Isabella

Xiao Hua's page

186 posts. Organized Play character for Helikon.


Full Name

Xiao Hua

Race

Kitsune

Classes/Levels

Tattood Sorcerer (Fey Bloodline) 2

Spoiler:
AC 13/T13/FF10 HP 14 /14 F+2 R+3 W+2 Init 11 Perception +2

Gender

Female

Size

medium

Age

17

Special Abilities

Dancing lights mage hand

Alignment

CG

Deity

Korada

Location

Absolom

Languages

Common, Tien, Sylvan

Homepage URL

Xiao Hua

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Xiao Hua

Data:

Name: Xiao Hua
Race: Kitsune
Job: Tattood Sorcerer (Fey Bloodline) 1
Age: 17
Alignment: NG
Personality: Joyful, Prankster
Likes: Pranks, Politness, Tea, Fine cloths B
Dislikes: Impolitness, Spicy food, Leering Men
Favorite foods: Tea, roasted Duck sauteed in peanuts, New-Year Cakes
Hobbies:doing pranks, cooking
Physical Description: Long red hair, Emerald eyes, petite, milk white skin. Usually dressed in very fine leathers, dyed in red.
Deity: Daikitsu
Languages: Common, Sylvan,

20 point buy for stats
STR: 8 / 10 = 0 (-2 Kitsune Racial)
DEX: 16 / 14 = 5 (+2 Kitsune Racial)
CON: 14 /14 = 5
INT: 10 / 10 = 0
WIS: 10 / 10 = 0
CHA: 18 / 16 = 10 (+2 Kitsune Racial)


Combat:

Hit Points: 14 / 14 (2d6+4Con)
Init: +11
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X-Bow +4, 1d8, 19-20 X2, P,
Tanto (Dagger) 0, 1d4-1, 19-20x2, P/S
---------------------------------------------------
Attack:
Melee: 0 = 1(base) + -1(STR);
Range: 4 = 1(base) + 3(DEX);
CMB: 0 = 1(base) + -1(STR);
CMD: 13 = 10 + 1(base) + -1(STR) + 2(DEX);
---------------------------------------------------
AC:
AC: 14 = 10 + 1(Armour) + 0(Shield) +3(Dex);
Touch: 13 = 10 + 2(Dex);
Flat: 11 = 10 + 1(Armour) + 0(Shield);
---------------------------------------------------
Saves:
Fort: 2 = 0(base) + 2(CON);
Ref: 3 = 0(base) + 3(DEX) ;
Will: 2 = 0(base) + 0(WIS);

Kitsune:

Racial Traits:
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.
Favored Class Bonus: Add +1/4 to save dc of enchantment spells

Tattood Sorcerer:

Eey Bloodline:
Prof:
Armour: none
Shield: none
Weapons: Simple
Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Arcana
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Bloodline Tattoos (Ex
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.


Feats, Traits,Skills:

Feats:
*Alertness,
*Ise-zumi(Transmutation),(Varisian Tattoo)
Select a school of magic (Transmutation) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows: (avaria): mage hand
Improved Iniative
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Traits:
Extremly Fashionable
You really know how to make a good impression when you’re dressed well. 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 (Diplomacy) is a class skill for you.
Transmuter of Korada
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
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Skills Sorcerer 2 +INT = 2 * 2 = 4
ACP = -0 //Armour Check Penalty
Acrobatics: 4 = 0 + DEX Mod + 2(racial) - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
*Bluff: 9 = 1 + CHA Mod + 3 + 1trait;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft: 1 = 0 + INT Mod + 0;
*Diplomacy: 10 = 2 + CHA Mod + 3 + 1Trait;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
*Disguise: 4 = 0 + CHA Mod ; (+20 to appear as human form)
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 4 = 0 + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + 0;
*Intimidate: 5 = 0 + CHA Mod + 1 Trait;
*Know(Arcane): 0 = 0 + INT Mod + 3;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
Perception: 2 = 0 + WIS MOD + 2;
Ride: 1 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: 4 = 1 + INT Mod + 3;
Stealth: 2 = 0 + DEX Mod + 0;
Survival: 0 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 4 = 0 + Cha Mod +0

Spells:

