Brienna Soldado

Yuki Kaijitsu's page

279 posts. Alias of MordredofFairy.


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

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

About Yuki Kaijitsu

Unchained Monk 2(Scaled Fist) / Unchained Rogue(Scout, Rake) 2 | Witch(Mirror, Invoker) 0

LG Medium Human
FCB: 2/4th of a Ki Point

Init = 3(dex)
Senses Perception



Party Role/Concept

Yuki has trained in martial arts to honor her ancestors. That training allows her to very effectively fight defensively, dodging blows gracefully.
She's not very strong, and does not plan to use brute force in combat, instead hoping to confuse her enemies with quick feints and false openings, to strike vital points.
Having worked as a waitress, she also developed some impressive social skills.
Lastly, she's dabbling in the Arcane, secretly, hoping to learn some magic to supplement her abilities.

Plain: Her defensive fighting is super-charged and will, despite a lack of armor, allow her to stand in the thick of battle. Her sneak progression is slow, but Feinting Flurry should make sure that her hits connect, and debilitating injury will eventually make it even more difficult for enemies to hit her.
Her archetype will give her access to low-level wizard/sorcerer spells, which she will use to pick up utility stuff and self-buffs.
Her "arcane" dabbling also includes the Magus VMC, which will provide a faamiliar further supercharging bluff, and, via arcane pool, a flat improvement for her combat values.



Yuki Kaijitsu is the youngest daughter of the Kaijitsu family. Her father always was busy with the glass works, her brother...was not home much, and their parents weren't too friendly with each other. She later learned that her brothers existance was the reason for this, but as a child, she did no understand.
Instead, she clung to Ameiko, who played with her kid sister when the other members of the family were busy with business or away. When Ameiko, after a fight with Tsuto, left Sandpoint as an Adventurer in 4701, Yuki was set on accompanying her sister, packing up her wooden toy sword, cookies and bucket helmet, and running after her. Luckily, she was easy to track, and Shalelu found her at night, cold and afraid at the edge of the Tickwood Forest, and brought her back.
Things didn't improve at home, and when her mother suddenly died a year later, and her brother and father broke into a hefty argument resulting in Tsuto leaving, she felt all left alone to mourn her dead mother.
Her father, finding himself a single parent, and not liking the role, shipped Yuki off to a school for young woman in Magnimar, where Yuki spend two years.
She was quite the opposite of a model student, getting in trouble more often than not. It was not that she was socially inept or not smart enough, but she felt alone and burdened with emotions that nobody helped her deal with, and the only outlet for them she found was rebellion. When she had learned that Ameiko had returned to Sandpoint, she pushed things too far on purpose, not trying to hide she was responsible.
She was thrown out of the school and shipped back to Sandpoint, only to find that her father had died as well during her journey. She hated herself for the moment of relief she felt realizing she would not have to explain why she was kicked out of school, but never managed to really feel grief about her fathers death. She did, however, find the emotional support she longed for in Ameiko, who shared in her feeling of loss regarding their mother. She moved in with her sister and started helping out at the Rusty Dragon.



