GCS/Kikahore

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Kikahore "Kit" Hei-ingora

Kikahore Hei-ingora is a member of the Kainga Teroa tribe, undergoing a spirit journey in the lands near Restwell Keep. As a courtesy to his hosts, he goes by the name "Kit".

Kit is a charming man in his mid-twenties, witty and known to be a bit snarky. He spends much of his time apparently muttering to himself while occasionally dropping small pieces of pipeweed, incense, or food around him. As he is a potent spirit chanter, most of this strange behavior is him negotiating constant deals with the local spirits and rewarding them for favors.

Kit is usually accompanied by two servitors: Hauiroto Itewirou, an allied air elemental in the form of a living tornado, and Sikorsky a shoulder dragon wizard that Kit is trying to convince to become his familiar.

Kit seeks to explore the Chaos Scar because he believes the entire area once was legally Kainga Teroa tribal grounds. He is grimly and quietly determined to force the monsters out of the valley and recover the spirits of his ancestors, a contrast to his usual aggressively cheerful attitude.

(342 points)

ST 10 [0]; DX 12 [40]; IQ 14* [80]; HT 12 [20].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 14 [40]; Per 11 [8]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Reflex 12 [8]; Dodge 9.

Social Background

TL: 2† [0].
Languages: Common (Native Spoken, Native Written); Goblinish (Fluent) [3]

Advantages

Ally (Elemental; 75% of starting points; Spirit; 15 or less; Summonable) [17]; Ally (Shoulder Dragon; 50% of starting points; Constantly) [8]; Bard-Song Rapier Wit‡ (Bard Song) [4]; Bard-Song Talent 1 [5]; Charisma 3 [15]; Connected 1 [5]; Cosmic Power (Onset (Delay 1 minute); Per point of abilities (+2); Shamanic Gift; Spoken Languages Only) [4]; Destiny 2 [10]; Musical Ability 1 [5]; Shamanic Power 3 [30]; Spirit Bargainer 2 [10]; Spirit Guide (+2 Major Healing, +1 Command, +1 Turn Spirit) [1]; Spirit Empathy [10]; Trading Character Points for Money $500 [1]; Voice [10].
Perks: Disarming Smile; Grip Mastery (Staff). [2]

Disadvantages

Chummy [-5]; Lecherousness (12 or less) [-15]; Low TL -1 [-5]; Obsession (Restore the Chaos Scar to the Kainga Teroa tribe.; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Vow (Always help spirits in need of aid) [-10].
Quirks: Cheerful; Distinctive Feature: Faintly glowing tattooes; Expects people to make more of an effort to talk to spirits; Likes to trick people into thinking he's an uncultured savage; Talks to spirits that others can't see. [-5]

Skills

Captivate (H) Will-1 [2]-13; Carousing (E) HT [1]-12; College of Life (VH) IQ+2 [8]-16§; College of Spirits (VH) IQ-3 [2]-12; College of Wisdom (VH) IQ-1 [1]-13§; Detect Lies (H) Per-1 [2]-10; Diplomacy (H) Will+4 [4]-18¶; Exorcism (H) Will+1 [2]-15§ First Aid/TL2 (Human) (E) IQ [1]-14; Herb Lore/TL2 (VH) IQ-1 [4]-13; Hidden Lore (Spirit Lore) (A) IQ+1 [4]-15; Interrogation (A) IQ+2 [2]-16§; Meditation (H) Will-2 [1]-12; Merchant (A) Will+2 [2]-16§; Musical Instrument (Drums) (H) IQ-1 [1]-13††; Naturalist (Earth) (H) IQ-2 [1]-12; Occultism (A) IQ-1 [1]-13; Persuade (H) Will [4]-14; Psychology (Human) (H) IQ-2 [1]-12; Public Speaking (A) IQ+4 [1]-18‡‡; Sex Appeal (Human) (A) HT+1 [1]-13§§; Singing (E) HT+3 [1]-15¶¶; Staff (A) DX+2 [8]-14; Stealth (A) DX [2]-12; Suggest (H) Will-2 [1]-12; Thrown Weapon (Spear) (E) DX+1 [2]-13; Wrestling (A) DX-1 [1]-11.