DC = 10 + CHA + Level
Sorcerer:
Level-0: Unlimited use
Level-1: 5 + 1(CHA)
Spells Known:
Level-0: (5)
Acid splash
Daze
Detect Magic
Prestitigation
Read Magic
Level-1: (3+1BL)
Sleep (DC 18)
Enlarge Person

Equipment:

Weapons: (38gp)
Light X-Bow 4 (35gp)
20 X-Bow Bolts 1 (1gp)
Dagger 1 (2gp)
--Weight: 6
Armour:
MW silken ceremonial armor: (175gp)
--Weight: 0
Scrolls 250gp
Mage Armor
Silent Image
Ray of enfeeblement
Magic Missle x2
Comprehend languages
Grease
Colour Spray
Disguise Self
Infernal Healing
Potions:
ClW
Misc:
Adventure Gear: (25gp, 2sp, 7cp )
MW Sorcerer Robes(120gp) made of green Silks and with gold stitchings
Back Pack 2 (2)
Bed roll 5 (0,1)
Candle * 5 (0,05)
Chalk * 10 (0,1)
Flint and Steel (1)
Mess Kit 1 (2)
Mirror 1/2 (10)
Pouch, Belt 1/2 (1)
Sewing Needle *2 (1)
Spell Component Pouch 2 (5)
Tea, ceremonial 1 (1)
Leather flask 4 (1)
Acid Flask
Explorers Outfit free
Wand magic missle
--Weight: 18

Special Substances and items:

--Weight: (8)

Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90

--Weight:

Cash:
(G12)
0 Platinum
36 Gold
7 Silver
3 Copper


Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Cherry Red
Eyes: Emerald Green
Skin: Cream
Physical Description
You see a petite girl entering gracefully into the room. Her lustrous cherry red hair is held in place by a few laquered hairpins the same hue of vibrant green of her emerald eyes. Her creamy skin suggests a live without hardship, supported by the softness of her hands. But the one thing that is even more noticeable are her beautiful emerald eyes full of mischief suggesting a prankful nature and a flexible mind.
If someone would see her bare back one would see a beautiful ise zumi of
a young girl dancing on an orchid.
Explorer's Outfit
She is wearing a long supple cloak of soft black wool, fastened around her neck with a simple copper clasp, over a long red linnen blouse and a pocketed leather vest with bronze buttons. A jade amulet depicting a fox is suspended from a leather thong over her breasts. Her red reinforced pants are tucked into waterproofed leather boots which reach up to mid-calf. Riding low on her hips is a braided belt weighted on the left side by a foreign looking dagger and on the right side by a belt pouch and a water flask.

Tamashī no ketsugō:

Snow Hare-Familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size)+2 natural
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1

OFFENSE

Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Improved evasion, share spells, empathic link


Backstory:

Xiao Hua is the daughter of a member of the Lantern Lodge of Tian Xi that moved to absolom as contact for Inter-Lodge relations.
She has learned the tools of negotiation from her father and knows how to dress to impress. A few years ago she met an elderly woman, who teached her to follow a path of self contemplentation and inner tranquility, guided by the teachings of Korada.
Her powers manifest according to her heart and her soul. Her heart tells her to follow the path of bettering others, her soul helps her to influence people.
As soon as she could she entered the lodge under a nome-de-guerre, trying to make a name for herself by her deeds not her ancestry.

PFS:

Frozen Fingers at Midnight 1XP 1PP

Dark Archive S8:

ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure
before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed.
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any
Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You
also learn an additional language.
MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items
(except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level.
You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.
--------------------------------------------------------------------
[][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
[X][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a
Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
[]Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level
(minimum 9).
[]Recover a named minor artifact or major artifact during the course of an adventure.
[X][X]Identify a potion or other magic item whose caster level equals or exceeds your character level.
[]Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge
(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[][]While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental
Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10
minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Introduction:

You see a petite girl entering gracefully into the room. Her lustrous mahagony black hair is held in place by a few laquered hairpins the same hue of vibrant green of her emerald eyes. Her creamy skin suggests a live without hardship, supported by the softness of her hands. But the one thing that is even more noticeable are her beautiful emerald eyes full of mischief suggesting a prankful nature and a flexible mind.
If someone would see her bare back one would see a beautiful ise zumi of a young girl dancing on an orchid.