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Kasumi-Yukimi (GreenGuy33) Pathfinder Society

Updated: 3:38 AM 21 March, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Kasumi Yukimi    Faction:             Alignment: Neutral/Good
Race:   Kitsune          Deity:               Class:     
Age:    22               Height:  4ft. 8In    Weight:    90Lbs
Gender: Female           Size:    Medium      Prestige:  
Exp:    /                PFS#:    79918-2
Human form: White Hair/silver eyes. Natural form: White Fur/silver eyes.

Str:  8  -1                   HP:          9/9
Dex: 18  +4                   Initiative:  4
Con: 13  +1                   Speed:       30
Int: 10  +0                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 12  +1                   CMB:         -1  =  0    -1                         
Cha: 16  +3                   CMD:         13  =  0    -1           +4 

Fortitude:  1 = 0 +1 (con)  
Reflex:     4 = 0 +4 (dex)  
Will:       3 = 2 +1 (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          -1    =   0    -1(str)       
Ranged         +4    =   0    +4(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
14 (standard)   =   10           +4                    
14 (vs touch)   =   10     --    +4     --             
10 (flatfooted) =   10           --                     

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          


 Armour                         AC   Dex  ASF  ACP  Type                   


 Combat Notes and Modifiers                                                
Clouded Vision: Your eyes are obscured, making it
difficult for you to see. You cannot see anything beyond 30
feet, but you can see as if you had darkvision. At 5th level,
this distance increases to 60 feet. At 10th level, you gain
blindsense out to a range of 30 feet. At 15th level, you gain
blindsight out to a range of 15 feet.
Mystery: Heavens
Lure of the Heavens (Su): Your connection to the skies
above is so strong that your feet barely touch the ground.At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Sacred Touch: You were exposed to a potent source of
positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Magical Tail
You grow an extra tail that represents your growing
magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable
twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for
these abilities are Charisma-based.

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex   6  = +4        +2 racial bonus
 Appraise                     int   0  = +0        
 Bluff                        cha   3  = +3        
 Climb                        str  -1  = -1        
#Diplomacy                    cha   3  = +3        
 Disable Device               dex   4  = +4        
 Disguise                     cha   3  = +3        
 Escape Artist                dex   4  = +4        
#Fly                          dex   4  = +4        
 Handle Animal                cha   3  = +3        
#Heal                         wis   5  = +1    1    +3 Trained Class
 Intimidate                   cha   3  = +3        
#Knowledge (arcana)           int   0  = +0        
 Knowledge (dungoneering)     int   0  = +0        
 Knowledge (engineering)      int   0  = +0        
 Knowledge (geography)        int   0  = +0        
#Knowledge (history)          int   0  = +0        
 Knowledge (local)            int   0  = +0        
 Knowledge (nature)           int   0  = +0        
 Knowledge (nobility)         int   0  = +0        
#Knowledge (planes)           int   0  = +0        
#Knowledge (religion)         int   4  = +0    1    +3 Trained Class
 Linguistics                  int   0  = +0        
#Perception                   wis   5  = +1    1    +3 Trained Class
 Perform                      cha   3  = +3        
 Ride                         dex   4  = +4        
 Sense Motive                 wis   1  = +1        
 Sleight of Hand              dex   4  = +4        
#Spellcraft                   int   0  = +0        
 Stealth                      dex   4  = +4        
 Survival                     wis   1  = +1        
 Swim                         str  -1  = -1        
#Use Magic Device             cha   7  = +3    1    +3 Trained Class

 Feats and Features                                                        
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
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.
Agile (Ex): Kitsune receive a +2 racial bonus
on Acrobatics checks.
Fast Shifter (Su): You were born with an innate talent for
switching between your natural forms. Using your racial
change shape ability is a move action instead of a standard
action. This racial trait replaces kitsune magic.
ability: 3/day—dancing lights.
Natural Weapons (Ex): In her natural
form, a kitsune has a bite attack that deals 1d4
points of damage.
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.
Weapon and Armor Proficiency: Oracles are proficient
with all simple weapons, light armor, medium armor,
and shields (except tower shields). Some oracle revelations
grant additional proficiencies.
Spells: An oracle casts divine spells drawn from the
cleric spell lists (see pages 226–229 of the Pathfinder RPG
Core Rulebook). She can cast any spell she knows without
preparing it ahead of time. To learn or cast a spell, an
oracle must have a Charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw
against an oracle’s spell is 10 + the spell’s level + the
oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain
number of spells per day of each spell level. Her base daily
spell allotment is given on Table 2–5. In addition, she
receives bonus spells per day if she has a high Charisma
score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of
spells is extremely limited. An oracle begins play knowing
four 0-level spells and two 1st-level spells of her choice. At
each new oracle level, she gains one or more new spells, as
indicated on Table 2–6. Unlike spells per day, the number
of spells an oracle knows is not affected by her Charisma
score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain
levels, each oracle also adds all of either the cure spells or
the inf lict spells to her list of spells known (cure spells
include all spells with “cure” in the name, inf lict spells
include all spells with “inf lict” in the name). These spells
are added as soon as the oracle is capable of casting them.
This choice is made when the oracle gains her first level
and cannot be changed.
Upon reaching 4th level, and at every even-numbered
oracle level after that (6th, 8th, and so on), an oracle
can choose to learn a new spell in place of one
she already knows. In effect, the oracle 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. An oracle 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. She cannot swap any cure or inf lict spells, nor
can she swap any spells gained from her mystery.
Unlike a cleric, an oracle 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. Oracles do not need to provide a divine
focus to cast spells that list divine focus (DF) as part of the
Mystery: Each oracle draws upon a divine mystery to grant
her spells and powers. This mystery also grants additional
class skills and other special abilities. This mystery can
represent a devotion to one ideal, prayers to deities that
support the concept, or a natural calling to champion a
cause. For example, an oracle with the waves mystery might
have been born at sea and found a natural calling to worship
the gods of the oceans, rivers, and lakes, be they benign or
malevolent. Regardless of its source, the mystery manifests
in a number of ways as the oracle gains levels. An oracle
must pick one mystery upon taking her first level of oracle.
Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle
learns an additional spell derived from her mystery. These
spells are in addition to the number of spells given on
Table 2–6. They cannot be exchanged for different spells
at higher levels.
Orisons: Oracles learn a number of orisons, or 0-level
spells, as noted on Table 2–6 under “Spells Known.” These
spells are cast like any other spell, but they do not consume
any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels
thereafter (7th, 11th, and so on), an oracle uncovers a
new secret about her mystery that grants her powers and
abilities. The oracle must select a revelation from the list
of revelations available to her mystery. If a revelation is
chosen at a later level, the oracle gains all of the abilities
and bonuses granted by that revelation based on her
current level. Unless otherwise noted, activating the power
of a revelation is a standard action.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

Carrying Capacity
 Light Load:  <=  Up to 27 
 Medium Load: <=  28 to 53 
 Heavy Load:  <=  54 to 80 

gp    125

0-Level DC 13 inf/day
div   Guidance: +1 on one attack roll, saving throw, or skill check. (V, S)
div   Detect Magic: Detects spells and magic items within 60 ft. (V, S)
evoc  Light: Object shines like a torch.    (V,M/D)
conj  Create Water: Creates 2 gallons/level of pure water.  (V, S)
1-Level DC 14 3+1/day
trans Bless Water: Makes holy water. (V, S, M*) *5Lbs Powdered Silver (worth 25gp)
conj  Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). (V, S)

Common, Sylvan.