Still having been a child when Ameiko became a Surrogate mother of sorts, Yuki imprinted on her even more. She was the last family left that she knew off, and she had already lost her once. Her time in Magnimar had left her disconnected from other kids her age, and her family history contributed to that as well. Sure, she had friends, and some of the people at the cathedral were fun to hang around with, too. But she didn't have a "BFF"-type relationship with anybody in Sandpoint.
She felt disconnected, and tried to find her place by learning about her family's history, about her ancestry, to figure out where she came from.
Learning that martial discipline was a big thing in her ancestral homeland, she started visiting the House of Blue Stones, eventually starting to train there.
When there was nothing to do at the Rusty Dragon, no errands to run, no shopping to do, she would sometimes also accompany Shalelu on her rangings. Sandpoint was small. Yuki did not like to admit it, but compared to Magnimar, it was a backwater Hamlet. It was boring, in comparison. The small taste of adventure going out into the wilderness(though Shalelu never took her along for more than day-trips in the inmediate vincinity of Sandpoint) helped a bit.
When Yuki turned 14, puberty hit. Her body began to change, her breasts started to grow, and the looks she got from men and boys making her even more confused than her young mind already was.
At first, she disliked these physical changes, making physical exercise, acrobatics or sneaking more difficult, but she adapted. And when she helped out in the Rusty Dragon during a busy night when another waitress was ill, something she had done several times before, she felt that she did kind of enjoy the attention she received. Silly as that may sound, but the looks she got from customers seemed to fulfill a desire for paternal love that her father never took care of. And the tips were great, too. Soon after, when one of the girls moved away, marrying, she started as a full-time waitress in the Dragon, about 2 years ago.
She enjoyed both the attention and the flirting, but she was also a inexperienced and naive girl at the height of puberty with hormones going crazy. As such, when a local bard about double her age sweet-talked her, she happily believed that this was true and eternal love. At first, he would come to the Dragon regulary, flirting with her while she was working. Eventually, Ameiko caught on and asked him to stay away from her kid sister. But Yuki was head-over-heels in love already, at that time, and happily snuck away to meet him, where they jested and played music together. Eventually, he attempted to push their relation to a more physical level, kissing and touching her, awakening new feelings in her body, and getting her to touch him in return.
Yuki was both afraid and excited. She went to Koya, who was knowledgeable in herbs and medicine, and, after Koya swore an oath of secrecy to her, learned about certain herbal contraceptives and their application from the older woman.
Prepared with that knowledge, she gave her virginity to her lover at a moonlight night during a walk to the beach. For 2 or 3 months, this continued, her sneaking away on some excuse, or skipping training at the House of Blue Stones, and instead meeting up with her lover, enjoying the carnal pleasures of their relation, which he assured her was something special and eternal.
That was, until she unexpectedly managed to get a free evening when a party was cancelled, and visited him after already having told him otherwise. And found him in bed, with another girl atop of him. When she threw a tantrum, he simple dismissed it, even insulting her for her gullible nature and telling her it was her own fault for trusting him. Worse yet, the 'other' girl didn't seem to care and had the audacity to laugh at her while calling her a child.
Yuki was angry. At him. At herself. At the girl. The world, life. Sad, lost. The worst part? Ameiko had tried to save her and she went behind her back to get into trouble.
Back home, she pleaded ill, and refused to leave her room for a week. She is still unsure if Ameiko caught on to something, but they never talked about it. Ameiko was good like that, not pushing.
When she returned to her duties, started waiting again, her perception had changed yet again. She still enjoyed the attention she got, but she was aware of the rules of the game, now. That didn't mean she was unwilling to play, but if so, it would be on HER terms.
She happily flirted back, but always kept a...professional distance. Admittedly, she missed the physical aspect after having her sexuality awakened, but she was smart enough not to get involved with any locals. She did, twice, enjoy the company of travellers staying at the dragon...a relatively young caravan guard that didn't really know what he was doing despite being married, and a fatherly monk who had visited the House of Blue Stones and sparred with her. Considering it had been more than a year since her relationship ended, two times did not seem bad to Yuki, even though both times instinctively she tried to make sure Ameiko would not learn about it.

Well, not much surprise there, she's the younger sister of Ameiko. She's also pretty(though in a different way), and plays a Flute instead(for accompanying her sisters singing+shamisen) and/or dances. She has a different hairstyle, is still very young, and absolutely adores her older sister Ameiko(also, she is fiercely protective of her, having lost the majority of her family and being afraid she will also lose her). She's rather short, but hopes that she will grow just a bit taller. In the last 2 years, puberty has formed her body unmistakably into that of a young woman, and she has found that using her charms vastly increased the tips she received.
"Real life" example: Yuki is probably a slightly older amalgam version of 70% Ellie(The last of us/Ellen Page) and 30% Matilda(Leon/Natalie Portman).

Daily Abilities:

Stunning Fist 2/2

Spells prepared:
Level 0(0):
Level 1(0+0):

Spells known:
Level 0: All
Level 1: Mage Armor, Cure Light Wounds, Command, + 4 + 2

Ancestors: 2nd—bless, 4th—aid, 6th—prayer, 8th—blessing of fervor, 10th—commune, 12th—greater heroism, 14th—refuge, 16th—euphoric tranquility, 18th—weird.


