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Kiritsugu Emiya

Race: Human
Alignment: Chaotic Good
Favored Weapon: Weapons and Tactics
Patron Saint: St. Paul

Realizing that the tragedies he saw in his


childhood were common occurrences in the
world, Kiritsugu became a freelancer to
hunt down heretical magi around the world.
Trained not only in Magecraft, but in
tracking, assassination, and all types of
weaponry Kiritsugu was eventually branded
as the Magus Killer by the Arcane
Association. In order to pursue his dream,
he attempts to kill off most of his emotions.
He has managed to become completely
devoted to any duty without showing any emotional wavering, though he is prone to
fall into moments of extreme emotion and despair occasionally. Due to the lack of
devoted magecraft training is only average as a magus, and instead specializes as a
"Magus Killer." Kiritsugu is a very unconventional magus, known as a Spellcaster,
that treats magecraft as a mere tool in which he has acquired knowledge rather than
the object of his lifelong goals, and he primarily prefers the use of modern technology
supplemented with any little magecraft abilities he has to gain an advantage over
enemies. He has a number of specialties that would not make him very notable within
the Mage's Association, but instead make him useful for higher-ups when they need
an assassin to kill other heretical magi. His relationship with the Association is much
like how the Church treats its Executors. His abilities are great enough that even the
Church considers him to be "an individual that requires surveillance." He is noted for
many cases of missing persons and accidents believed to be magi he has killed, and
many tragedies of the past reported as major acts of terrorism are in reality criminal
acts committed for the sake of killing one magus. While there is no actual evidence,
events such as planting a bomb in public and striking down an airplane with many
passengers on board are believed to be caused by him.

Factotum 11/ Avenger 9


Hit Dice: 11d8 + 9d6 +20
Initiative: +5
Speed: 30 ft.
AC: 18 (Dex +4, Concealable Kevlar Chain Shirt +4)
BAB: +14/+9/+4
Face/Reach: 5 ft.
Flaw: City Slicker, Insomniac
Special Attacks: Death Attack, Sneak Attack 5d6
Special Abilities: SR 19, DR 15/Slashing, Bludgeoning
Saves: Fort +6 (+4 Poison) Ref +13 Will +6
Abilities: Str 14, Dex 18, Con 12, Int 20, Wis 13, Cha 14
Skills: Balance +5 +2, Climb +8 +2, Diplomacy +5 +4, Bluff +5, Concentration +5,
Jump +7 +2, Knowledge Local/Arcana 15, Knowledge Dungeoneering/Nature
(-2)/Religion +10, Listen +10, Sense Motive +5, Sleight of Hand +10, Spot +10,
Profession (Mercenary) +5, Tumble +12 +2, Escape Artist +8 (+2 Rope), Use Rope
+10 (+2 Binding), Gather Information +15 +2, Hide +8, Move Silently +8, Survival
+10 -4 (+2 Natural Environment, Tracking), Use Magic Device +10 (+2 Scrolls),
Search +12, Disable Device +15, Ride 5 +2, Disguise +5, Handle Animal +0 -4
Skill Tricks: Back on Your Feat, Acrobatic Backstab, Collector of Stories, Never
Outnumbered
Feats: Point Blank Shot, Precise Shot, *Born of Steam and Steel, *Knowledge
Devotion, Font of Inspiration (3), Travel Devotion, Far Shot, Dead Aim

Possessions: Spell Resistant Kevlar Chain shirt+1, Storm Grenades, smoke Sticks,
Explosives, Empire 1st Iron Legion SA-60 'Suppressor' Automatic Rifle, Empire Steel
Longknives, 1st Legion Iron Rebreather, Empire 1st Legion Death Stroke Sniper Rifle
(With Scope), Thompson Contender, Origin Bullets (23), Imperium Rounds, Poisons

Inspiration (12): Kiritsugu has inspiration points that he can spend to activate his
abilities. At the beginning of each encounter, he gains 12 inspiration points.

Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw,
Kiritsugu can spend 1 inspiration point to gain a competence bonus on the roll equal to
his Intelligence modifier. Cunning insight does not require an action, and can be used as
often as wished during the turn or others’ turns—provided that Kiritsugu has the
inspiration points to spend. Because this ability provides a competence bonus, it does
not stack with itself.

Cunning Knowledge (+11) (Ex): When making a check involving a skill in which
Kiritsugu has at least 1 rank, he can spend 1 inspiration point to gain a bonus on the
check equal to his factotum level. Kiritsugu can use this ability once per day for a
particular skill. For example, if Kiritsugu uses cunning knowledge to gain a bonus on a
Hide check, he cannot use the ability to improve other Hide checks for the rest of the
day, though he can use it on different skills.

Trapfinding (Ex): Kiritsugu can use the Search skill to locate traps with a DC higher
than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the
rogue class feature.

Arcane Dilettante (Sp): Kiritsugu has a vague understanding of magic. By spending 1


inspiration point, Kiritsugu can mimic a spell as a spell-like ability.

