- "Kari Inihara" redirects here. For other uses, see Kari Inihara (disambiguation).
Kari Inihara is one of the guardians of Hueco Mundo, home of the Authors, and a minor protagonist in the Clouded Horizons series.
Kari Sayuri Inihara Elegant Angel
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Kari in her Ethereal Plane attire.
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Character Profile
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DOB:
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{{{dobDay}}}, {{{dobYear}}}
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Age:
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Expression error: Unrecognized punctuation character "{".
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Race:
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Malakh
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Gender:
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Female
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Profession:
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Divine Magus
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Theme:
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Star Ocean The Second Story Ocean of Tears OC Remix
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Artist:
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EgM
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Additional Information
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Birth Realm:
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Eighth Realm
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Rank(s):
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150px Ex-Captain, 5th Division, Order of Grim Angels 150px Templar, Order of the Ethereal Magi
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Personnel Information
Biography
Kari Sayuri Inihara is one of the few remaining Malakh in the Ethereal Plane. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the Gilead Order, at the age of 471. While there, she was assigned to the 5th Division under the leadership of Chieko Murakami, and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Great Ethereal War, the frequent battles soon took their toll on the 5th Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the 5th Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.
Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the 5th Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.
When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, Xeios. There, Xeios saw great potential in the former Captain, and recommended to Freya that she be given a role more fitting of her station than a mere soldier within the Ethereal forces. Freya summoned Kari on Xeios' advice, offering the young Malakh a station under Erasmus himself as a guardian of the plane of Hueco Mundo, domain of the Authors. Kari accepted the offer, withdrawing from her station as a Templar within the Order to take her new position as an Adjutant within Hueco Mundo.
239 years later, when Fayt attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.
Personality
Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a guardian of the path to Hueco Mundo quite seriously. However, she is still a very kind individual when treated with courtesy and respect.
Synopsis
Kari made her first and only appearance to date in the series when Aizen Sosuke attempted to use the Alchemic Trinity to open a path to Hueco Mundo. At the Door of Space-Time, he was confronted by Kari and Ma'at, who barred him entrance. After he divulged the reason he had come to the Door, the two allowed him entry into the otherworldly environment of the Author's home dimension.
Combat Information
Kari has not been shown in combat within the series as of the present time; however, as a former Captain of the Order of Grim Angels, it is presumed that she is one of the higher-ranking entities within the realm, possessing power to match.
- Master Swordsmanship Specialist: Kari is an expert with light blades, capable of fighting evenly with most high-ranking Ethereal and Nether entities.
- Skilled Hand-to-Hand Combatant: Kari, like all Captains, has at least basic training in hand-to-hand combat skills. This is not her primary style of fighting, but she can defend herself if required.
- Enhanced Strength: Kari is capable of using her formidable reiatsu to increase her strength, giving her a level of strength above and beyond even normal Malakh.
- Exceptional Agility: Kari possesses a high degree of skill with Shunpo, which gives her great mobility in combat. Her agility, combined with her skill with her Diviner in both sealed and released forms, gives her excellent battlefield reach and control.
- Immense Spiritual Energy: Kari, like all Captains, possesses a great degree of spiritual power, enough to fight for greatly extended periods of time and generate incredible levels of reiatsu to debilitate enemies.
- Expert Magic User: As a former member of the Fifth Division and a member of the Order of Ethereal Magi, Kari possesses a great degree of skill with magical attacks of all kinds, surpassing even her former Captain.
Combat Attributes
Experience
- Malakh (400)
- Divine Magus (150)
- Secondary Classes
- Illusionist (150), White Mage (50), Alchemist (50), Red Mage (50), Mesmer (50)
- None.
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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5,699
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10,155
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6,165
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8,600
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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3,990
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3,705
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7,462
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8,136
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4,910
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3,316
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2,954
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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10%
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5%
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10%
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25%
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Ice
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Earth
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Water
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Dark
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10%
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15%
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10%
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-8%
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Status Effect Resistances
Disease
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Poison
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20%
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10%
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Wound
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Fear
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5%
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25%
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Talents
Talents
- Proficiency: Katana - Gain proficiency with the Katana.
- Specialization: Katana - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Katana.
- Mastery: Katana - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Katana.
- Proficiency: Naginata - Gain proficiency with the Naginata.
- Specialization: Naginata - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Naginata.
- Mastery: Naginata - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Naginata.
