Sikutsu Tenzou

Palautan Amatatsu Ameikon takaisin tämän lailliselle valtaistuimelle tai kuolen tätä tavoitetta palvellessani.

Male Human Samurai(Sword Saint) 15
LG Medium Humanoid(human)
Player Filadeus

Init +2
Senses Perception +20

AC 27, touch 15, flat-footed 26; (+10 armor, +1 dex, +2 nat, +2 deflection, +1 luck, +1 insight)
hp 184(15d10+60+15+15)
Fort +19, Ref +12, Will +12
Honor in all things(+4 to save/skill check, 4/day), Resolute(Immediate action to roll twice Will/Fortitude save, 8/day), Way of the Samurai(Std action to roll in 1 minute thrice save/skill check/attack roll, uses resolve)
Special Defenses Warrior's Demanding Challenge (DR 4/- vs target, -2 AC vs others), Iajutsu Strike(-2 AC for one round), Unstoppable, Lunge(-2 AC), Honorable Stand, Jingasa

Speed 30/20 ft (40/30 ft with longstrider)
Melee Suishen +25/+20/+15, 1d8+14+1d6(fire)/15-20/x2, S
Melee Suishen +25/+16/+11, 1d8+26+1d6(fire)/15-20/x2, S PA+FF
Melee Suishen +25/+16/+11, 1d8+41+1d6(fire)/15-20/x2, S PA+FF+Chal
Melee Suishen +26/+22/+17/+12, 1d8+41+1d6(fire)/15-20/x2, S PA+FF+Chal+Has
Melee Suishen +30/+26/+21/+16, 1d8+43+1d6(fire)/15-20/x2, S PA+FF+Chal+Has+IC+He
Melee Suishen +32/+28/+23/+18, 1d8+45+2d6+1d6(fire)/15-20/x2, S PA+FF+Chal+Has+IC+He+Bane
Melee Suishen +25, 1d8+41+1d6(fire)+8d6/15-20/x2, S PA+FF+Chal+IS
Melee Thundering Blade +23/+14/+9, 1d8+23+1d6(electricity)/x4, S PA+FF
Melee Gauntlet +18/+13/+8, 1d3+15/x2, B PA
Ranged Daikuy +18/+13/+8, 1d8+9/x3, P, 110'
Special Attacks Warrior's Demanding Challenge +15(5/day), Power Attack(-4/+8), Furious Focus, Terrifying Roaring Iajutsu Strike(std action, -2 AC, +8d6 damage, 30ft radius DC 20 Will save or shaken 1d4+1 rds, 30 ft radius DC 24 Fort save or deafened 1d4 min), Weapon expertise(+2 to confirm criticals with katana), Brutal Slash(+7 to confirm criticals with iajutsu), Lunge(+5 ft to reach, -2 AC), Way of the Samurai(std action to focus, uses 1 resolve, in 1 minute you can roll 3 times for one attack roll, skill check or saving throw), Terra-cotta talisman(Immediate action to reroll attack roll with +1 luck bonus, 1/day), Dazing Assault(-5 to hit/DC 25 Fort), Critical Focus(+4 to confirm critical hits), Staggering Critical(DC 25 Fort), Strike True(1/day)

Str 25, Dex 12, Con 18, Int 12, Wis 10, Cha 16
Base Atk +15; CMB +22; CMD 37
Feats Power Attack, Furious Focus, Weapon Focus(Katana), Weapon Specialization(Katana), Lunge, Leadership, Improved Critical(Katana), Dazing Assault, Critical Focus, Staggering Critical, Toughness
Skills (ACP -5) Bluff +10(2), Climb +12 (1), Diplomacy +23 (15), Handle Animal +9 (1), Intimidate +23 (15), Know(History) +6/+13 (1), Know(Nobles) +12/+19 (6), Linguistics +3 (1), Perception +20 (15), Ride +6 (1), Sense Motive +19 (15), Swim +12 (1), Use Magic Device +20 (15)
Traits Indomitable Faith, Seeker
Languages Common, Dwarven, Minkaian, Tien
SQ Brutal Slash +7, Honor In All Things(4/day), Iajutsu Strike +8d6/-2 AC(std), Mounted Archer, Greater Resolve(8/day, Determined/Resolute/Unstoppable), Terrifying Iajutsu(DC 20), Roaring Iajutsu(DC 24), Warrior's Skills +7, Way of the Samurai, Weapon Expertise(Katana), Honorable Stand(1/day), Strike True(1/day)

