Velvet Blade

Teruko Kaijitsu's page

490 posts. Alias of ClearSpring.


Full Name

Teruko Kaijitsu

Classes/Levels

CMB +2, CMD 15 | Fort +3, Ref +5, Will +6 | Initiative +3 | Perception: +0 | Speed 20 ft. | Spells: 1st 8/8, 2nd 4/4 | Inspiration 7/7 | Active Conditions: None

Gender

Female LG Human Oracle (Psychic Searcher) 4 | HP 27/27 | AC 17, touch 13, flat-footed 14 |

Size

Medium

Age

20

Alignment

LG

Location

Sandpoint

Languages

Common, Minkaian, Tien

Strength 8
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 20

About Teruko Kaijitsu

Statistics:
Female Human Oracle (Psychic Searcher) 4
LG Medium Humanoid (Human)
Init +3; Senses Perception +0
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP 27
Fort +3, Ref +5, Will +6
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OFFENSE
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Speed 20 ft.

Melee
Dagger + 2 (1d4 - 1, 19-20/x2)

Ranged
Light Crossbow + 6 (1d8, 19-20/x2)
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STATISTICS
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Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 15

Traits
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. (Bluff)
Younger Sibling (Campaign): If you’re Ameiko’s younger sibling, your ferocious independence and self-confidence give you a +1 trait bonus on Will saving throws. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your older sibling.

Feats
Point-Blank Shot (Human Bonus): +1 attack and damage on targets within 30 feet.
Precise Shot (Level 1): No penalty for shooting into melee.
Extra Revelation: Gain one additional revelation (Focused Trance)

Skills (4 class, 1 INT, 1 human, 2 background) + 4 FCBs
Appraise +7 (+3 class skill, +1 INT, +3 ranks)
Bluff +12 (+3 class skill, +5 CHA, +4 ranks)
Craft (Calligraphy) +7 (+3 class skill, +1 INT, +3 ranks)
**Diplomacy +12 (3 class skill, +5 CHA, 4 ranks)
Heal +4 (+3 class skill, +0 INT, +1 rank)
**K. Arcana +10 (+3 class skill, +5 CHA, +2 ranks)
K. Dungeoneering +9 (+3 class skill, +5 CHA, +1 rank)
K. Engineering +9 (+3 class skill, +5 CHA, +1 rank)
K. Geography +9 (+3 class skill, +5 CHA, +1 rank)
**K. History +9 (+3 class skill, +5 CHA, +1 rank)
**K. Local +10 (+3 class skill, +5 CHA, +2 ranks)
K. Nature +9 (+3 class skill, +5 CHA, +1 rank)
**K. Nobility +10 (+3 class skill, +5 CHA, +2 ranks)
**K. Planes +9 (+3 class skill, +5 CHA, +1 rank)
**K. Religion +9 (+3 class skill, +5 CHA, +1 rank)
**Sense Motive +7 (+3 class skill, +0 WIS, +4 ranks)
Spellcraft +7 (+3 class skill, +1 INT, +3 ranks)
Use Magic Device +9 (+3 class skill, +5 CHA, +1 rank)

ACP -2

*ACP applies to these skills
**Free Inspiration applies to these skills

Languages Common, Minkaian, Tien

Special Abilities:

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SPECIAL ABILITIES
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Oracle

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Mystery - Lore:

Class Skills: An oracle with the lore mystery adds Appraise and all Knowledge skills to her list of class skills.

Bonus Spells: augury (4th), locate object (6th), divination (8th), contact other plane (10th), find the path (12th), vision (14th), discern location (16th), foresight (18th).

Chosen Revelations:

Focused Trance: You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Lore Keeper: Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Curse - Possessed: Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results. At 5th level, if you become dazed or stunned, you can choose instead to become confused for twice the duration the daze or stun effect would have normally lasted. At 10th level, add possession to your list of 5th-level oracle spells known. At 15th level, add greater object possession to your list of 7th-level oracle spells known.

Psychic Searcher

Inspiration: At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. This ability replaces the mystery spell gained at 2nd level.

Psychic Talent: At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.

Chosen Psychic Talents:

Amazing Inspiration: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.

Bonus Spells: Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle’s normal mystery bonus spells at these levels.

FCB (Oracle)
Level 1-4: +1SP

Spells:
0th (At will, DC14)

Detect Magic: Detects spells and magic items within 60 ft.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.

1st (8pd, DC16)

Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Hedging Weapons: Floating weapons protect you and make ranged attacks.
Protection From Evil: +2 to AC and saves, plus additional protection against selected alignment.

2nd (4pd, DC17)

Augury: Learns whether an action will be good or bad.
Burst of Radiance: Fill the area with a blinding light.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 54.5 lbs

Carried/Worn:

Masterwork Light Crossbow (335 gp, 4 lbs)
Dagger (2gp, 1 lb)
Crossbow Bolts, Cold Iron (20) (4gp, 2 lbs)
Armored Coat (50gp, 20 lb)

Cloak of Resistance (500gp, 1lb)
Sleeves of Many Garments (200gp, 1lb)
Spellguard Bracers (2,000gp, 1lb)