- Proficiency: Staff - Gain proficiency with the Staff.
- Specialization: Staff - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Staff.
- Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
- Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
- Wind+ - Increases Wind Affinity by 10%.
- Recoil - Whenever dealt damage after using a Wind-elemental Ability, the attacker takes 0.35x Wind damage.
- Epidemic - Whenever a Wind-elemental Ability with one target would inflict Poison, Sap, or Blind status, a random adjacent target is also subject to that status effect.
- Updraft - Grants a +12% Agility bonus while affected by a Wind-elemental Enchantment.
- Holy+ - Increases Holy Affinity by 10%.
- Divine Aid - Whenever using a Holy-elemental Spell that restores Stamina, it also restores +2% Mana.
- Turn Undead - Whenever using a Holy-elemental Spell against an Undead target, treat the target's Holy Affinity as though it were 50% lower.
- Divine Sanction - After making a Holy-elemental attack against one target, the next time that target makes an attack, it takes 1.35x Holy Damage if an ally was the only target of that attack.
Racial Traits
Malakh
Active
- Mana Burn - Deals 15% Mana damage. Chroma: For each point of Mana lost, deals 2 magic damage.
- Spirit of Failure - Causes a 25% chance to miss with attacks. Chroma: Whenever hexed target misses, restores the user's Mana by 3%.
- Resurrection Chant - Revives an ally with up to the user's current Stamina and Mana.
Passive
- Angelic Aura - +7.5% Agility, +10% Holy Affinity.
- Second Wind - +3 pips Stamina regen whenever Stamina falls below 50%.
- Spiritual Resonance - +0.25...100% to all attributes while wielding a Diviner.
Equipment
Ability Information
Skills
Ethereal Magic
Active
- Rainbow Seal - The next Spell inflicts Slow and Silence status upon all targets.
Spells
- Binding - Deals 1.3x Holy damage. Inflicts Stop status.
- Heaven's Whisper - Deals 1.4x Holy damage. Inflicts Silence status.
- Celestial Arrow - Deals 1.35x Holy damage. Chroma: If the target is under Shell or Protect status, has 10% Magic Defense penetration.
- Holy Shield - Negates the next Dark elemental ability.
- Heaven's Wrath - Deals 1.6x Holy damage.
- Judgment's Light - Deals 1.45x Holy damage. Inflicts Dispel status.
- Blessing of Life - Restores 50% Stamina. Bestows Reraise status.
- Elysian Star - Deals 1.3x Holy damage. Inflicts Dispel status.
- Grand Cross - Deals 1.9x Holy damage.
- Tale of Fellis - Deals 1.2x Omni damage. Inflicts all status effects.
Passive
- Divine Favor - Increases the potency of Holy-elemental Spells by 0%.
- Majesty - Increases Holy Affinity by 0%.
- Resonance - Increases Mana regen by 0%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 21%.
- Agility+ - Increases Agility by 21%.
- Evasion+ - Increases Evasion by 21%.
- Vitality+ - Increases Vitality by 10%.
- Block+ - Increases Block chance by 10%.
- Holy+ - Increases Holy Affinity by 10%.
- Disease Resist+ - Increases Disease (effect) Resistance by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
White Magic
Active
- Divine Seal - Doubles the potency of the next Holy spell.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Banish I - Deals 1.2x Holy damage.
- Protectra - Bestows Protect status.
- Aquaveil - Prevents spells from being interrupted.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Banish II - Deals 1.45x Holy damage.
- Cura - Restores Stamina equal to 1.35x magic damage.
- Shellra - Bestows Shell status.
- Cure III - Restores Stamina equal to 1.7x magic damage.
- Regen - Bestows Regen status.
- Raise - Revives with 25% Stamina.
- Curaga - Restores Stamina equal to 1.6x magic damage.
- Arise - Revives with 100% Stamina.
- Esuna - Removes all negative status effects.
- Banish III - Deals 1.7x Holy damage.
- Regenra - Bestows Regen status.
- Holy - Deals 2.0x Holy damage.
Passive
- Resistance - Increases Magic Defense by 0%.
- Soul Shield - Bestows Shell status while in Critical status.
- Centered - Bestows Refresh status.
- Mana+ - Increases Mana by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Evasion+ - Increases Evasion by 14%.
- Holy+ - Increases Holy Affinity by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Wound Resist+ - Increases Wound (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Transmutation
Active
- Alchemy Seal - Doubles the potency of the next Alchemy spell.
