About Xú Yanyeeku.
Xú Yanyeeku
Str 11 (+0)
Stat Array #3 (14,15,14,13,11,15) | +2 Dex, +2 Cha, -2 Str (Racial) Combat Info
AC: 18 (T 14 / 15 FF) (+4 armor, +1 enhancement, +3 dex, )
Equipment: Bard Kit w/ MW Backpack, ruan, dizi, +1 Lamellar Leather, MW Longbow, MW Naginata, Kukri, 40 Arrows w/ Quiver, Traveler's Any-Tool™, Wand of Cure Light Wounds (CL 1)(47 Charges), Scroll of Comprehend Languages (CL 2),
41 GP Skald Class Abilities:
Bardic Knowledge (Ex) A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Improved Counterspell At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.This ability replaces Scribe Scroll. Raging Song (Su) A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. .....Enhance Weapons (Su) At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be. The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song. .....Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour. Versatile Performance (Ex)(String) At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy). Well-Versed (Ex) At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects. Rage Powers (Ex) Surprise Accuracy At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well. Traits & Feats Traits: Arcane Temper, Friend in Every Town Feats Realistic Likeness, Magical Tail (Disguise Self), Improved Counterspell Racial Abilities::
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks. Change Shape (Su) 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 (Ex/Sp) 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 (Ex) 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.
Skills:
SP= 4+Int/level (12) + 3 FC = 15 Ranks (Total) {Notes} Acrobatics* (9) {1 Rank +3 Dex +3 Trained +2 Racial} Appraise* (6) {1 Rank +2 Int +3 Trained} Bluff* (3/9) {3 Cha}/{Versatile Performance} Climb* (4) {1 Rank +0 Str +3 Trained} Diplomacy* (3/9) {3 Cha}/{Versatile Performance} Escape Artist* (3) {3 Dex} Handle Animal* (3) {3 Cha} Intimidate* (3) {3 Cha} Knowledge* (Arcana) (3) {+2 Int +1 BK} Knowledge* (Dungeoneering) (3) {+2 Int +1 BK} Knowledge* (Engineering) (3) {+2 Int +1 BK} Knowledge* (Geography) (3) {+2 Int +1 BK} Knowledge* (History) (3) {+2 Int +1 BK} Knowledge* (Local) (4) {+2 Int +1 BK +1 Trait} Knowledge* (Nature) (3) {+2 Int +1 BK} Knowledge* (Nobility) (3) {+2 Int +1 BK} Knowledge* (Planes) (3) {+2 Int +1 BK} Knowledge* (Religion) (3) {+2 Int +1 BK} Linguistics* (6) {1 Rank + 2 Int +3 Trained} Perception* (4) {1 Rank + 0 Wis +3 Trained} Perform* (String) (9) {3 Rank +3 Cha +3 Trained} Perform* (Sing) (7) {1 Rank +3 Cha +3 Trained} Perform* (Wind) (7){1 Rank +3 Dex +3 Trained} Ride* (3) {+3 Dex} Sense Motive* (4){1 Rank +0 Wis +3 Trained} Spellcraft* (6){1 Rank +2 Int +3 Trained} Stealth* (Dex) (4){1 Rank +3 Dex} Swim* (Str) (4){1 Rank +0 Str +3 Trained} Use Magic Device* (7){1 Rank +3 Cha + 3 Trained} *Class Skills Spells
Per Day
Background:
Hailing from the wandering Xú family, Yanyeeku has taken nomadism to new heights having some years ago broken from his families well worn path through the Riku'Kaze to new and varied places across all of Ren'Shan. Through training and some blind luck Yanyeeku is a performer of some skill and has cultivated an ability to take stories and music and turn them into magical inspiration that grants those he allies with magical power. He also has a knack for shifting into people he has met, another lucky twist of fate that has led the young kitsune to a few efforts to help disrupt the proceedings of corrupt officials and villainous bandits. Mostly, however, the young skald wanders looking for meals, stories and a "heavenly purpose" some great journey he imagines as leading to some unspecified glory that will be the tale upon which kitsune might be more readily trusted, harmony might be brought to the people, and some substantial reward will be brought to Yaneeku, all good things in this young traveler's mind. Personality/Mannerisms:
Yanyeeku practices a sort of "cultivated cluelessness" in that he assumes folks are good until they are not, assumes they are never as angry as they appear and are always happier to see him than they reasonably should expect to be. As such the young kitsune is affable if not borderline grating in his desire to be friends and generally be "nice". Adding to this tendency to be "nice" is a fierce belief in the need of folks to live in a world of decency and good fortunes which motivates the skald's powers and speaks to a sense of underlying anger at the world for all of its presumed inequity. This leads Yanyeeku to understand things like laws and generally respect them but occasionally allow his outrage to move his thinking into "bending" circumstances if they do not match a "better good" It is often the case that Yanyeeku perceives his own enrichment as being part of the "better good" (after all how can he help if he is hungry or tired from sleeping on the ground or otherwise not properly equipped?) What the kitsune lacks in pure cunning he compensates with in loyalty and charisma though it is sometimes not enough to keep Yanyeeku from trouble which is why nomadism is so appealing a lifestyle. Additionally the skald is not immune to his cultural heritage so can tend to tricks and humor as a way of defusing situations (appropriately or not) and expressing affection. Yanyeeku is Friendly, Empathetic and Mischievous
Appearance: In his natural form Yanyeeku appears as a 5' tall fox person with two tails and auburn fur which features some black and white streaks. The kitsune is often smiling and talking, singing or telling stories so his mouth is often open. He dresses lightly with armor and a straw hat and frequently thrums at his ruan (lute). His eyes are a harp seagreen/blue color. His "normal" human appearance feature black hair with red and white streaks, same eyes and a darker almost tanned complexion like one who is often outdoors. Yanyeeku stays in his human form only when he thinks his kitsune form would be especially problematic which, given his world views, probably isn't as often as it should be. From time to time Yanyeeku has taken to travelling as a portly man with light skin matching the description of a rather corrupt and overly cruel politician from the Riku'Mizu. Yanyeeku likes to take this shape and give out candies to children and generally act inanely as part of a long self involved joke relating to the kitsune's experience with the man when he was younger. Macros::
[spoiler=Status] HP: 24/24 Ongoing Effects [/spoiler] [dice=Concentration]1d20+7[/dice] [dice=MW Naginata]1d20+2[/dice][dice=Damage?]1d8[/dice]
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