At the start of each day, Kiritsugu chooses a number of spells from the sorcerer/wizard
spell list. Kiritsugu can choose four spells with a maximum level of 4. Kiritsugu can
select any sorcerer/wizard spell up to that level, but you can prepare only one spell of
the maximum level. Kiritsugu caster level equals the level in this character class. The
Difficulty Class for a saving throw against your spell is 10 + the spell level + Kiritsug’s
Int modifier. Kiritsugu cannot prepare the same spell multiple times to use it more than
once during the same day. Kiritsugu cannot use spells that require an XP cost and must
otherwise provide the necessary material components as normal.

Brains over Brawn (Ex): Kiritsugu uses his Intelligence bonus as a modifier on
Strength checks, Dexterity checks, and checks involving skills based on Strength or
Dexterity, such as Hide, Climb, and Jump.

Cunning Defense (Ex): Kiritsugu can spend 1 inspiration point to gain his Intelligence
bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this
ability is a free action. Kiritsugu gains this benefit even while wearing medium or heavy
armor. Kiritsugu can use this ability multiple times to gain a bonus against different
opponents, but you cannot use it more than once during a turn against a single foe.

Cunning Strike (Ex): Kiritsugu can spend 1 inspiration point to gain 1d6 points of
sneak attack damage. Kiritsugu must spend the inspiration point to activate this ability
before making the attack roll. When determining if you can use sneak attack against a
target that has uncanny dodge, Kiritsugu’s factotum level represents his rogue level.

Opportunistic Piety (5) (Su): Kiritsugu can spend 1 inspiration point to channel divine
energy as a standard action. he can use this energy to heal injuries, harm undead, or turn
undead. Kiritsugu can use this ability five times. Kiritsugu cannot use opportunistic
piety if you have exhausted your daily uses, even if he has inspiration points left to
spend. If Kiritsugu use this ability to heal injuries, he channels positive energy to heal a
living creature for 27 hit points. The energy will also deal the same amount of damage
to undead targets.

If Kiritsugu uses this ability to turn undead, he acts as a cleric of a level equal to his
factotum level.

Cunning Surge (Ex): By spending 3 inspiration points, Kiritsugu can take an extra
standard action during his turn.

Cunning Breach (Su): By spending 2 inspiration points as a free action, Kiritsugu can
ignore a single target’s spell resistance and damage reduction for 1 round. The target
automatically fails any spell resistance check that she attempts to avoid the spell.

Death Attack: Kiritsugu studies his victim for 3 rounds and then makes a sneak attack
with a melee weapon that successfully deals damage, the sneak attack has the additional
effect of possibly either paralyzing or killing the target (Kiritsugu's choice). While
studying the victim, Kiritsugu can undertake other actions so long as his attention stays
focused on the target and the target does not detect him or recognize him as an enemy.
If the victim of such an attack fails a Fortitude save (DC 19 + Int modifier) against the
kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's
mind and body become enervated, rendering her helpless and unable to act for 1d6
rounds plus 9. If the victim's saving throw succeeds, the attack is just a normal sneak
attack. Once Kiritsugu has completed the 3 rounds of study, he must make the death
attack within the next 3 rounds. If a death attack is attempted and fails (the victim
makes her save) or if Kiritsugu does not launch the attack within 3 rounds of
completing the study, 3 new rounds of study are required before he can attempt another
death attack.

Poison Use: Kiritsugu is trained in the use of poison and never risk accidentally
poisoning himself when applying poison to a blade.

Save Bonus against Poison: Kiritsugu trains with poisons of all types and slowly grow
more and more resistant to their effects. This is reflected by a natural saving throw
bonus to all poisons of +4.

Sneak attack (Ex) 5d6 - Kiritsugu can catch an opponent when he is unable to
defend himself effectively from his attack, he can strike a vital spot for extra damage.

Basically, Kiritsugu’s attacks deal extra damage any time his target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or
when he flanks his target.

Uncanny Dodge (Ex): Kiritsugu can react to danger before his senses would normally
allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught
flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus
to AC if immobilized.

Improved Uncanny Dodge (Ex): Kiritsugu can’t be flanked, since he can react to
opponents on opposite sides of him as easily as he can react to a single attacker. This
defense denies rogues the ability to use flank attacks to sneak attack the assassin. The
exception to this defense is that a rogue at least four levels higher than the assassin can
flank him (and thus sneak attack him). Levels from Kiritsugu’s rogue class stack to
determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): Kiritsugu’s can use the Hide skill even while being observed.
As long as he is within 10 feet of some sort of shadow Kiritsugu’s can hide himself
from view in the open without having anything to actually hide behind. He cannot,
however, hide in his own shadow.

Spells Known: 4/4/3/2


1. Low-Light Vision 3. Enduring Scrutiny
Ebon Eyes Find the Gap
Instant Search Vital Strike
Distract Assailant Nondetection
2. Cat’s Grace 4. Freedom of Movement
Invisibility Swift Glibness
Increase Virulence Sniper’s Eye
Fox’s Cunning

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