- Therapy - The next curative item affects its target as though they had Reverse status.
Spells
- Create: Potion - Creates and uses a Potion. Restores 15% Stamina.
- Create: Ether - Creates and uses an Ether. Restores 33% Mana.
- Create: Phoenix Down - Creates and uses a Phoenix Down. Revives the target with 25% Stamina.
- Create: Hi-Potion - Creates and uses a Hi-Potion. Restores 30% Stamina.
- Create: Dispel Tonic - Creates and uses a Dispel Tonic. Removes all positive status effects.
- Create: Remedy - Creates and uses a Remedy. Removes all negative status effects.
- Create: Mega-Potion - Creates and uses a Mega-Potion. Restores 50% stamina.
- Create: X-Potion - Creates and uses an X-Potion. Restores full Stamina.
Passive
- Analysis - Grants Libra status whenever an enemy has a positive status effect or Enchantment active.
- Deconstruction - Transmuted curative items used on non-undead, non-spirit enemies are 33% as potent and act as though those targets had Reverse status.
- Creation - Non-transmuted restorative items are 1…33% more effective.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Accuracy+ - Increases Accuracy by 14%.
- Stamina+ - Increases Stamina by 5%.
- Vitality+ - Increases Vitality by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Phantasm Magic
Active
- Overwhelming Instinct - Imprint 1.2x Mind. Chroma: If this ability hits, inflicts Berserk status.
- Traumatic Visions - Imprint 0.8x Mind. Deals 0.3x psychic damage each second. Chroma: If this ability hits, inflicts Disable, Paralyze, and Immobilize status.
- Sum of all Fears - Imprint 0.65x Mind. Chroma: If this ability hits, Hexed target moves, attacks, and activates abilities 20% slower.
- Images of Remorse - Imprint 1.0x Mind. Chroma: If this ability hits, inflicts Stop status.
- Phantom Chasm - Imprint 0.9x Mind. Chroma: If this ability hits, inflicts Immobilize status.
- Grasping Shadows - Imprint 0.65x Mind. Inflicts Slow status. Chroma: If this ability hits, at the start of Hexed target's turn, deals 1.2x psychic damage.
- Distracting Whispers - Imprint 0.9x Mind. Chroma: If this ability hits, reduces Accuracy and Mind by 33%.
- Maze of Mirrors - Imprint 1.3x Mind. Chroma: If this ability hits, Hexed target treats the user's allies as though they had Vanish status.
- Taunting Phantoms - Imprint 0.5x Mind. Inflicts Berserk status. Chroma: If this ability hits, Hexed target physical attacks have a 50% chance to hit one of its allies. Chroma: If this ability fails to hit, inflicts Provoke status.
- Visions of Avarice - Imprint 1.1x Mind. Chroma: If this ability hits, Hexed targets skips their next 2 turns.
- Sheer Cold - Imprint 0.7x Mind. Deals 1.3x Ice damage. Chroma: If this ability hits, inflicts Freeze status.
- Overheat - Imprint 0.7x Mind. Deals 1.3x Fire damage. Chroma: If this ability hits, inflicts Heat status.
- Mirror Image - Imprint 0.8x Mind. Chroma: If this ability hits, deals 1.5x psychic damage and has "Chroma: For each ally, bestows Blink status."
- Repose - Imprint 1.3x Mind. Chroma: If this ability hits, inflicts Sleep status.
Spells
- Prominence - Deals 1.7x Fire damage.
- Tempest - Deals 1.7x Lightning damage.
- Freezeblink - Deals 1.7x Ice damage.
- Deluge - Deals 1.7x Water damage.
- Soil Evidence - Deals 1.7x Earth damage.
- Wild Tornado - Deals 1.7x Wind damage.
- Blackout - Deals 1.7x Dark damage.
- Star Cross - Deals 1.7x Holy damage.
Passive
- Mental Clarity - Increases the effectiveness of and defense against Spells that deal psychic damage by 0%.
- Absorb Mana - Whenever dealt damage by 0%.
- Conserve Energy - Reduces the cost of Spells by 0%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 21%.
- Agility+ - Increases Agility by 21%.
- Evasion+ - Increases Evasion by 21%.
- Fire+ - Increases Fire Affinity by 10%.
- Ice+ - Increases Ice Affinity by 10%.
- Lightning+ - Increases Lightning Affinity by 10%.
