Kitsune

Takkit Shinrou's page

219 posts. Organized Play character for Steven_Evil.


Full Name

Takkit Shinrou

Race

Kitsune Unchained Rogue (Knife Master) 9 Longarm Uses: 4/4

Classes/Levels

HP:72 AC:21 T:17 FF:16 CMB:+8 CMD:21 Init:+8 Speed:30 Fort:+7 Ref:+13 Will:+9 +1 Dagger +12/+7, 1d4+6, Bite+6, 1d4+0 Shortbow +11/+6, 1d6

Skills:
Acro:19 Bluff:14 Diplo:14 Dis. Dev:19 Know-Dun:13 Know-Local:13 Per:13 Stlth:27 UMD:14

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Sylvan, Tien

Strength 10
Dexterity 21
Constitution 14
Intelligence 12
Wisdom 12
Charisma 14

About Takkit Shinrou

XP:25 Fame:35
PP Earned:35
PP Available:26

Racial Traits:
Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
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: Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape: 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: 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: 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.

Traits:

Reactionary: You gain a +2 trait bonus on initiative checks.
Indomitable Faith: You gain a +1 trait bonus on Will Saves.

Class Abilities:
Sneak Attack: 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Finesse Training (Daggers): 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: 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: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Sneak Stab: A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Blade Sense: At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

--Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

--Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

--Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge: 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 Dexterity 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 against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge: At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge: At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Stats
HP:72
AC:21
Touch:17
Flat Footed:16
Speed:30ft
Initiative:+8

Saves
Fort:+7
Ref:+13
Will:+9

Attacks
Sneak Attack: 5d8/5d4
+1 Keen Dagger +12/+7, 1d4+6, 17-20x2
+1 Dagger +12/+7, 1d4+6, 19-20x2
Bite +6, 1d4+0, 20x2 (Full Attacking)
(2) Masterwork Dagger +12/+7, 1d4+5, 19-20x2
Shortbow +11/+6, 1d6, 20x3
(5) Dagger (5) +11/+6, 1d4+5, 19-20x2

Takkit's Full Attack Routine:

[dice=+1 Keen Dagger, Piranha Strike, Two Weapon Fighting]1d20+10[/dice]
[dice=Damage]1d4+10[/dice]

[dice=+1 Dagger, Piranha Strike, Two Weapon Fighting]1d20+10[/dice]
[dice=Damage]1d4+9[/dice]

[dice=+1 Keen Dagger, Piranha Strike, Two Weapon Fighting]1d20+5[/dice]
[dice=Damage]1d4+10[/dice]

[dice=+1 Dagger, Piranha Strike, Two Weapon Fighting]1d20+5[/dice]
[dice=Damage]1d4+9[/dice]

[dice=Bite, Piranha Strike]1d20+7[/dice]
[dice=Damage]1d4+4[/dice]

Feats:
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Two Weapon Fighting:Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Extra Rogue Talent-Major Magic (Longarm):A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.
Iron Will: You get a +2 bonus on all Will saving throws.
Improved Two Weapon Fighting:In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Rogue Talents
Combat Trick-Piranha Strike: Gain Piranha Strike as a bonus feat immediately.
Bleeding Attack: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
Minor Magic: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Major Magic (Longarm):A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Skills
Acrobatics:19
Bluff:14
Diplomacy:14
Disable Device:19
Knowledge- Dungeoneering:13
Knowledge- Local:13
Perception:13
Stealth:27
Use Magic Device:14

Skill Unlocks
Acrobatics: 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Gear:
+1 Keen Dagger
+1 Dagger
Dagger-4
Cold Iron Dagger-2
Dagger (Continual Flame)
Cold Iron Light Mace-2

Spring Loaded Wrist Sheath-2
-Masterwork Dagger-2

Shortbow
-Arrows-20
-Blunt Arrows-20
-Cold Iron Arrows-20
-Silver Arrows-20

+1 Shadow Studded Leather Armor
Elven Rune Cloak (Cloak of Resistance +2/Cloak of Elvenkind)
Belt of Incredible Dexterity +2
Ring of Protection +2

Messenger Wayfinder
-Cracked Dusty Rose Prism Ioun Stone

Bandolier-2
--Acid Flask-4
--Alchemist's Fire-2
--Holy Water-2
--Smoke Pellets-4
--Wand of Cure Light Wounds-10 Charges
--Wand of Cure Light Wounds-10 Charges
--Wand of Cure Moderate Wounds-8 Charges
--Wand of Shield-50 Charges
--Wand of Infernal Healing-50 Charges
--Potion of Cure Light Wounds-3
--Sunrod-4
--Silver Weapon Blanch-5
--Adamantine Weapon Blanch-2

Handy Haversack
-Rogue's Kit
--Antitoxin-2
--Antiplague-2
--Troll Oil-2
--Wismuth Salix-2
--Bedroll
--Belt Pouch-4
--Caltrops
--Chalk-10
--Flint and Steel
--Grappling Hook
--Iron Pot
--Mess Kit
--Mirror
--Pitons-10
--Rope-50ft
--Soap
--Masterwork Thieves' Tools
--Trail Rations-5 Days
--Waterskin

-Cold Weather Gear
3,612gp

Proposed Level Up Scheme:

1:Weapon Finesse, Two Weapon Fighting
2:Minor Magic (Light)
3:Piranha Strike
4:Ability Score Increase-Dex, Talent-Bleeding Attack
5:Extra Rogue Talent: Major Magic (Longarm)
6:Talent-Resiliency
7:Iron Will
8:Abil. Score Inc.-Dex, Talent-Combat Trick (Imp. Two Weapon Fighting)
9:Improved Iron Will
10:Talent-Opportunist
11:?
12:Ability Score Increase-Dex, Talent-?

Scenarios Completed
Crypt of the Everflame
The Confirmation
We Be Goblins!
We Be Goblins Too!
Dragon's Demand pt. 1
Dragon's Demand pt. 2
In Wrath's Shadow
Dragon's Demand Pt.3
Dragon's Demand Bonus Chronicle Sheet
Fabric of Reality
Day of the Demon
Serpent's Rise
Hellknight's Feast
To Scale a Dragon
Serpent's Ire