Footnotes

* Conditional -1 from 'Chummy' when alone.
† Includes -1 from 'Low TL'.
‡ Includes +1 skillscore from 'Bard-Song Talent'.
§ Includes +2 from 'Spirit Bargainer'.
¶ Includes +2 from 'Spirit Bargainer', +2 from 'Voice'; Conditional +3 from 'Charisma' when making Influence rolls.
†† Includes +1 from 'Musical Ability'.
‡‡ Includes +3 from 'Charisma', +2 from 'Voice'.
§§ Includes +2 from 'Voice'; Conditional +3 from 'Charisma' when making Influence rolls.
¶¶ Includes +1 from 'Musical Ability', +2 from 'Voice'.

Equipment

1× Drum ($40; 2 lb);
1× Armor Kit ($439; 5.82 lbs) consisting of

  • 1× DR1 Layered Cloth Gloves (Forearms, Hands; Fine; $57.6; 1.15 lb);
  • 1× DR1 Leather Robe (Arms, Skull, Knees, Thighs, Neck, Torso; Quality Leather; Fine; Bargain Hunt; $306.04; 5.31 lb);
  • 1× DR1 Leather Boots (Feet, Shins; Quality; Fine; $75.6; 1.31 lb);
  • 1x DR+2 Fortify Enchantment and -25% Lighten Enchantment ($6000; -1.94 lbs).

1× Potion Belt ($60; 1 lb) holding 6× Minor Healing Potion (Drinkable; Home Brew; $360; 3 lb) and 2× Major Healing Potion (Drinkable; Home Brew; $350; 1 lb);
1× Balanced Quarterstaff of Reaching ($610; 4 lb).
1× Adventurer's Kit ($free; 41 lb).
240× Coins ($1).

Encumbrance

[None]: Basic Lift 20 lb. Ground Move 6 yd; Water Move 1 yd. Dodge 9.
Light: Basic Lift 40 lb. Ground Move 4 yd; Water Move 1 yd. Dodge 8.
Medium: Basic Lift 60 lb. Ground Move 3 yd; Water Move 1 yd. Dodge 7.
Heavy: Basic Lift 120 lb. Ground Move 2 yd; Water Move 1 yd. Dodge 6.
X-Heavy: Basic Lift 200 lb. Ground Move 1 yd; Water Move 1 yd. Dodge 5.

Defenses

Parry: 12 (Staff). Block: 7 (DX). Dodge: 9. DR: 1* (Everywhere but face).

Melee Attacks

Kick (10): 1d-2 cr. Reach C,1.
Punch (12): 1d-3 cr. Reach C.
Quarterstaff • Staff Swing (14): 1d+2 cr. Reach 1, 2.
Quarterstaff • Staff Thrust (14): 1d cr. Reach 1, 2.

Spells

College of Life
at 16 - Fear, Message, Sense Life, Spasm, Stop Spasm
at 15 - Boost DX, Boost HT, Boost ST, Command (+1), Daze, Mental Stun, Minor Healing, Panic, Paralyze Limb, Rooted Feet, Silver Tongue, Strike Blind
at 14 - Dream Sending, Grace, Major Healing (+2), Mass Daze, Might, Presence, Sleep, Terror, Total Paralysis, Vigor.
College of Wisdom
at 13 - History, Know True Shape, Sense Mana, Sense Spirit.
at 12 - Detect Magic, See Secrets.
at 11 - Divination, Predict Weather, See Invisible, Suspend Curse, Watchdog.
College of Spirits
at 12 - Astral Vision, Final Rest.
at 11 - Affect Spirits, Awaken Craft Spirit, Boost IQ, Command Spirit, Materialize, Solidify, Strengthen Will, Summon Spirit, Turn Spirit (+1), Weaken Will.
at 10 - Banish, Control Elemental, Entrap Spirit, Pentagram, Planar Visit (Astral Plane), Repel Spirits, Skull Spirit, Turn Zombie, Wisdom.

Improvements

After Stick in the Mud
2 Destiny Points, +1 to College of Spirits, Spirit Guide (+2 Major Healing, +1 Command, +1 Turn Spirit). Gets his armor enchanted with Fortify +2, Lighten 25%. Available cash +$550.
After the Lost Library
9 points saved for more Investiture. +$2500 in cash and a full suit of DR2 Dragonscale arriving in 6 weeks.