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Arashi Kaze

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Arashi Kaze - Tausta

Male Div-Spawn Tiefling
Class: Samurai (Warrior Poet) - Order of the Warrior 15
Subclass (6): Paladin (Virtuous Bravo) of Shizuru 4 / Duelist 1 / Monk 2
Lawful Good Medium Outsider (tiefling)
Player Swyrlyn


Init +9 (+6 dex, +1 sacred, +2 swash init)
Senses Perception +27, Darkvision 60


AC 43, touch 33, flat-footed 43; (+5 armor, +6 dex, +2 natural, +3 e.nat, +6 Cha, +2 dodge, +5 deflection, +1 Int, +1 Monk, +2 Wis)
AC Buffit Cat's Grace +2, +1 dex/cha (sacred) = 47, touch 37
HP 219 (15d10(10+8+7+9+10+7+3+8+7+6+8+7+2+8+9) + 90 con + 15 fcb + 5 mythic)
Fort +28 (con +6, samurai +9, resistance +5, +6 cha, +2 luck)
Refl +23 (dex +5, samurai +5, resistance +5, +6 cha, +2 luck)
Will +20 (wis +2, samurai +5, resistance +5, +6 cha, +2 luck)
Special Defenses:


Speed 40ft, with armor 40ft
2-handed Melee +3 Cold iron Evil-Outsider Bane Katana +24/+19/+14 1d8+14 (S/18-20/x2)
2-handed Melee+Power Attack +3 Cold iron Evil-Outsider Bane Katana +24/+15/+10 1d8+26 (S/18-20/x2))
2-handed Melee+Power Attack+Challenge +3 Cold iron Evil-Outsider Bane Katana +24/+15/+10 1d8+40(only on first hit) or +26 (after first hit) (S/18-20/x2)
2-handed Melee+Power Attack+Spring Attack with buffs& Vital Strike +3 Cold iron Evil-Outsider Bane Katana +29 2d8+26 (S/18-20/x2)
2-handed Melee+Power Attack Valor's Minion (+2 Holy Glaive) +23/+14/+9 1d10+25 (S/20/x3))
1-handed Melee+Power Attack +3 Cold iron Evil-Outsider Bane Katana +20/+15/+10 1d8+20 (S/18-20/x2) Special Attacks:


Ranged +1 Adaptive Composite Longbow +22/+17/+12 1d8+4 (Range 110/P/*3)


Str 16 Dex 22 Con 23 (15+4+4) Int 15 Wis 14 Cha 22 (17+1+4)
Base Atk +15; CMB +18; CMD 53 (+15 BaB, +3 str, +6 dex, +6 cha, +2 dodge, +2 sacred bonus, +1 Int to CMD, 5 deflection, +1 monk, +2 wis)
Feats


Skills acp: ; total skill ranks: Samurai 4 + int 2 x lvl = 90, Background skills 28, Subclass 4x (Paladin 2 + int 2 / 2) = 8 extra skill ranks, 1x (Duelist 4 + int 2 / 2) = 3 extra skill ranks, 1x (monk 4 + int 2 / 2) = 6 extra skill ranks = yhteensä 124


Traits Touched By Divinity (Silver Holy symbol, Spell like - Prot. from Evil), Dangerously Curious (+1 to UMD and UMD as class skill)
Languages Common, Abyssal, Infernal, Draconic, Tien, Celestial, Ignan, Aklo, Terran, Hallit, Auran, Undercommon, Giant
RSQ Darkvision, Fiendish Resistance, Spell-like (Misdirection), Skilled (+2 diplo and linguistics), prehensile Tail
SQ Dancer's Grace (Cha to AC), Graceful Warrior (Gain weapon finesse - use with glaive, katana & naginata), Resolve 4/day, Smirmisher Challenge 5/day (challenge dam only on first attack), Order (of the Warrior), Flourish 1: Kitsune's Mystique - Gain Improved Feint, can use when moving, 3: Exodus of Jinin: Land speed +10 feet, 5: Jininsiel's Guidance: Uncanny Dodge, 9: Jininsiel's Guidance: Improved Uncanny Dodge 13: Chrysanthemum’s Blooming: Gain Vital Srike (can Vital with Spring attack), Battle Dance: Gain Spring Attack as bonus feat, Aura of Good, Detect Evil, Bravo's Smite 2/day, Divine Grace, Lay on Hands, Way of the Samurai (Ex), Aura of Courage, Divine Health, Nimble, Panache 5/day and Deeds (Ex): At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds, Channel Positive Energy (Su), Honorable Stand, Canny defense, precise strike, Bonus feat (Combat Reflexes), flurry of blows, stunning fist, unarmed strike, AC Bonus (Ex)


On person: +3 Cold iron Evil-Outsider Bane Katana, Silver Holy symbol of Shizuru, Valor's Minion (+2 Holy Glaive), +1 Adamantine Greatsword
In backpack: Efficient Quiver (Sisässä 50x +1 Evil Outsider Bane Arrow, 3x +1 Holy Arrow, Fortune's Arrow)
Mule:
Potions/Oils:
Scrolls:
Wands:
Miscs:
Ioun Stones:
Encumbrance m lb. without backpack (76/153/230)


Wondrous Items


Notes


Things to buy


Tulevaisuus


Statit taulukosta:

 STRDEXCON
INT161017
WIS6147
CHA151615

Alkustatit: Str 16, Dex 16, Con 15, Int 17, Wis 14, Cha 15 Stattibonukset: Level 4: +1 Cha, Level 6: +2 Dex (mythic stat increase), Level 8: +1 Dex. Level 12: +1 Dex

Ostokset: Cold Iron Katana 100gp, Shortbow 30gp, CI arrows 2gp, Acidx4 40gp, Alchemist firex2 40gp, fighter's kit 9gp, ci dagger 4gp, clw scrollx2 50gp = 275 gp Rahaa jäljellä 300-275=25gp

Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a Silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his subclass tier. Amount of subclass tier per day, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his subclass tier.

Domains: Heroism (Glory), Good

Domain Spells (Heroism): 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.

Domain Spells (Good): 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

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.

Resolute: 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.

Unstoppable: 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.

Paladin Code:

The paladins of Shizuru are warriors who serve just lords, peacekeepers who oppose banditry, and those who advocate for honored ancestors. When great heroes fall, these dedicated paladins sometimes ritually preserve the bodies for later revivification. Their tenets include the following affirmations.

Ostot:

While this +3 seeking arrow is carried, it grants its bearer a +2 luck bonus on saving throws and skill checks. The wielder doubles her favored enemy bonus on attack and damage rolls against any creature of that type she attacks with the arrow.

When taking a full-round action to fire a single shot using the arrow, the wielder ignores all range penalties for that attack. By expending one use of mythic power while such an attack, the wielder scores an automatic critical hit if the attack hits, and the arrow bypasses any damage reduction the target possesses.

Fortune’s arrow can always be recovered if searched for. Even if lost, it finds its way back to its previous owner within 1d6 days as long as she still lives. Fortune’s arrow fails to return to its owner only if she dies or freely gives it to another.

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page last modified on 2020-03-05 11:54