Kitsune

Hijiro's page

485 posts. Alias of JAF0.


Full Name

Hijiro Hakamura

Classes/Levels

skills:
acrobatics 20, bluff 12, climb 9, diplomacy 8, disable 15, esc artist 9, perc 14, perf: comedy 7, perf: dance 7; craft: carpentry , sleight of hand 15, stealth 15, know: local 13

Gender

HP 42/42; AC 20 (T 16, FF 20); saves F +3, R +11, W +3 (5vsfear); bab: 4; melee 5(+9), ranged +9; CMB 5, CMD 20; speed 30; init +5, Kitsune Swashbuckler Rogue/6

Size

M 5'0, 106 lbs

Age

17

Special Abilities

change shape, low light vision

Alignment

NG

Location

Sandpoint

Languages

Tien, Senzar, Minkaian, Common

Strength 12
Dexterity 20
Constitution 10
Intelligence 12
Wisdom 10
Charisma 17

About Hijiro

Picture that looks somewhat like Hijiro in his human form.

racial features/SA:

change shape
low light vision
+2 acrobatics
1d4 bite attack in humanoid fox form
3x/day: dancing lights

class features/SA:

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
sneak attack 3d6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex) At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue's Edge (Ex) At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. (kukri) In addition, she may take the combat trick rogue talent up to two times.
Daring (Ex): At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trapfinding.
Daring (Ex): At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

traits:
Rice runner (+1 acrobatics)
dirty fighter (+1 pt of dmg when flanking, multiplied on a crit)

feats broken link:

[b]Two-weapon fighting
Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Twist Away Prerequisite(s): Evasion. Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early
Skill focus +3 with one skill - know local

feats:

Two-weapon fighting Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Twist Away Prerequisite(s): Evasion. Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early
Skill focus +3 with one skill - know local

rogue talents:

offensive defense Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
Canny Observer (+4 perception)
Positioning Attack (Ex) Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

equipment:

CI rapier
+1 rapier
+1 kukri
haramaki +3 (worn under clothing)
Daredevil boots of the cat (As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.; The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.)
gloves of reconnaisance (Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.)
swarmbane clasp An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
sleeves of many garments These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
+1 cloak of resistance
headband of alluring charisma +2
sling, 20 bullets
sap
MW thieves' kit
50' silk rope
grappling hook
backpack
belt pouch
clothing
154 gp
3 Minkaian art objects (fan w/map, hairpin, box)
potion CLW
potion invis x2

skills:

acrobatics 20, bluff 11, climb 9, diplomacy 7, disable 15, esc artist 9, perc 14, perf: comedy 6, perf: dance 5; craft: carpentry 5, sleight of hand 15, stealth 15, know: local 10

background:
Hijiro and his twin brother Seijiro were born in a small kitsune village in Minkai. While Seijiro was always fascinated with water, Hijiro was fascinated with anything with shine or sparkle, whether or not the object had intrinsic value. It was a great struggle for his parents to instill in him a strong enough moral compass to keep him from stealing anything he could get his hands on. Yet they did succeed, for the most part.

When Hijiro was 12, his twin brother ran away to go to sea on a merchant vessel and was never seen by the family again. This caused his parents, Shinji and Misao, to cling to him even tighter than they had before. They insisted that he learn a trade, despite his natural tendencies for thievery. He did manage to apprentice to a carpenter for a while, but his true talents lay in different directions.

He loved tinkering with traps and locks, though there were few enough opportunities in his small village. When he was 14, bristling under the tight control his parents tried to impose on him, like his brother, he ran away from home. He found himself after a time in the city of Wanshi, where he apprenticed to a locksmith. His natural abilities made him an apt pupil and he learned quickly. Soon, he learned what he could from his master, and decided to move on. Hearing that there might be greater challenges in the capital, he began the long trip there.

On the way to the capital, he passed by a remote temple where he stopped in for a meal and a place to sleep for the night. What he didn't know was that the temple was actually the location of a torii, a magical gate. Wandering the temple grounds late at night, his natural curiosity getting the better of him, he passed through the torii, whereupon he fell unconscious.

When Hijiro woke, he was lying in the middle of a main street in the city of Sandpoint, truly a stranger in a strange land. He masked his true nature through shapechange, but was totally lost, not speaking the language of the strange looking people of Varisia. It took him a good six months to learn Common enough to get by easily, and during this time, he was a constant visitor to the Rusty Dragon Tavern, where the innkeeper spoke his language and helped him with his Common. He fell hopelessly in love with the woman, though she didn't return his affections he was undeterred. While not quite stalking her per se, he does spend a lot of his free time at the Rusty Dragon, and does little things for her whenever he sees a need arise. He obsesses about every kindness she does show him, and it just fuels his passions each time.

Now 17, Hijiro is fluent in Common and a regular figure around Sandpoint, doing odd jobs and occasionally entertaining children with feats of sleight-of-hand. He rarely pilfers in town, his sense of honor not permitting him to steal from friends. Doesn't mean he doesn't occasionally palm a coin or steal an apple from a cart when he's really down on his luck, but those times are few and far between.

business ventures:

an inn, called the Fox Den, which will, among other things, have an underground complex which will house the guild hall. (accessible from outside the inn via the sewers if nec.)... owned and run in partnership with Barazeta.

Another business he created is a house of ill repute called 'Something for Everyone'... with 'business associates' of all ages, races and genders to serve any comers.

Also runs the local theives guild in Kelmarene. Guild manages and controls all illegal activity in the city - not just thievery. The whole organization is as self-sustaining as possible, with a strong chain of command. Co-guildmaster either openly or as a silent partner is Barazeta.