Pathfinder Player Companion: Dirty Tactics Toolbox (PFRPG)

Takemiryu's page

61 posts. Alias of Palandri.


Race

F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai |

Classes/Levels

Speed 25' | Hero 1 | Prey: - | Active Conditions:

Gender

”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 |

About Takemiryu

Name: Takemiryu
Ancestry: Kitsune
Heritage: Earthly Wilds Kitsune
Background: Warrior
Class: Ranger
Alignment: Neutral Good
Home Region: Tian Xia (Forest of Spirits)

Level: 4
Class DC: trained 20
Perception: expert +8 (+10 to Seek your target.)

Max HP: 56
AC: 21
Size: Medium
Speed: 25 feet
Senses: Low-Light Vision
Languages Common
Traits: Humanoid, Kitsune

Description:

Takemiru appears as a muscular, fox-like humanoid with red and white fur and bright blue eyes. His choice of weapons remains a playful vex to those who don’t know him. Like the three-tined trident and sai he wields, he possesses three long fox tails. The fur on each tail lightens to white at the tip, and occasionally little wisps of smoke waft from the fur at the tip of his central tail as if it were on the verge of catching fire.

Background:

Takemiru’s family hails from the Forest of Spirits on the other side of the world from Korvosa but traveled to Avistan through the frozen Path of Aganhei as part of a merchant caravan in hopes of making their fortune through trading. As he grew older, though, Takemiru realized his family members weren’t the kind merchants they’d posed as but were part of a bandit crew that used mercantilism as a cover for their crimes. He abandoned his family and headed south, taking on the solo life of a wilderness hunter, eventually finding his way to the Korvosan hinterlands—and new friends. After spending so long alone in the wilds, he’s grown quite fond of his new family. Someday he hopes to bring them back to Tian Xia to show them his homeland, but he’s in no rush to return quite yet.

Ability Scores:

Str: 18 (+4)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 14 (+2)

Saving Throws:

Fortitude: expert +10
Reflex: expert +9
Will: expert +8

Feats:

Fast Recovery: You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Foxfire: You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals 1d4 [fire] damage (no ability modifier is added to the damage roll).

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Natural Medicine: You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Quick Draw ◆: You Interact to draw a weapon, then Strike with that weapon.

Snare Crafting: You can use the Craft activity to create snares.

Snare Specialist: You gain the formulas for three common or uncommon snares

Twin Takedown ◆: (Flourish)
Requirements You are wielding two melee weapons, each in a different hand.
Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Abilities:

Change Shape (Kitsune) ◆: (Concentrate, Polymorph, Transmutation)
You transform into a fox, which has the statistics of 1st-level Pest Form. This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Earthly Winds Kitsune: You are a creature of the material world, with an affinity closer to the wilds than urban society. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits. Your alternate form is a fox, which has the statistics of 1st-level pest form.

Hunter's Edge Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Hunt Prey ◆: (Concentrate)
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Skills:

Acrobatics: +7 (Dex) trained
Arcana: +0 (Int) untrained
Athletics: +10 (Str) trained
Crafting: +8 (Int) expert
Deception: +2 (Cha) untrained
Diplomacy: +2 (Cha) untrained
Intimidation: +8 (Cha) trained
Warfare Lore: +6 (Int) trained
Medicine: +0 (Wis) untrained
Nature: +6 (Wis) trained - (+8 to Treat Wounds, subject to GM)
Occultism: +0 (Int) untrained
Performance: +2 (Cha) untrained
Religion: +0 (Wis) untrained
Society: +0 (Int) untrained
Stealth: +5 (Dex) trained - (inc. -2 Chain Mail check penalty)
Survival: +6 (Wis) trained
Thievery: +1 (Dex) untrained

Attacks:

Melee[1]: +1 Sai +11 (agile, disarm, finesse, versatile B). Damage: 1d4+4 P/B
Melee[1]: +1 Returning Trident +11 (thrown 20'). Damage: 1d8+4 P
Melee[1]: Fist +10 (agile, finesse, nonlethal, unarmed). Damage: 1d4+4 B
Melee[0]: Jaws +10 (finesse, unarmed, brawling). Damage: 1d6+4 P
Melee[0]: Foxfire +7 (unarmed, sling, 20' max). Damage: 1d4 fire

Defenses:

Light Armor: trained
Medium Armor: trained (Chain Mail: AC +4)
Unarmored Defense: trained

Tiny Fox Form Stats:

Size: Tiny
Speed: 10ft

Weaknesses: physical, 5.
AC: 19
Senses: Low-light vision and imprecise scent 30 feet.

Athletics: -4
Acrobatics: +10
Stealth: +10

Melee[0]: Jaws +10 (agile, finesse, unarmed, brawling). Damage: 1d4 P

Party Loot:

Daily Preparations:

Prepare 4 snares from formula book:
- Biting Snare (3)
- Stalker Bane Snare

Botting Instructions:

Exploration: Takemiryu's default exploration mode is Scout.

Encounter: Takemiryu will ...