AC 18 10+4(Dex)+3(Cha)+1(Dodge), ACP = 0
hp 20 =10(Class)+10(roll)
Fort 3 , Ref 7 , Will 3

Speed 30 ft
MELEE(Fight Defensively) 5/5 Unarmed Strike 1d6(20/x2)
MELEE +7/+7 Unarmed Strike 1d6(20/x2)
MELEE +6/+6 Dan Bong 1d3(19-20/x2)
RANGED +6/+6 Shuriken 1d2(20/x2) (10 feet increment)

Sneak Attack: 1d6

Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 19

Languages: Common, Tian + Minkaian, Varisian


Special Abilities

Level 1: Crane Style
Level 1(Monk Class Feat): Improved Unarmed Strike
Level 1(Monk Class Feat): Stunning Fist
Level 1(Monk Bonus Feat): Dodge
Level 1(Rogue Bonus Feat): Weapon Finesse
Level 1(Focused Study): Bluff
Level 2(Monk Bonus Feat): Deflect Arrows
Level 2(Rogue Weapon Training): Weapon Focus(Unarmed Strike)
Level 3: Combat Expertise
Level 4(Combat Trick): Feinting Flurry
Level 5: Crane Wing
Level 6(Monk Bonus Feat): Combat Reflexes
Level 7: Crane Riposte
Level 8(Focused Study): Intimidate
Level 9: Improved Feinting Flurry
Level 10(Monk Bonus Feat): Medusa's Wrath OR Shattering Defences
Level 11: Osyluth Guile
Level 13: Accomplished Sneak Attacker
Level 14(Monk Bonus Feat): Medusa's Wrath OR Shattering Defences
Level 15: Enforcer
Level 16(Focused Study): Sense Motive
Level 17: Juke
Level 18(Monk Bonus Feat): Improved Critical(Unarmed Strike)
Level 19: Extra Hex

=====Racial Qualities=====
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Level 6(replaced by Archetype)
Level 7: Murksight
Level 9: Flight
Level 12: Tongues
Level 14(replaced by Archetype)
Level 15(replaced by Archetype)
Level 17: Ice Tomb
Level 19: Major Healing

=====Invoke Ancestors=====

Bondage: +2 Strength(enhancement) - +4 at 8th level / +6 at 16th level.
Bridge: other creatures: damage reduction and spell resistance 2 lower - 5 lower at 8th level / 10 lower at 16th level.
Crisis: +2 Constitution(enhancement) - +4 at 8th level / +6 at 16th level
Curiosity: The DCs of hexes and patron spells increase by 1 - DCs increase by an additional 1 at 8th level and 16th level.
Decisions: +2 Dexterity(enhancement) - +4 at 8th level / +6 at 16th level.
Fortune: +1 resistance bonus on saving throws - +3 at 8th level / +5 at 16th level.
Paradise: +3 competence bonus on Acrobatics checks and concentration checks - +6 at 8th level and +9 at 16th level.
Rapture: increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
Reckoning: add an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.
Revelation: gain a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.

=====Rogue Talents=====
Level 2: Weapon Training(Unarmed Strike)
Level 4: Combat Trick(Feinting Flurry)

=====Style Strikes=====
Level 5: Flying Kick
Level 9: Defensive Spin
Level 13: Foot Stomp
Level 17: Elbow Smash

=====Ki Powers=====
Level 4(locked): Elemental Fury
Level 6: Ki Metabolism
Level 8: Abundant Step
Level 10: Insightful Wisdom
Level 12(locked): Dragon Breath
Level 14:
Level 16:
Level 18:
Level 20:



