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Xing Mei NG
Character Name Alignment
Armorist 3 , Armiger 3
Character Level
Kitsune M
Race Size
Fem 21
Gender Age
5'2" 120 lbs
Height Weight
Silver Red
Hair Eyes
Asmo(10,16,10,16,10,14)
Player
Luminari Illu
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
10 +0 N/A +0
Int
Intelligence
18 +4 N/A +4
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
30
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+4
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +0 +0 +1 +0
Reflex +7 +3 DEX +3 +0 +1 +0
Will +4 +3 WIS +0 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
16 10 +3 +0 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Sylvan, Aklo, Celestial, Elven, Tengu.

Spell List

Casting Tradition: Blade Dancer


Type: Divine
Casting Ability: Intelligence
Consciousness Linked
Skilled Casting
Mental Focus
Galvanized
Verbal Casting

Protection Sphere


Drawback: Limited Protection(Ward)
Greater Barrier
Lvl 2: Buttressing

Life Sphere

Spellcasting Notes

Spellpoints: 10

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +3 +3 +3
  Bluff +6 (CHA)  +3 +3 +0
Climb +0 (STR)  +0 +0 +0
  Diplomacy +3 (CHA)  +3 +0 +0
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
Heal +9 (CHA)  +3 +3 +3
Intimidate +3 (CHA)  +3 +0 +0
Knowledge: Arcana +10 (INT)  +4 +3 +3
Knowledge: Dungeoneering +8 (INT)  +4 +1 +3
Knowledge: Local +10 (INT)  +4 +3 +3
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
Perception +6 (WIS)  +0 +3 +3
Ride +3 (DEX)  +3 +0 +0
Sense Motive +6 (WIS)  +0 +3 +3
Spellcraft* +10 (INT)  +4 +3 +3
  Stealth +3 (DEX)  +3 +0 +0
Survival +0 (WIS)  +0 +0 +0
Swim +0 (STR)  +0 +0 +0
Use Magic Device* +9 (CHA)  +3 +3 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +4 (INT)  +4 +0 +0
Craft: Weapons +10 (INT)  +4 +3 +3
Craft: Implement +10 (INT)  +4 +3 +3
Knowledge: Engineering +8 (INT)  +4 +1 +3
Knowledge: Geography +8 (INT)  +4 +1 +3
  Knowledge: History +4 (INT)  +4 +0 +0
Knowledge: Nobility +4 (INT)  +4 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
FCB Skill: x3
Feats

Occupation: Daisho Expertise

Increase the damage die of katanas and wakizashi you wield by one die step. In addition, you may use your Dexterity modifier instead of your Strength modifier when making attack rolls with either weapon. This feat counts as Weapon Finesse for purposes of meeting prerequisites and requirements, and for the purposes of other feats or abilities with a specific effect for weapons usable with Weapon Finesse.

Lvl 1: Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Lvl 3: Extra Arsenal Trick

Special Abilities

Arsenal Tricks


Bound Armory
When wielding a weapon created by her armory arena, the lingchi warrior gains a higher enhancement bonus than anyone else, gaining a +1 enhancement bonus per odd level to a maximum of +10 at 19th. These weapons cannot have an enhancement bonus greater than +1 per 3 levels of the lingchi warrior, any bonus beyond this must be traded for special abilities allowed by her enhanced armory ability. This also treats any weapon the lingchi warrior wields from her armory arena as a bound weapon for the purposes of class features.

Friendly Arena
The lingchi warrior may select any number of targets to not take damage from the arena, and these targets may move through the arena without treating it as difficult terrain.


Armiger Prowess


Skilled Weapon
The armiger may choose one customized weapon. This weapon grants an additional talent. This prowess may be taken more than once; each time it applies to a different customized weapon.

Traits

Racial Traits(Frostbound Spirit Kitsune)

Ability Score Racial Traits: Frostbound Kitsune are deeply spiritual and intelligent. They gain +2 Intelligence, +2 Charisma

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.

Lucky: Kitsune gain a +1 racial bonus on all saving throws

Energy Resistance: Cold Resistance 5\. Replaces Feyborn

Glacial Tether: Frostbound Spirit Kitsune receive a +2 racial bonus on Knowledge (arcana) checks involving ley lines and glacial environments. This replaces Agile

Ice Walker: Frostbound Spirit kitsune can move through natural ice and snow at their normal speed. Magically altered terrain affects them normally. This replaces fleet footed.

Light Footed: Kitsune gain a +1 Racial bonus on Stealth Checks.

Camouflage: Frostbound Kitsune are excellent at using the uneven terrain to their advantage. Members of this race gain a +4 racial bonus on stealth checks whilst in Snowy or Icy environments. this replaces Emissary

Frost Friends: Once per day as a full round action, a Frostbound spirit kitsune can summon 1d3 Small Ice Elementals with the minimal creature simple template. These spirits last for a number of minutes equal to the hit dice of the kitsune. This replaces gifted linguist

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).

Magical Tails: Some kitsune are naturally gifted in magic and grow additional tails as their innate power increases. Legend says that the fur of such gifted kitsune will change to snow white upon growing their 9th and final tail.
Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties; unless stated otherwise, the sign of this witchmark is the growth of additional tails. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes. Gain a bonus spell point at first level plus an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for two spheres from the following list: Alteration, Dark, Destruction, Illusion, Light, Mind or Nature. These choices must be made at first level and cannot be changed later. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces natural weapons. (Nature and Illusion selected)

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Darkvision: Ashwalker Kitsune can see up to 60 feet in darkness.


