Sironu

Yehoku's page

2 posts. Alias of TheNine.


Full Name

Yehoku

Race

Kitsune

Classes/Levels

Arcanist 1

Gender

Male

Size

M

Age

Young

Alignment

NG

Strength 19
Dexterity 22
Constitution 11
Intelligence 15
Wisdom 20
Charisma 12

About Yehoku

Yehoku
Kitsune
Chaotic Good Arcanist 1 (FC bonus +1/3 duration)
Height: 5'4"
Weight: 132 pounds
Green eyes
HP 6
---------------
Racial Abilities
---------------
Standard Racial Traits
Ability Score Modifiers: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits

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 and can remain in this form indefinitely.
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 (caster level equals the kitsune’s level).
Offense Racial Traits

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Senses Racial Traits

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
----------------
Class Features
----------------
Spell Casting
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.

Spellbooks
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

Cantrips
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
----------------
OFFENCE
----------------
Melee: Lantern staff +4 to hit, 1d6+4+1 fire (20x2)
Sap +4 to hit 1d6+4 Subdual damage (20x2) B
Dagger +4 to hit 1d4+4 damage (19-20 x2) P/S
Ranged: Dagger +6 to hit 1d4+4 damage (19-20 x2) Range 10ft
Sling + 6 to hit 1d4+4 damage (20 x 2) range 50 ft
---------------
DEFENSE
---------------
Armor:
AC total: 16 (+0 armor, +6 dex)
Flat footed: 10 (+0 Armor) Touch:16 (+6 Dex)
Fort: +0 (+0 trait)
Reflex: 6 (+0 base class, +6 Dex mod)
Will: 7 (+2 base class +5 Wis mod)
----------------
Skills
----------------
Background
Appraise: +7 (+1 rank, +3 training, +3 Int mod)
Sleight of Hand +6 (+1 rank, +3 training, +3 dex mod, -1 armor Pen)
Trained Skills
Acrobatics: +6 (+1 rank, +3 training, +3 Dex mod, -1 Armor Pen)
Bluff: +6 (+1 rank, +3 training, +2 Chr mod)
Diplomacy: +6 (+1 rank, +3 training, +2 Chr mod)
Disable Device +6 (+1 rank, +3 training, +3 Dex mod, -1 Armor Pen)
Disguise: +6 (+1 rank, +3 training, +2 Chr mod)
Escape Artist: +6 (+1 rank, +3 training, +3 Dex mod, -1 Armor Pen)
Intimidate: +6 (+1 rank, +3 training, +2 Chr mod)
Perception: +7 (+1 rank, +3 training, +1 Wisdom, +2 Elf)
Perception(traps): +8 (as Above w/1/2 rogue lvl minimum 1 for traps)
Stealth: +6 (+1 rank, +3 training, +3 Dex mod, -1 Armor Pen)
Use Magic Device: +6 (+1 ranks, +3 training, +2 Chr Mod)
Knowledge Skills
knowledge dungeoneering: +7 (+1 rank, +3 training, +3 Int mod)
knowledge local: +7 (+1 rank, +3 training, +3 Int mod)
---------------
Feats
---------------
Weapon Finesse (Class feat) - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
--------------
Traits, Drawbacks
--------------
Trait:Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Drawbacks:Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.
----------------
Equipment, Wealth
----------------
Combat gear: Rapier, dagger x10, Club, Sap, Studded Leather
Equipment: Rogues Kit: (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.) Weight 37 lbs
Traveler's Outfit

Gold: 3 Silver: 9 Copper: 0