Hobgoblin Commander

Teddy Weddy's page

1 post. Organized Play character for Diharhan.


Race

Male NG Kitsune Nine-Tailed Heir Sorcerer 1 | HP: 8/8 | AC: 17 (Touch: 13, Flat: 14) | CMB: -1, CMD: 12 | Fort: +1, Ref: +3, Wis: +3 | Init: +4 | Perc: +6, Sense Motive: +1, Lowlight Vision | Speed: 30

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 7

About Teddy Weddy

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A Kitsune born in the Forest of Spirits, in the land of the Dragon Empires.
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Benji Takayuki
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Appearance:
Five foot with dark cherry colored fur, the Kitsune Sorcerer has a single long tail that he claims is magical in nature. Dressed in Lamellar Leather armor draped over an elaborate silk shirt, the small plates of lacquered leather are strung tightly together in parallel rows using fine cord. The outfit consists of a light breastplate and shoulder guards made from leather plates bound together and fitted to his vulpine form. Benji holds himself with a acquiescent and patient mannerism, quite the opposite of his more skiddish and playful kin.

PFS ID#: 291822-2
Faction: Dark Archive

Male Kitsune Nine-Tailed Heir Sorcerer 1
NG Medium Humanoid (Shape-Changer)
Init: +4; Senses: Perception +6; Low-light Vision
FCB: +1HP
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DEFENSE
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AC: 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
HP: 8 (1d6+2)
Fort: +1, Ref: +3, Will: +3
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OFFENSE
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Speed: 30 ft.
Melee: Bite -1 (1d4-1)
Ranged: Dagger +3 (1d4-1) 19-20/×2; 10ft
Special Attacks: Psychic Strike (1d6) plus shaken 1/round; (7/day), (DC14), 30ft.
Spell-like Abilities: Change Shape, Dancing Lights (3/day)
Sorcerer Spells Known: (CL 1st; concentration +6)
1st (4/day): Sleep (DC 16),Charm Person (DC 16)
0 (at will): Read magic, Detect Magic, Daze (DC 16), Ghost Sound (DC 15)
Bloodline: Psychic
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STATISTICS
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Str: 9, Dex: 16, Con: 12, Int: 10, Wis: 12, Cha: 18
Base Atk: +0; CMB: -1; CMD: 12
Feats: Armor Proficiency (Light), Eschew Materials

Skills:

Armor Check Penalty: -2
Skill Ranks Per Level: 2
Ranks: Use Magic Device (1), Perception (1)
Class Skills: Appraise, Bluff, Craft, Fly, Intimidate, Knowledge (Arcana), Profession, Spellcraft, Sense Motive, and Use Magic Device.

Legend:

*Armor Check Penalty applied.
Bold= Class Skill

Acrobatics*: +3
Appraise: +0
Bluff: +4
Climb*: -3
Craft: +0
Diplomacy: +4
Disable Device*: +1
Disguise: +4
Escape Artist*: +1
Fly*: +1
Handle Animal: +4
Heal: +1
Intimidate: +4
Knowledge (Arcana): +0
Knowledge (Dungeoneering): +0
Knowledge (Engineering): +0
Knowledge (Geography): +0
Knowledge (History): +0
Knowledge (Local): +0
Knowledge (Nature: +0
Knowledge (Nobility): +0
Knowledge (Planes): +0
Knowledge (Religion): +0
Linguistics: +0
Perception: +6
Perform: +4
Profession: +1
Ride*: +1
Sense Motive: +1
Sleight of Hand*: +1
Spellcraft: +0
Stealth*: +1
Survival: +1
Swim*: -3
Use Magic Device: +8


Traits: Seeker, Arcane Temper
Languages: Common, Sylvan
SQ: Change Shape, Psychic Spell Casting, Kitsune Magic
Combat Gear: Dagger
Other Gear: Lamellar Leather Armor, MW Backpack, Bell, Candle, Canteen, Chalk, Dice, Earplugs, Flint & Steel, Ink Pen, Tindertwig, Trail Ration; 28gp
Light Load: 33lbs; Medium Load: 66lbs; Max Load: 100lbs
Current: 32lbs
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SPECIAL ABILITIES
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Change Shape (Su): Benji can assume the appearance of a specific single human form of the same sex. Benji always takes this specific form when he uses this ability. While in human form he cannot use his 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 he does not adjust his ability scores and can remain in this form indefinitely.
Kitsune Magic (Ex/Sp): Benji adds +1 to the DC of any saving throws against enchantment spells that he casts. Benji also gains the following spell-like ability: 3/day—Dancing Lights (caster level equals Benji’s level).
Natural Weapons: (Ex) In his natural form, Benji has a bite attack that deals 1d4 points of damage.
Agile (Ex): Benji receive's a +2 racial bonus on Acrobatics checks.
Low-Light Vision: Benji can see twice as far as humans in conditions of dim light.
Bloodline Arcana(Psychic): Benji's sorcerer spells and spell-like abilities count as psychic instead of arcane. Benji uses thought and emotion components instead of verbal and somatic components when casting his spells.
Psychic Strike(Bloodline Power): At 1st level, Benji can overwhelm the minds of those nearby. He can target one creature within 30 feet that he can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 his sorcerer level + Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels he has and becomes shaken for 1 round. Benji can use this ability a number of times per day equal to 3 + his Charisma modifier.
Eschew Materials: Benji can cast many spells without needing to utilize minor material components, he can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, he must have the material component on hand to cast the spell, as normal.
Armor Proficiency, Light: Benji is skilled at wearing light armor. When he wears light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Seeker: Benji is always on the lookout for reward and danger. He gains a +1 trait bonus on Perception checks, and Perception is always a class skill for him.
Arcane Temper: Benji has quick reactions and fierce concentration. He gains a +1 trait bonus on concentration and initiative checks.
Spells: Benji knows the following spells or has them as spell-like abilities

Read Magic: Benji can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible.

Detect Magic: Benji can detect magical auras. The amount of information revealed depends on how long he studys a particular area or subject.

Daze: Benji's spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Ghost Sound: This spell allows Benji to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.

Sleep: Benji's sleep spell causes a magical slumber to come upon 4 HD of creatures.

Charm Person: Benji's charm makes a humanoid creature regard him as its trusted friend and ally (treat the target’s attitude as friendly).

Dancing Lights: Benji creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as he desires.

Alter Self (Change Shape): When using this ability Benji always assumes the same form, that of a Medium Sized Human Male as pictured. Like some Kitsune, Benji sometimes forgets one trait of his true self to alter, most often he neglects to change the appearance of his cat-like eyes.
(Human Form)