- Water+ - Increases Water Affinity by 10%.
- Earth+ - Increases Earth Affinity by 10%.
Red Magic
Active
- Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
- Doublecast - Casts two spells simultaneously.
- Convert - Switches current Stamina and Mana.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Quake I - Deals 1.2x Earth damage.
- Poison - Inflicts Poison status.
- Paralyze - Inflicts Paralyze status.
- Protect - Bestows Protect status.
- Blind - Inflicts Blind status.
- Water I - Deals 1.2x Water damage.
- Bio - Deals 1.2x magic damage. Inflicts Sap status.
- Slow - Inflicts Slow status.
- Aero I - Deals 1.2x Wind damage.
- Shell - Bestows Shell status.
- Silence - Inflicts Silence status.
- Oil - Inflicts Oil status.
- Regen - Bestows Regen status.
- Sleep - Inflicts Sleep status.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Dispel - Removes all positive status effects.
- Quake II - Deals 1.45x Earth damage.
- Raise - Revives with 25% Stamina.
- Water II - Deals 1.45x Water damage.
- Refresh - Bestows Refresh status.
- Aero II - Deals 1.45x Wind damage.
- Esuna - Removes all negative status effects.
- Haste - Bestows Haste status.
Passive
- Fast Cast - Decreases spell activation and reactivation time by 0%.
- Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
- Replenish - Gain 1…20% magic damage taken as Mana.
- Strength+ - Increases Strength by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Luck+ - Increases Luck by 14%.
- Evasion+ - Increases Evasion by 5%.
- Accuracy+ - Increases Accuracy by 5%.
- Earth+ - Increases Earth Affinity by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Fear Resist+ - Increases Fear (effect)Resistance by 5%.
Sleight
Active
- Overload - Imprint 0.75x Mind. Chroma: If this ability hits, deals 1.8 psychic damage.
- Phantom Pain - Imprint 0.8 Mind. Chroma: If this ability hits, reduces Stamina regen by 5…10 pips.
- Imagined Burden - Imprint 1.2x Mind. Chroma: If this ability hits, Inflicts Slow status.
- Mantra of Psychosis - Gain +0.25…0.75x bonus to Imprint Mind checks.
- Accumulated Pain - Imprint 0.8x Mind. Chroma: If this ability hits and if the target has at least two Hexes, deals 2.25x psychic damage.
- Sensory Deprivation - Imprint 1.75x Mind. Chroma: If this ability hits, inflicts Sleep, Poison, and Sap status.
Spells
- Arcane Larceny - Disables a random Spell. Arcane Larceny becomes that Spell.
- Power Leak - Interrupts an Ability. Chroma: If a Spell is interrupted, deals 1.8x Mana damage.
- Power Spike - Interrupts an Ability. Chroma: If a Skill is interrupted, deals 1.8x psychic damage.
- Enervate - Chroma: Whenever Hexed target activates an Ability, drains Mana equal to the cost of that ability.
- Illusionary Weaponry - Adds +0.1...0.5x magic damage. This damage has 20% Magic Defense penetration.
Passive
- Clairvoyance - When using an Ability with Imprint, displays the success rate.
- Domination - Whenever a Hex is successfully applied, it deals 0.2…0.8x Mana damage.
- Perception - Increases Mind by 0%.
- Mind+ - Increases Mind by 40%.
- Agility+ - Increases Agility by 40%.
- Strength+ - Increases Strength by 14%.
- Spirit+ - Increases Spirit by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Stamina+ - Increases Stamina by 5%.
- Evasion+ - Increases Evasion by 5%.
- Magic Damage+ - Increases Magic Damage by 5%.
- Magic Defense+ - Increases Magic Defense by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
Spells
Other
Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named Kazewana (Wind Snare), and Kari is capable of manifesting her Diviner in both a Shikai and Bankai form.
- Shikai: By using the command "swirl" (uzu), Kari can release Kazewana's Shikai. In its Shikai form, Kazewana takes the form of a crescent-shaped blade and spike connected by a long chain, and is capable of slicing enemies with Wind-elemental energy if the chain is wrapped around the target.
- Bankai: Named Kiritori Kazewana (Slicing Wind Snare), Kari's Bankai becomes a pair of three-pointed stars connected by a chain, gaining the ability to launch funnels of wind at an enemy that trap the target in a vortex of wind if stricken.
Overdrives / Limit Breaks
Overdrives / Limit Breaks
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