On person Suishen(+2 defending flaming burst oni bane katana)(6 lbs.), Daikuy of commanding presence(+2 seeking composite longbow) (3 lbs.), Thundering blade of the house of Sugimatsu(+1 thundering naginata) (9 lbs.), +2 O-Yoroi(45 lbs.), Belt of physical might +4 (strength, constitution) (1 lb.), cloak of resistance +5(1 lb.), traveller's outfit(5 lbs.), potion of clw+cmw, Cold Iron Arrows x50(7.5 lbs.), Alchemist's Fire x6(6 lbs.), Amulet of natural armor +2, Ring of protection +2, Headband of mental superiority +2(UMD)(1 lb.),Horse Terra-cotta talisman(1 lb.), Jingasa of the fortunate soldier(3 lbs.), Ioun stone(dusty rose prism), Boots of Speed(1 lb.), Hat of Disguise, Luck Stone
In backpack adventurer's kit(22 lbs)
Wands shield[48]
Wealth/Gear Value ~218 000 gp
Encumbrance 92.5 lb. without backpack, 114.5 lb. with backpack (266 lb. light/533 lb. medium/800 lb. heavy)

1 Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order. Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses. At 12th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it takes a –2 penalty to its AC on attacks made by anyone other than the samurai.
2Iaijutsu Strike (Ex): A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day. At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds.
3 Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
4 Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
5Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
6Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.
7Honor in All Things (Ex): At 2nd level, the order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).
8Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.
8Strike True (Ex): At 15th level, the order of the warrior samurai can use his years of training and focus to make the perfect strike. When he uses this ability, the samurai makes an attack as normal. If the attack hits, it is a critical threat. The samurai must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the samurai's choice). Making this attack is a standard action. The samurai can use this ability once per day.

Feat Plans:
12. Critical Focus
13. Staggering Critical
15. ??


Sikutsu Tenzou syntyi Minkaissa arvostetun samuraisuvun kuopukseksi ja eli lapsuutensa mahtavan ja arvostetun vanhimman isoveljensä Sennakan loisteen varjossa. Isoveljeänsä ihaillen Tenzou kehitti itsestänsä esimerkillistä samuraita ja taistelutaitojen tuntijaa. Kuitenkin päästyään itse viimein samuraiksi tämän palvelukseen hän alkoi nähdä veljestänsä toisenlaisia puolia. Tämä hyvin epäesimerkillisellä tavalla kaltoinkohteli alempia luokkia sekä hiljensi rautaisella otteella kaiken mahdollisen kritiikin mitä esiintyi tämän julmuuksista. Veljensä totteleminen ja tämän käskyjen suorittaminen alkoi tuntua yhäti vastenmielisemmältä Tenzoun mielessä, mutta ehdottoman uskollisena valtakunnalle ja suvulleen hän pysyi vaiti ja totteli.

Tenzoulla myös on toinen vanhempi veli nimeltään Itsuru. Tämä hoiti enemmälti talouspuolta eikä ole ollut kovinkaan paljoa tekemisissä nuoremman veljensä kanssa, joten Tenzou ei oikein voi sanoa todella tuntevansa keskimmäistä veljeänsä. Hän toivoo kuitenkin että Itsuru ei olisi Sennakan kaltainen sisimmästään ja Tenzoulta vielä löytyisi oikeamielinen veli.

Jokin aika sitten kuitenkin ollessaan veljensä Sennakan palveluksessa Tenzou sattui kuuleman tämän puheita Jadevaltiaan neuvonantajien kanssa. He puhuivat keisarillisesta suvusta ja mahdollisuudesta, että joku olisi voinut vielä selviytyä heistä kaukaisessa maanpaossa. Tämä herätti Tenzoussa uuden toivon Minkain valoisammasta tulevaisuudesta ja herätti tässä halun löytää tämä laillinen perillinen valtaistuimelle ja tuoda hänet turvassa Minkaihin oikeaan paikkaansa. Tenzou toivoi että tämä teko korvaisi kaikki hänen mahdolliset vääryytensä Sennakan palveluksessa ja palauttaisi Sikutsut kunnialliseen asemaan, missä Tenzou itse lapsena oli oman sukunsa nähnyt. Ja täten Tenzou lähtikin pitkälle matkalle kaukaiselle mantereelle mitä Avistaniksi myös kuuleman mukaan kutsutaan.

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