Adventuring Skills

8 Acrobatics = 2(ranks)+3(Dex)+3(class)
14 Bluff = 2(ranks)+4(Int)+3(class)+3(Feat)+2(racial)
4 Climb = 1(ranks)+0(Str)+3(class)
10 Diplomacy = 2(ranks)+2(Cha)+3(class)+2(racial)+1(trait)
Disable Device = (ranks)+3(Dex)+3(class)+1(Trapfinding)
6 Disguise = 1(ranks)+2(Cha)+3(class)
Escape Artist = (ranks)+3(Dex)+3(class)
Fly = (ranks)+3(Dex)+3(class)
Heal = (ranks)+0(Wis)+3(class)
Intimidate = (ranks)+2(Cha)+3(class)
Knowledge (arcana) = (ranks)+4(Int)+3(class)
Knowledge (dungeoneering) = (ranks)+4(Int)+3(class)
8 Knowledge (local) = 1(ranks)+4(Int)+3(class)
8 Knowledge (nature) = 1(ranks)+4(Int)+3(class)
Knowledge (planes) = (ranks)+4(Int)+3(class)
Knowledge (religion) = (ranks)+4(Int)+3(class)
5 Perception = 2(ranks)+0(Wis)+3(class)
Ride = (ranks)+3(Dex)+3(class)
5 Sense Motive = 2(ranks)+0(Wis)+3(class)
6 Spellcraft = 1(ranks)+2(Int)+3(class)
7 Stealth = 1(ranks)+3(Dex)+3(class)
2 Survival = 2(ranks)+0(Wis)
4 Swim = 1(ranks)+0(Str)+3(class)
7 Use Magic Device = 2(ranks)+2(Cha)+3(class)

Background Skills

Appraise = (ranks)+2(Int)+3(class)
Artistry = (ranks)+2(Int)+3(class)
Craft = (ranks)+2(Int)+3(class)
Handle Animal = (ranks)+1(Cha)
Knowledge (engineering) = (ranks)+2(Int)
Knowledge (geography) = (ranks)+2(Int)
8 Knowledge (history) = 1(ranks)+4(Int)+3(class)
Knowledge (nobility) = (ranks)+2(Int)
8 Linguistics = 1(ranks)+4(Int)+3(class)
Lore = (ranks)+2(Int)+3(class)
7 Perform(Dance) = 2(ranks)+2(Cha)+3(class)
7 Perform(Wind) = 2(ranks)+2(Cha)+3(class)
4 Profession(Waitress)= 1(ranks)+0(Wis)+3(class)
Sleight of Hand = (ranks)+3(Dex)+3(class)


Backpack+bedroll, a belt pouch, flint and steel, mess kit, soap, waterskin, basic cosmetics kit(comb&co), Signal Whistle.

Kit, Pathfinder's (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.)
Price 12 gp; Weight 22 lbs.(Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures)
Kit, Mess(a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
Price 2 sp; Weight 1 lb.
Kit, Grooming (a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Price 1 gp; Weight 2 lbs.
Kit, Shaving (straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves)
Price 15 sp; Weight 1/2 lb.
Subtotal: Price 14 GP 7 SP, Weight: 25.5 lbs(-12 alone for bedroll and rations)
Outfit, Monk's(This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.)
Free; Weight 2 lbs.

1 sp - Dan Bong - 0 lbs
4 GP - Shuriken(20) - 2 lbs
5 GP - Masterwork Flute
5 GP - Sanctified Rings(Ameiko and me)
2 GP - Dagger - 1 lbs

Total: Price 28.8GP(out of 35), 28.5 lbs/33 lbs light load limit (quite a bit of which of which is not permanently carried)

4GP 2SP in coins

3 pieces of firework(tube with fuse)


Younger Sibling(Ameiko)(Campaign)
You’ve lived your whole life in the shadow of your older sibling, a person who seems to have the adventure-filled lifestyle you’ve always wanted for yourself. While your sibling always took care of you, he or she never supported your desire to become an adventurer—your sibling never explained why, only saying, “Adventuring can cause a lot of pain just as easily as it can bring success and riches.”
As a younger sibling to one of the local influential citizens, you share some of that NPC’s innate talent and skill at adventuring.

Benefit: +1 trait bonus on Will Saving Throws, +1 bonus on attack rolls vs. enemies threatening Ameiko

Cautious Warrior (Combat)
You learned defensive moves from your trainers.
Benefit(s): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.

Clever Wordplay (Social)
Your cunning and logic are more than a match for another’s confidence and poise.
Benefit: Choose one Charisma-based skill(=Bluff). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Family Ties (Drawback)
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effects: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.


STR 10=10(Buy)
DEX 18=16(Buy)+2(Race)
CON 10=10(Buy)
INT 14=14(Buy)
WIS 10=10(Buy)
CHA 16=16(Buy)


Class Abilities