Noburo

Ikoma Gohei's page

357 posts. Alias of Helikon.


Full Name

Ikoma Gohei

Race

Human (Xian-Min)

Classes/Levels

Samurai 1

Spoiler:
AC 17/T11/FF16 HP 22/22 F+6 R+1 W+0 Init +1 Perception +6

Gender

Male

Size

Male

Age

22

Special Abilities

Challenge 1/day, mount, resolve

Alignment

LG

Deity

Shizeru

Location

Sandpoint

Languages

Commen, Tien

Homepage URL

Gohei

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Ikoma Gohei

Data:

Name: Ikoma Gohei
Race: Human
Job: Samurai
Age: 22
Height: 6´0"
Weight: 180 lbs
Alignment: LG
Personality:
Likes: Swordfighting, Ameiko, Tattoing, Music W
Dislikes: Dishonesty, lazyness, braggarts.
Favorite foods: Roasted Pork, sliced with potatoes and garlic
Hobbies: Katas, Mediting, dreaming about his parents and minkai
Hair: Obsidian black, is tied into a ponytail with a sling. The beginning of a full beard
Eyes: Crystal blue when calm, violet when agitated.
Skin: Lightly tanned. Well muscled.
Tattos: A huge golden Dragon IseZumi on his right shoulder
Voice: A very deep smoth dark tone
Mannerism: Thoughtful, helpful, but a bit unsure.
Banner: showing a golden dragon on emerald cloth.

Combat:

Challenge 1/day
HP: 22/22 (10+6+3+3)
AC: 17
Flat-Footed: 15
Touch: 12

Init: +3
BAB: +2
CMB: +6 [2+4]
CMD: +17 [2+4+2+10]

Attacks
Katana - atk: +5 / dam: 1d8+9 / crit: 18-20/x2 / deadly
Dagger - atk: +6 / dam: 1d4+4 / crit: 19–20/×2 / range: 10ft
Sling atk +4 / dam: 1d4+4 / crit: ×2 / range: 50ft

Saving Throws
Fortitude +5
Reflex +2
Will +2


Samurai:

Order of the Dragon
Samurais belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge:
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex)
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex)
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

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.

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.

Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.


Human Racial Traits:

Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.Strength
Size:

Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skills:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Feats, Traits Skills:

Feats:
Power Attack
Skill Focus (Diplomacy)

Traits:
Childhood Crush
You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on Ameiko. Someday, maybe you’ll be able to earn Ameiko love, but for now, you’re content to spend time in Ameiko proximity, or even to do things for Ameiko that might earn you a word of thanks or a smile
Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.
Skills 4+1+2BG= (5+2)x2 = 14
Acrobatics: -2 (0 ranks; ; +2 Dex; -4 armor)
Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +1 (0 ranks; +0 trained; +1 Cha)
*Climb: +8/-4 (1 ranks; +3 trained; +4 Str; -4 armor)
*Craft (Tattoo Artist: +5 (+2 ranks; + 3 trained; +0 Int)
*Diplomacy: +8 (2 ranks; +3 trained; +0 Cha + 3 Feat)
*Disguise: +0 (0 ranks; +0 trained; +0 Cha)
Escape Artist: -2 (0 ranks; ; +2 Dex; -4 armor)
Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +0 (0 ranks; +0 trained; +0 Wis)
*Intimidate: +4 (1 ranks; +3 trained; +0 Cha)
*Know (arcana): NA (0 ranks; +0 trained; +0 Int)
Know (local): NA (0 ranks; +0 trained; +0 Int)
Know (engineering): NA (0 ranks; +0 trained; +0 Int)
*Know (nature): N/A (0 ranks; +0 trained; +0 Int)
*Know (planes): N/A (0 ranks; +0 trained; +0 Int)
*Know (religion): N/A (0 ranks; +0 trained; +0 Int)
*Linguistics: +1 (1 ranks; +0 trained; +0 Int)
Perform (wind instr): +1 (1 ranks; +0 trained; +0 Cha)
*Perception: +7 (2 ranks; +3 trained; +2 Wis)
Ride: 3 (2 ranks; +3 trained; +2 Dex; -4 armor)
*Sense Motive: +2 (0 ranks; +0 trained; +2 Wis)
Stealth: -2 (0 ranks; ; +2 Dex; -4 armor)
*Spellcraft: NA (0 ranks; +0 trained; +0 Int; +1 trait)
*Survival: +7 (2 ranks; +3 trained; +2 Wis)
Swim: -3 (0 ranks; +0 trained; +4 Str; -6 armor)

Equipment:

Starting Wealth 175gp
Wealth
45 gp / 2 sp

Armor
Scale Mail / 50 gp / 30 lbs

Weapons
Katana / 50 gp / 6lbs
Sling / 0 gp / 0 lbs
Bullet / 1gp / 1gp
Dagger / 2 gp / 1 lbs

Gear
Kit, Cavalier's
Price 23 gp; Weight 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Ancestor Tablet with his Father name on it 1gp / 1lb
ancestral scroll/ 2gp
Bamboo flute / 1gp / 2 lb
Karma bead necklace 20gp

Background:

Born under a tree of a dying mother, Ikoma Gohei was found by a wandering monk named Lao Wu. Master Wu found the woman in the forests in Tien and accepted the burden of raising her child for her. She had been assaulted and abused by a couple of bandits who had taken her time with her even though she was in the last days of her pregnancy. Knowing that she was utterly dishonored she asked the old monk to take care of her son and raise him as a true samurai. Lao Wu accepted the responsibility and took the boy with him. The only thing that the bandits had left her was her ancestral scroll, describing her lineage. Traveling long and wide he finally found a place where he could feel at home. He tried to raise the young boy with the limited knowledge of the samurais he had. His martial training was indeed invaluable and Gohei soon became a very skilled swordfighter. He found many friends within the sandpoint population and followed his foster-fathers foodsteps as a tattoo artist.
Lao Wu soon was a respected member of the community, and people came from wide and far to let him breath art into their skin. He was also often tasked to solve problems in the town, because of his wise counsel and soft voice. Gohei never learned the wise counsel, but he too was well known for his gentle manners and convincing arguments. He was also an inspiration for some of Ameikos songs and ballads and she enjoyed his many tales of her ancestral homeland.
In the last years, young Gohei was seen day after day carrying his grandfather around, whose frail body was losing strength. Every Evening he would take him to the rusty dragon and listen to the songs of its beautiful owner Ameiko, and sitting as always smitten when she came over now and then, to sit next to Lao Wu and get some word of inspiration. The friendship with her and Gohei did deepen, and though she noticed that he was smitten with her, he felt safe in his presence as he showed her very well that he would force anything, but was content seeing her smile and dance. It was a stark contrast to her many aggressive suitors. If things got out of hand, maybe due to drunkenness or stupid recklessness, he would always be there with action. It also impressed her that Gohei would also not be swooned by all the other girls in town, who saw the well build and strong man as a catch.
It was a black day when Lao Wu finally joined his ancestors. His only wish was that his ashes be brought home to Minkai. So when Ikoma Gohei heard of a caravan soon to leave for this place, he sold what they had, took the urn of his father ashes, bought a horse and applied for a spot.

Virtue and Flaw:

Goheis strongest Virtue is Loyality. He would never leave someone back and would always be true to his word given to a friend or member of his family.
His strongest flaw is that he is an idialist, having lived a sheltered live and living a codex he not truly understands or has tested.

Horse Windspirit:

Size Large; HP 17
Speed 50 ft.;
AC +15 +4 natural armor +1 dex; F:5 R:4 W:1
Attack bite +4 (1d4),
2 hooves* -1/-1 (1d6+1);
Perception +5 [1rank+3inclass+1wis]
Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
Feats: Light Armor Proficiency, Toughness
Combat trained

Long term goals:

Ikoma Gohei is following the way of the Dragon, but somehow deep inside he knows that a true samurai needs a master.
Also his style is a mix of western swordfighting and tian martial arts. It does work and has some fluid movements, but it is not really a style of ken-jutsu.

Ikoma Goheis CoC:

The Bushidō code is typified by seven virtues:
Rectitude (義 gi?)
Courage (勇 yū?)
Benevolence (仁 jin?)
Respect (禮 rei?)
Honesty (誠 makoto?)
Honour (名誉 meiyo?)
Loyalty (忠義 chūgi?)
Associated virtues:
Filial piety (孝 kō?)
Wisdom (智 chi?)
Care for the aged (悌 tei?)

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 5 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun

20Q:

1. What emotion best describes your character?
Serenity. Being raised by a master monk and accepting his place in the universe has given Gohei a sense of tranquility.

2. What emotion does your character evoke in others? How do others react to you?
Gohei can be a calming influence as his common sense but also dedication to his own word makes people trust him

3. What does your character need most?
Experience. This might sound strange, but Gohei has lived a fairly sheltered life and he knows that he needs to learn more about live itself.

4. What is your character’s goal in life?
To live a life worth living. While being a father and a successful farmer can be rewarding Ikoma is a samurai. And what is the meaning of a sword if it is not used. What are the meaning of skills learned if never put into action and if he does not learn to get better.

5. How does your character believe this goal can be accomplished?
Go into the world and experience it. The good and the bad. Do not be afraid to fall as long as you remember to stand up

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from?
Born in sandpoint, living with his foster father, a respected monk

7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways.
On the one side living without mother and being raised by a monk forces you to learn early that every action has a reaction.
On the other side his foster father took very good care of him

8. What values does your character hold?
+ Honor Duty Compassion
- Dishonesty, ruthless Ambition, Nihilism

9. How does your character dress?
Gohei dresses in emerald green linen and leather. Wearing soft riding boots and a woven leather belt of a varisian native. Obsidian black, is tied into a ponytail with a sling. The beginning of a full beard. Around his neck is a necklace of big karma beads made of green stone.

10. What are your character’s means?
Gohei owns the weapons of his mother, a daisho containing a simple Katana and wakazashi. A sling holds his ponytail together.
From a traveling merchant he was able to purchase a four-mirror armor of decent make, showing a monkey face on the central mirror.
he resources your character has. He also owns his own horse called windspirit a fine breed trained for war.
He is trained in most weapons and well-mannered. He is trained to defend himself in words and deeds. His deep voice is trained to convince others.

Details
11. What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference.
His personal favorite smells are vanilla and cinamon.
His favorite food is roasted garlic.
Sometimes he watches the sun and dreams of the land of his ancestors.
Gohei does not like old sweat.
He really does not like mutton.
Although he enjoys the serenity of winter, he does not like the cold.

12. What are your character’s opinions?
Gohei has a deep respect for Sheriff Hemlock, who does his duty very well in his opinion.
He dislikes the owner of the sandpoint general store. Mainly as he knows he is cheating his wive.
Although he is wary of the chaotic live of varisians he has some friends there.

13. What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease?
Whenever Gohei is stressed or in moral turmoil he touches the hilt of his Katana to find peace. Unknown to anybody but himself the hilt is made of the shaven of hair of his foster father.

14. Who has had the biggest impact on your character’s life?
No one had more influence on Gohei than his foster father. Although quite old he has shown Gohei how to fish, how to breath, how to fight, how to live!

15. What are some of your character’s unexpected quirks?
Gohei is very good in climbing without help.
Very few people know he is quite decent with the lute.
Even less would think that he was trained from birth in the art of diplomacy
How about three things your character fears, such as heights, dogs, or insects?
Gohei has some qualms about water and he can´t swim.
He considers white cats unlucky.
Whenever he is close to dead people he fingers a medallion around his neck.

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

16. What kind of story does your character belong in?
This character belongs to a comming of age story, like in 80 days around the world, where someone just leaves to find himself.

17. What role does your character fill?
Primary Gohei will be a melee striker. He is geared toward engaging the enemy and end a fight quickly. He is also a great support character, due to the order of the dragon. Outside of combat, he is a voice of reason, the strong wise man, someone who can also talk and let others work together.
18. What should the other players know about your character?
Gohei is an orphan, raised by his hostfather. He never has felt a mothers touch and he can be social awkward in certain areas. He is in a way shy towards female persons.

19. What is your play style?
It depends on the character I play. Some are the strong and silent, others are talkactive, some careful, others very active.

20. How do you want your character to die?
I want my character to die content. Maybe he sacrifices himself for his fellows, or be around his children. He wants to be remembered with joy and pride He does not want to die alone, bitter.


GM Questions:
-Who are you and how are you doing?
I am pretty fine, and I manage quite good, although it takes sometimes a bit of effort

-How often do you tend to post?
2 big posts, one in the morning, one in the evening, and a few times at work if I need to rest my batteries

-What kind of tone are you looking for in this game?
Mature, with smiles and tears, finding adventure but also face personal challenges

-What do you expect out of your fellow players?
To tell the best story there is with me
-What do you expect out of me (the GM)?
To guide us, support us, reprimand us, make us laugh, but laugh with us and enjoy a wonderful journey.

-What is your comfort zone? Where's the line for you in RP terms?
I have enough of bickery in my real life at work thank you very much ;-) But apart from that, I have played depraved monsters in vampire, cold bounty hunters in star wars, highly idealistic soft hearted poets with L5R.
And I do that in my 3rd decade, so I think I have seen a lot

-How do you see your character progressing as a character?
He will follow his path, but I do not plan it out completely. Maybe the story will tell him one day to become a poet, or a lover, or maybe even a cold hearted killer intend on revenge.