Traits:
Magic: Gift for Magic(Protection)
Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.

Region: Icebinder's Apprentice
You have trained with the Icebinders of Illu. You gain a +1 trait bonus on attack rolls with ice spells and a +2 trait bonus on saves with the cold descriptor.

Religion: Born Healer
Your cure ability heals an additional 1d8 hit points.

Social: Compassion
You may use Charisma in place of Wisdom when you use your Heal skill, and Heal is always a class skill for you.

Drawback: Attatched
You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Stances And Martial Spheres

Martial Spheres


Martial Tradition


Bushido Training
Unarmored Training
Guardian Sphere (Patrol Package)
Duelist Sphere

Level Progression


Lvl 2: Long Cuts

Stance 1: Consumption


Lancer Sphere
Bloody Rip
Lancealot

Stance 2: Hunger


Dual Wielding Sphere
Dancing Display

Stance 3: Glutted


Fencing Sphere
Parry and Riposte

Arms & Equipment

Silk Kimono (200gp)
Masterwork Backpack (50 gp)
Masterwork Artisan's Tools (Craft Weapons) (55gp)

Class Features

Armorist(Lingchi Warrior)



Weapon and Armor Prof
A lingchi warrior is proficient with all simple and martial melee weapons, one exotic melee weapon, light armor and shields (except tower shields).

Armory Arena(Sp)
At 1st level a lingchi warrior can spend a spell point to call down a near infinite number of weapons around herself as a standard action. All creatures and objects within a 15 feet + 5 feet per 2 class level radius of the lingchi warrior take 1d6 + her casting ability modifier in slashing, piercing, or bludgeoning damage (her choice, Reflex negates, DC 10 + 1/2 lingchi warrior + casting ability modifier). When doing so, she may select a number of targets equal to her casting ability modifier to not take damage. The lingchi warrior who creates the armory arena never takes damage from this effect. For 1 minute per level after, the affected area is treated as difficult terrain for everyone other than the lingchi warrior.

Within this area, anyone may pick up any simple, martial, or exotic melee weapon that the lingchi warrior is proficient in or able to craft of their choice as a move action and wield it as if it were a normal masterwork quality item of its type that disappears when the armory arena expires or the weapon leaves the area of the armory arena. A lingchi warrior can only have 1 armory arena active at one time, with additional uses of this ability dismissing any currently existing arena. The lingchi warrior can dismiss the entire armory arena as a standard action but cannot dismiss specific weapons.

At 5th level, the lingchi warrior may create an armory arena as a move action and may pick up any weapon in the arena as a swift action.

At 15th level, the lingchi warrior may create an armory arena as a swift action and may pick up any weapon in the arena as a free action.

At 20th level, the lingchi warrior may create an armory arena as a free action once per round.

This ability replaces summon equipment, boost equipment, and quick summons.

Arsenal Tricks(Su)
At 2nd level and every even-numbered level thereafter, the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.

Enhanced Armory(Sp)
Starting at 3rd level, the lingchi warrior’s armory arena gains access to magically empowered weapons. Any weapon taken from the armory arena gains a +1 enhancement bonus. For every 3 levels the lingchi warrior possesses beyond 3rd, this bonus increases by +1 to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to the armorist’s Table: Bound Equipment, however the bonuses are determined by whoever wields the weapon at the time it is picked up.

Any arsenal trick that grants additional options to an armorist’s bound or summoned equipment instead adds to the list of options available to the enhanced armory.

This ability replaces bound equipment and bind implement.

Nimble(Ex)
At 3rd level, a lingchi warrior gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the lingchi warrior to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

This ability replaces armor training.


Armiger(Stancemaster)


Stances(Ex)
At 1st level, the stancemaster knows three stances. Entering a stance requires a swift or a move action and ends any previous stances. Each stance grants martial talents as per the armiger’s customized weapon feature. Stances can be modified or replaced in the same way that a customized weapon can be modified or replaced. If a talent requires making a choice as part of its selection (such as the Critical Genius talent of the Equipment sphere), the choice is made at the time the stance is customized. The stancemaster gains an additional stance whenever an additional customized weapon would normally be gained.

This replaces but otherwise counts as customized weapons.

Sequence(Ex)
At 1st level, the stancemaster gains the sequence, integrated techniques, and inspired sequence abilities of a prodigy of her level. These levels stack with prodigy levels for determining the maximum length of her sequence.

The stancemaster gains the following link component:

Stance Change (link): The stancemaster changes stances as a move or swift action.
This replaces quick change and enhanced customization.

Prowess
Prowesses that allow adding a talent to a customized weapon instead allow adding it to a stance. Prowesses that modify a customized weapon, such as skilled weapon or variable prowess, instead modify a selected stance. The practiced initiative prowess functions whenever a stance is active.

Focusing Stance(Ex)
At 3rd level, whenever the stancemaster succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a stance as an immediate action.

This replaces focusing switch.

Sequence(Prodigy)
A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends.

A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).

Integrated Techniques
A prodigy gains additional sequence options if she possesses certain spheres:

Inspired Sequence(Ex)
While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

LE_Asmodeus.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed