Mitiharu was born at a Pleasure Temple of Shelyn. By fate, or the will of the goddess, the first person the tiny kit saw as his eyes opened was Shelurana, resident veteran paladin of Shelyn; he has followed her like a puppy ever since. Shelurana, however, is a serious and active paladin of the goddess and away questing for truth and beauty more often than she is home at the temple. The temple geishas, on the other hand, were thrilled to have the fuzzy little newcomer and carefully raised him in their ways.
Mitiharu’s extra tail marked him immediately as something unusual and indeed he was. His father was a free-spirited faun of the forest fey and his mother a kitsune of noble lineage. They loved, and deeply, but her family forbade any relationship with a non-kitsune. As soon as they discovered she was expecting her family sent her away to the temple to avoid embarrassment, explaining publicly that she was taking a course of study in the fine arts there. The family made it clear that she was to return without the evidence of her indiscretion.
When Mitiharu entered young adulthood he pestered Shelurana into taking him on as her paladin squire. Eventually she realized that he was serious and trained him in all that a paladin should know. In the last couple years he has quested on his own with some success. His (chaotic) parentage makes it difficult for the young paladin to take too serious an attitude towards life. But his crush on Shelurana has made him determined make her proud by living up to her principle that art takes discipline as well as talent. Following the rules doesn’t come naturally but he treats that challenge as a matter of the heart.
Moreover, his upbringing by the disciples of pleasure and beauty at the temple left Mitiharu with a keen belief in his attractiveness to the ladies. His two tails, natural magical ability to disguise himself with various looks, and a dashing human form keep the girls delightfully off-balance. Pleasure is his business, and his business is pleasure.
While questing, Mitiharu prefers to make good use of his natural disguise ability, social skills, and alternate human form to deftly resolve conflicts and trick opponents into defeat and confusion. Nevertheless his continuing training and rough experiences keep his combat skill sharp.
Mitiharu, Hospitaler Paladin of Shelyn (Level 7)
male Kitsune, Lawful Good
AC: [varies but will include +2 from Dexterity]
BAB: +7/+2 (melee +8/+3, ranged +9/+4)
CMB : +8
Str 13 +1
Dex 14 +2 Ref +7
Con 14 +2 Fort +4
Int 9 -1 Languages: Common, Sylvan
Wis 10 +0 Will +5
Cha 18 +4
- Aura of Good, Detect Evil (60‘; move action)
- Divine Grace [+7 on all saving throws
- Lay On Hands [7/day; heals 3d6; possibly extra 1d6 for Greater Mercy feat]
- Aura of Courage [immune to fear; all in 10‘ get +4 on saves vs. fear effects]
- Divine Health [immune to all diseases]
- Mercy [remove sickened or diseased condition with Lay on Hands]
- Channel Positive Energy (as Cleric 4 [2d6]; 7/day; does not expend use of Lay on Hands)
- Divine Bond (glaive)
- Smite Evil 4/day
- 1st (2/day): Divine Favor; Lesser Restoration
- 2nd (1/day): Shield Other
- Kitsune Magic Tail (2/day): Disguise Self
- Kitsune Racial Magic (3/day): Dancing Lights
Magical Tail (Kitsune)
You grow an extra tail that represents your growing magical powers.
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.
Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
You were found in the wilds as a child, bearing a mark of the First World.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Extra Lay On Hands
Benefit: You can use your lay on hands ability two additional times per day.
Kistune Racial Traits (if not noted elsewhere):
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.
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.
Natural Weapons (Ex) In his natural form, Mitiharu has a bite attack that deals 1d4 points of damage
Gregarious (Ex) Even among his own kind, his gift for making friends stands out. Whenever he successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of his Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
- Acrobatics (Dex) 2
- Appraise (Int) -1
- Bluff (Cha) 4
- Climb (Str) 1
- Diplomacy (Cha) 8
- Disguise (Cha) 4
- Escape Artist (Dex) 2
- Fly (Dex) 2
- Handle Animal (Cha) 4
- Heal (Wis) 4
- Intimidate (Cha) 4
- Perception (Wis) 0
- Perform (oratory) (Cha) 5
- Profession (poet) (Wis) 4
- Ride (Dex) 5
- Sense Motive (Wis) 4