Backpack - Masterwork (50gp, 4lbs)
Bedroll (1sp, 5lbs)
Belt Pouch (1gp, .5lbs)
Candles (10) (1sp, -lbs)
Canteen (2sp, 1lb)
Chalk (10) (1sp, -lbs)
Courtesan's Outfit (8gp, 4lbs)
Earplugs (3cp -lbs)
Flint and Steel (1gp, -lbs)
Ink (8gp, -lbs)
Inkpen (1sp, -lbs)
Journal (10gp, 1lb)
Mess Kit (2sp, 1lb)
Potion of CLW (50gp, -lbs)
Potion of CMW (300gp, -lbs)
Potion of Lesser Restoration (300gp, -lbs)
Silk Rope (10gp, 5lbs)
Spell Component Pouch (5gp, 2lbs)
Spring-Loaded Wrist Sheath (5gp, 1lb)
Wand of CLW (19 charges) (750gp, -lbs)

Stored:

Collapsible Bathtub (15gp, 20lbs)
Cold Weather Outfit (8gp, 7lbs)
Courtesan's Outfit (8gp, 4lbs)
Fashionable Accessories (20gp, 5lbs)
Grooming Kit (1gp, 2 lbs)
Hot Weather Outfit (8gp, 4lbs)
Mirror (10gp, .5lbs)
Soap (1cp, .5lbs)
Umbrella (2gp, 3lbs)

Money 0 GP 3 SP 2 CP

Background:
Teruko Kaijitsu is born in 4691, two years after her older sister Ameiko. The labor is difficult, and Atsuii is relieved when her daughter proves to be healthy despite the challenges of her birth. Lonjiku is simply disappointed to not have a son.

The sisters grow. Ameiko is charming, fearless, and careless. Teruko is shy, nervous, and diligent. Ameiko skips lessons in order to spend time visiting their half-brother Tsuto. Teruko spends that time studying history and genealogy and interpersonal relations. Lonjiku spends most of his time with Ameiko trying to rein in her wild impulses. Atsuii spends most of her time with Teruko trying to encourage her to be braver.

Ameiko runs away. Teruko stays.

With Ameiko gone, Lonjiku turns his attention to his younger daughter. Stand up straight, but not too straight. Look them in the eye, but not for too long. Appear attentive, but don’t nod along to everything they say. You are a Kaijitsu, act like one. Where Atsuii’s gentle encouragements fail Lonjiku’s harsh punishments succeed…to a point. Teruko does not change, but she learns to pretend she has. Masks upon masks upon masks.

This customer abhors games, speak to him as little as possible and only about the tasks at hand. This one thinks you’re inexperienced, play submissive and trick him into not reading the fine print. This one thinks you’re beautiful, charm him into paying more than he ordinarily would.

Atsuii dies. A tragic accident. Teruko, who knows her father’s temper all too well, has doubts but does not speak them. Ameiko returns for a few years only to leave again. When she returns a second time, she wants nothing to do with her family. Teruko pretends she does not care. By now she is very good at pretending.

Lonjiku dies. People offer their condolences, and Teruko accepts. For some, she puts on a brave face, and they say ’How strong Teruko Kaijitsu is, to be so stoic even after such a tragedy.’ For some, she allows tears to escape, and they say ’How sensitive Teruko Kaijitsu is, to allow others to share in her grief.’ In truth Teruko Kaijitsu does not feel anything. She is not sure she wants to feel anything. Pretending to feel things is hard enough.

Ameiko does not offer condolences, nor does she accept any. Ameiko has other concerns. She was kidnapped, she was betrayed, she was left alone with an inheritance she does not want and a sister she barely knows. She tells Teruko bluntly, ”I did not care for our father, but that doesn’t mean I don’t care for you. What do you need?”

Teruko opens her mouth to say, A sister, I need a sister, I have missed you for so long-

She says, ”Nothing. I need nothing from a disappointment such as you. Leave, and do not return until you’ve stopped shaming the Kaijitsu name.”

It is the first time Teruko hears Lonjiku’s voice coming from her mouth. It is not the last.

Ameiko’s face falls. She leaves. She does not return. She does not stop shaming the Kaijitsu name. Teruko loves/hates that independence/defiance.

As time passes Teruko grows accustomed to her father’s voice in her head. He is quietest when she studies, when she obeys, when she is a proper Kaijitsu. So she studies. She obeys. She is a proper Kaijitsu.

It is unfair, she sometimes thinks, that even my father’s death was not enough to free me from him. She tries not to think that too often. It makes Lonjiku angry.

It is unfair, he sometimes thinks, that I should die while my worthless daughter lives on. He does not care how often he thinks that. He does not care if it makes Teruko angry.

One night Teruko goes for a walk and pauses near the Rusty Dragon. Samisen music can be heard coming from inside. Lonjiku’s voice rises in her head. Disgraceful, disgraceful, a Kaijitsu cooking and entertaining the common-folk like a simple bar wench-

”She is a better person than you ever were,” Teruko whispers to the air.

Lonjiku is angry. Teruko finds that she no longer cares.

She goes inside. Ameiko’s eyes widen when she sees her. ”Teruko, what are you doing here, I mean, I thought…”

”I have heard,” Teruko says with her head held high, ”That my sister’s cooking is the best in Sandpoint. I would be honored if she would let me try some.” She feels foolish. She sees patrons, some drunk, some not, sniggering into their mugs at her overly-formal tone. She sees Ameiko’s face light up with something resembling hope.

She no longer feels foolish.

Later, much later, after a good meal and far too many drinks, Ameiko admits, ”I thought I’d lost you.”

Teruko considers the statement. ”You did. I think I’m still lost. But I’m trying to be found, and I would like it very much if we could find me together.” Her words are borderline nonsensical, but Ameiko still nods as if she understands.

It’s exactly what Teruko needs.