Kariya Kagetoki

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Kariya Kagetoki

“The Hand of the Gods”

[[1]]

Lvl 18 – Speed, Agility, Willpower

Medium Human

HD: 18d8+54

HP: 130

Initiative: +14

AP: 13 Free; up to 13 (No Penalty).

Speed: 20 feet (Costs 1)

AC. Base: 23 (10 + 11 AGL + 1 Dodge + 1 Katana) With CA: 59 OR 43

CA (att/def/counter/speed): +36 (+0/+36/0/0) OR (+16/+20/0/0)

Attacks: Katana +11 OR +27 (1d10+9 and always full overflow/ 17-20 x2)

Special Qualities: Dominant Initiative, Five-Foot Dodge, Many Step, First Action, Rapid Steps, Instant Pursuit, Accelerating Initiative, Lightning Strike (Speed) Nimble Feet, Balanced, Deft Acrobat, Unwinking, Acrobatic Movement, Opportunist, Evasion (Agility), Practiced Concentration, Partitioned Focus, Willful Stamina, Easy Concentration, Spell Resistance, Ignore Pain, (Willpower)

Saves: Fort +9, Ref +24, Will +18, Pre +10

Skills ranks (total/ranks): Acrobatics (+17/+5), Athletics (+11/+5), Awareness (+27 or +24/+19), Concentration (+19/+10), Craft (+13/+10), Craft (Calligraphy) (+18/+5), Craft (Composition) (+16/+3), Heal (+7/+2), Knowledge (+27/+19), Knowledge (Religion) (+37/+10), Knowledge (Horticulture) (+31/+4), Knowledge (Shogi) (+33/+6), Knowledge (Go) (+33/+6), Knowledge (Etiquette) (+37/+10), Knowledge (History) (+37/+10), Negotiate (+15 or +16/+10), Profession (Gardener) (+20/+12).

Feats: Weapon Focus (Katana), Style Focus (Katana Only), Greater Style Focus (Katana Only), Combat Reflexes, Dodge, All-Around Dodge, Improved Dodge, Split Focus, Improved Grab, improved Trip, Throw, Improved Unarmed Strike, Improved initiative, Empty Hands, Precise Strike, Improved Precise Strike, Greater Precise Strike, Quick Draw, Freedom of Motion

STR 6, END 6, AGL 11, SPD 13, INT 8, WIL 9, INU 5, CHA 6

Equipment: Masterwork Bastard Sword (Katana, +2 attack, +2 threat range), Masterwork Short Sword (Wakizashi, +2 attack, +2 threat range), Straw Hat, Kimono + other clothes.



Magic ranks (total/ranks) - Adept: Air (+32/30), Space (+30/28)

Capacity/Tenacity: 24/108

Favored Spells:

Kariya is not a true magic-user, and so has not fully explored his powers. He is nonetheless very potent, and his abilities are used very effectively.

- Blowback; Air; DC 40, Target enemy must make a reflex save (DC 30) or be blown back 1d4x10 feet.

[2]

- Flash Step; Space; DC 36, Kariya and whatever objects he is carrying disappear and reappear up to 30 feet away. Kariya must be able to see the area to which he is moving to but can move through characters, objects, and other obstructions. Kariya likes to use this ability to move “through” his enemies, and will often follow up with an attack from behind.