weapon and Armor Proficiency:
Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier’s weapon and armor proficiencies.

Challenge (Ex):
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Champion’s Finesse (Ex):
At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount.

Order (Ex):
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

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Skills
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Acrobatics +2 (+1 Rank, +3 trained, +0 Ability, -2 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +7 (+1 Rank, +3 trained, +3 Ability)
Climb -3 (+0 Rank, +0 trained, -1 Ability, -2 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Disguise +5 (+0 Rank, +0 trained, +3 Ability, +2 Trait)
Escape Artist +1 (+0 Rank, +0 trained, +0 Ability, -1 Armor)
Fly -1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Nature) +5 (+1 Rank, +3 trained, +1 Ability)
Linguistics +1 (+0 Rank, +0 trained, +1 Ability)
Perception +5 (+1 Rank, +3 trained, +1 Ability)
Perform (Dance) +3 (+0 Rank, +0 trained, +3 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Ride +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Sense Motive +5 (+1 Rank, +3 trained, +1 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Survival +1 (+0 Rank, +0 trained, +1 Ability)
Swim -3 (+0 Rank, +0 trained, -1 Ability, -2 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)

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Magic
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Special Abilities
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Order of the Green
Edicts: The cavalier must know his place in the natural order and strive to defend the balance of nature. He must be willing to allow nature to take its course without interference, as well as stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources by “civilized” peoples. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.

Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he does issue a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses. If the target of his challenge is of the aberration or undead type, he can roll his first attack roll each round against the target creature twice and take either result.

Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

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Equipment
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Equipment list]
Melee Weapons Scizore
Ranged Weapons Longbow, 40 Arrows
Armor Studded Leather, Buckler
Other Gear [i]Rogue’s kit :[/i
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (49/50)

Wealth 23gp

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Racial Traits
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Kitsune Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Kitsune:: Kitsune are humanoids with the kitsune and shapechanger subtypes
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
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.
Skilled: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
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.

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Background Story
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Sho Miakzuki :

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Appearance
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Sho Mikazuki: