Kitsune

Tanto Kawaterru's page

42 posts. Organized Play character for Greenclaw.


Full Name

Tanto Kawaterru

Race

Kitsune

Classes/Levels

Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

Gender

Male

Alignment

NG

Languages

Common, Sylvan

Homepage URL

https://rpggeek.com/geeklist/154067/item/3379828#item3379828

Strength 12
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 10
Charisma 16

About Tanto Kawaterru

Tanto’s youth was spent on the road. His parents were travelling con artists, moving from town to town picking their marks, generally preying on corrupt nobles, the greedy rich or other targets deserving of their trickery. The young kitsune would often be called upon to help in the scams, performing tasks that his size or youth could assist in.

He never had many friends of his own age, generally being treated as an outsider by the kids he would meet in each town. As such, he learnt to anticipate danger quite quickly, while trying to stay out of trouble or scraps.

Eventually his parents luck ran out and they got caught in a scam by one of the local sheriffs, getting locked up for their ‘crimes’. Tanto was left on his own and fell in with a group of river pirates working out of the nearby docks. They used him to help in their raids, promising to help break out his parents from their cells if he payed off his debt in advance. It was during this time that he took up his favoured weapon, the dagger. Preferring to fight from a distance, he would practice for hours, throwing at targets with the little weapons.

Several years passed until Tanto eventually came of age and convinced his pirate ‘friends’ to live up to their work, releasing his parents who then retired from their travelling ways, leaving him with a decision to make. He then decided to join the Pathfinders and the Sovereign Court faction, using his acquired skills for good, while exploring and making his name in the world.
--------------------
Defense
--------------------
AC 19, touch 15 , flat-footed 14 (+4 Armor, +4 Dex, +1 Dodge)
hp 28 (3d10 +3 CON +3 FC)
Fort +3, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d4+2/19-20/x2)
-------Bite +4 (1d4+1/20/x2)
-------Club +4 (1d6+1/20/x2)
Ranged Dagger +7 (1d4+2/19-20/x2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 8, Wis 10, Cha 16
Base Atk +3; CMB 4; CMD 18
Feats
Point Blank Shot +1 attack and damage with range weapons upto 30ft.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Traits
Reactionary: +2 INIT
River Rat: +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you
Skills Acrobatics +10, Appraise -1, Bluff +8, Climb -1, Craft(alchemy, armor,bows, trapmaking ,weapons) -1, Diplomacy +8, Disguise +7 (+17 for human), Escape Artist +3, Heal +0, Intimidate +7, Knowledge (Local, Nobility) +3, Perception +6, Perform (act) +3, Profession (Sailor) +4, Ride +2, Sense Motive +0, Stealth +2, Survival +0, Swim -1
Languages Common, Sylvan
Combat Gear Dagger (6), Club; Other Gear Backpack, Chain Shirt, Cloak of Resistance +1, Earplugs, Chalk(10), Outfit (travellers), Vermin Repellent, Wrist Sheath (spring-loaded) with dagger on Weapon cord, Wand of CLW (50) 1365gp 7sp 7cp
--------------------
Special Abilities
--------------------
Agile a +2 racial bonus on Acrobatics checks.

[floatleft][imageid=2311694][/floatleft] 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.[clear]
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Spell-like ability: 3/day—dancing lights.
Natural Weapons Bite attack that deals 1d4 points of damage.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Weapon and armor proficiency proficient with simple and martial weapons, as well as light armor and bucklers.
Panache At the start of each day, gains a number of panache points equal to Charisma modifier (minimum 1). Panache goes up or down throughout the day, but usually cannot go higher than Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds. Regain when when confirms a critical hit or makes a killing blow with a dagger or starknife.
Start with 3/day.
Deeds
Derring-Do Spend 1 panache point when makes an acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. Do this after 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. Can continue to do this as long as rolls natural 6s, up to a number of times equal to Dexterity modifier (minimum 1).
Subtle Throw A flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn.
Opportune Parry and Riposte When an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler
must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within her reach.
Disrupting Counter (Ex): When an opponent makes a melee attack against him, hhe can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn.
Precise Strike (Ex): While he has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Precise Throw (Ex): As long as he has at least 1 panache point, a flying blade can use his precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and he increases the range increment of these weapons by 5 feet. She can spend 1 panache point when he throws a dagger or a starknife to ignore all range increment penalties with that ranged attack.
Swashbuckler Finesse A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat.
Swashbuckler Initiative (Ex): While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Charmed Life 3/day as an immediate action before attempting a saving throw, add Charisma modifier to the result of the save. Choose before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Boons
Horn of Aroden You recovered the horn of Aroden
Alkenstar Prototype Cross off at beginning of scenario to test experimental firearm. Musket of Pistol & 20 paper cartridges. Modified by Increased stopping power, Intuitive Rifling
Ragdya's Blessing Cross off to gain climb speed of 20' for 1d4 rounds. For 1 round after expires, if you would fall due to failing climb check, you fall slowly as if by feather fall, so long as you remain adjacent to wall or other solid surface.
The Court Grows Show letter to aristocrat native to Inner Sea Region, gain +2 Diplomacy check made to influence them. You may also check box to use letter in requisitions a valuable tool while in Alkenstar; acquire any one item worth 150gp or less for free. The item has no resale value. Letter then has no further benefits.
Infiltrator: Before rolling Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off the CS.
[][]Sun Orchid Sleuth: You may check one box to gain +2 to CHA-based skill check when attempting to convince another person to reveal sensitive info. While adventuring in Thuvia, you may use that boon once per scenario without crossing off one of the check boxes
Elixir of Solar Vigor (1000gp) Drinking grants the imbiber fire resistance 10 for 1 minute. Any fire damage that fails to overcome the fire resistance invigorates the drinker, granting the effect of a haste spell for 1 round. (Not yet purchased)
Budding Friendship: If you would earn no PP at end of an adventure that include one or more encounters in Absalom, you can cross off boon to ear 1 PP instead.
[][][]The Court Grows Check one box before attempting Kn. Arcane or Spellcraft check on Isle of Korton to roll twice and take better result. You can attempt a check untrained. You cannot use this ability if all three boxes are check, but the boon may grant other benefits in future adventures.