Sironu

Tsume the Wild's page

38 posts. Alias of Almonihah.


Full Name

Tsume

Race

1st level 3/4

Classes/Levels

| HP 27/27 | AC: 18 T: 14 Fl: 14 | CMB: +5 CMD: 19 | F +5 R +6 W +3 | Init +3 | Perc: +8

Gender

Male Kitsune Hunter (Divine Hunter, Primal Companion) 3

Size

M

Age

19?

Alignment

CG

Deity

Desna

Strength 16
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 14
Charisma 8

About Tsume the Wild

Tsume
Kitsune hunter (divine hunter, primal companion) 3 (Pathfinder RPG Advanced Class Guide 26, 95, 97, Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 27 (3d8+9)
Fort +5, Ref +6, Will +3
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Offense
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Speed 40 ft.
Melee "metal claw" +6 (1d4+3/19-20) or
. . mwk scimitar +6 (1d6+3/18-20) or
. . bite +5 (1d4+4)
Ranged mwk composite longbow +6 (1d8+3/×3)
Hunter (Divine Hunter, Primal Companion) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, lead blades[APG], longstrider[D], magic fang, summon nature's ally I, thunderstomp[ACG]
. . 0 (at will)—create water, detect magic, know direction, purify food and drink (DC 12), spark[APG] (DC 12), stabilize
. . Domain Travel
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Statistics
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Str 16, Dex 16, Con 14, Int 16, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 19
Feats Dodge, Fox Shape, Outflank[APG], Power Attack
Traits fate's favored, savage
Skills Acrobatics +5 (+9 to jump), Climb +9, Handle Animal +5, Intimidate +5, Knowledge (geography) +9, Knowledge (nature) +10, Perception +8, Stealth +9, Survival +8 (+9 to get along in the wild), Swim +9; Racial Modifiers +2 Acrobatics
Languages Aklo, Common, Minkaian, Sylvan, Tien
SQ agile feet (5/day), animal companion (celestial deinonychus named Kiba), change shape, domain (travel), fast shifter[ARG], nature training, primal transformation, track +1, wild empathy +2
Combat Gear alchemist's fire (5), smoke bomb, smokestick (3); Other Gear mithral chain shirt, "metal claw", arrows (60), mwk composite longbow (+3 Str), mwk scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, silver holy symbol of Desna, spell component pouch, torch (10), trail rations (5), waterskin, 281 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (celestial deinonychus named Kiba)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Change Shape (Su) Assume a single human form.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Fox Shape (Fox) You can take the form of a specific fox, as beast shape II.
Hunter (Divine Hunter, Primal Companion) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Transformation (3 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Kiba CR –
Male celestial deinonychus (Pathfinder RPG Bestiary)
N Small animal
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp 25 (3d8+9)
Fort +6, Ref +7, Will +2
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5; SR 8
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Offense
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Speed 60 ft.
Melee bite +7 (1d4+1), 2 talons +7 (1d6+1)
Special Attacks smite evil
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Statistics
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Str 12, Dex 18, Con 17, Int 2, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Improved Natural Armor, Outflank[APG], Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +4 (+16 to jump), Perception +5, Stealth +13
SQ Primal Companion, attack any target, come, defend, hunting
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Special Abilities
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Primal Transformation (Su) As swift action, gain +2 Natural Armor and increase talon damage one die step
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.

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Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Tsume was abandoned in the wild jungles of southern Tian Xia when he was young enough to walk, but too young to remember. Somehow he was adopted by a pack of deinonychus who became his 'family'.
2) The only things he has from his parents (or at least, he assumes they're from his parents) are a silver symbol of Desna and a fine dagger he calls his 'metal claw'.
3) He joined the Fox Clan when he felt an odd urge to go to a new portion of the jungle and stumbled across a group of kitsune returning from a mission. They took him in, along with his closest 'brother', a deinonychus he calls Kiba.
4) He has some sort of strange connection with Desna, which shows up in his connection with Kiba.
5) It also seems that his natural kitsune magic has gotten mixed up somehow in his link with Kiba, allowing him to cause his 'brother' to grow thicker scales and larger claws temporarily.
6) Since rejoining civilization he's slowly been getting used to living with people who talk.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Character: Tsume would like to prove himself to the Fox Clan. He recognizes that he owes them (he can see now that living in the wild with a bunch of dinosaurs was a precarious position), and feels like he hasn't paid them back yet.
2) Character: Tsume would also like to figure out why the bond between himself and Kiba is so strange.
3) Player: I mostly just want to play a kitsune savage with a bizarre dinosaur companion. So I guess my goal is for Tsume to be a fish-out-of-water and Kiba to become increasingly bizarre. :D

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Tsume knows... in part) Tsume has dreamed of a great butterfly that speaks to him, and suspects that it is a herald of Desna. It was she who led him to join the Clan... but he hasn't dreamed of her since, leaving him wondering what happened.
2) (Tsume doesn't know) The pack Tsume grew up with wasn't just randomly willing to take in a kitsune--they nested near a portal to the First World, which affected both the deinonychuses and Tsume. The source of part of Kiba's weirdness isn't Tsume's kitsune magic, it's fey magic (possibly with kitsune magic mixed in).

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Mother One-Eye: The leader of the deinonychus pack Tsume grew up in, she was a particularly large and ornery creature, heavily scarred (including missing one eye), yet she always seemed to show a soft side to Tsume, defending him when some of the other dinosaurs seemed more ready to eat him. While he hasn't seen her since the day he left the pack, Tsume feels she is somehow still watching over him.
2) Hanata Kashikoi: A devout Desnan priestess, Kashikoi is Tsume's closest friend in the Fox Clan, the one who taught him the meaning of the symbol he carries and about the worship of Desna. She is somewhat disappointed he has not turned out more devout, but still considers him a fellow Desnan.
3) Tanaka Hantā: The Fox Clan's best tracker and hunter, Tsume's skills have put his position as the best woodsman in the clan at risk. He would dearly like to outdo the young, wild kitsune in tracking or hunting or the like, but as he grows increasingly frustrated with Tsume he may resort to other measures.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Tsume acts more like a skittish animal than a kitsune in social situations, taking months to start to feel comfortable around a new person.
2) Tsume speaks as much or more with body language, grunts, and growls as he does with words, and tends towards short, direct sentences.
3) In spite of his wild upbringing, Tsume is optimistic and empathetic... he's just terrible at showing it to anyone else. Given that his idea of love until recently was dropping raw meat at someone's feet, perhaps this isn't a surprise.