About Shoto ImuriFortitude Saves: +10 (+6 base, +2 Con, +2 Resist)
Hp: 32/77 Hit Dice: 4d10(28)+ 5d8(23)+26 {4 from DRA} Initiative: +9 (+5 Dex, +4 Improved Initiative 1/day reroll: O) Armor Class: 22 (+5 armor, +2 deflection, +5 Dex)
Feats: Spoiler:
Samurai 1: Ancestral Relic Char 1: Improved Initiative Human: Iron Will Char 3: Weapon Focus: katana Char 5: Weapon Spec: katana Char 7: Combat Expertise Ninj 4: Martial Stalker Char 9: Telling Blow Char 11: Improved Trip Skills: Spoiler:
Acrobatics 11 base + 5 abil arm +5 misc +3 class = 24 Appraise 1 base + 2 abil arm misc +3 class = 6 Bluff 11 base + 3 abil arm misc +3 class = 17 Climb 5 base + 2 abil arm misc +3 class = 10 Craft (alchemy) 3 base + 2 abil arm misc +3 class = 8 Diplomacy 11 base + 3 abil arm misc +3 class = 17 Disable Device 5 base + 5 abil arm misc +3 class = 13 Disguise 2 base + 3 abil arm (+10)misc +4 class = 9(19) Escape Artist 4 base + 5 abil arm misc +3 class = 12 Fly 0 base + 5 abil arm misc class = 5 Handle Animal 1 base + 3 abil arm misc +3 class = 7 Heal 1 base + 1 abil arm misc class = 2 Intimidate 2 base + 3 abil arm misc +3 class = 8 Know (Arcane) 0 base + 2 abil arm misc class = 2 Know (Dungeon) 1 base + 2 abil arm misc class = 3 Know (Local) 1 base + 2 abil arm misc +3 class = 6 Know (Nature) 1 base + 2 abil arm misc class = 3 Know (Nobility) 1 base + 2 abil arm misc +3 class = 6 Know (Religion) 1 base + 2 abil arm misc class = 3 Linguistics 1 base + 2 abil arm misc +3 class = 6 Perception 11 base + 1 abil arm misc +3 class = 15 Perform (biwa) 1 base + 3 abil arm misc +3 class = 7 Profession 0 base + 0 abil arm misc class = 0 Ride 1 base + 5 abil arm misc +3 class = 9 Sense Motive 11 base + 1 abil arm misc +3 class = 15 Sleight of Hand 3 base + 5 abil arm misc +3 class = 11 Spellcraft 0 base + 2 abil arm misc class = 2 Stealth 11 base + 5 abil arm +2 misc +3 class = 21 Survival 1 base + 1 abil arm misc +3 class = 5 Swim 1 base + 2 abil arm misc +3 class = 6 Use Magc Device 9 base + 3 abil arm misc +3 class = 15 Melee
CMB +12 (+1 katana, +2 trip) CMD 27 (29 vs trip)
Equipment Spoiler:
gaki buredo (+1 keen human-bane katana, mw tanto, mw yumi (+2 Str), 20 arrows, peasant's outfit, traveller's outfit, hemp rope, bedroll and blanket, 10 candles, 5 pieces colored chalk*, flint and steel, ink, quillpen, common lamp, 2 pints of oil, 4 pieces parchment, 5 days' rice, backpack, sack, sealing wax*, signet ring*, 3 empty vials, whetstone, 3 torches, 3 sunrods, obi of mighty constitution (+2 Con), jingasa of disguise, haori of resistance +2, ring of protection +2, ring of protection + 1, 2 potions of cure light wounds,+1 mithral chain shirt, 20 shuriken, necklace of fireballs (Type 1: 3d6 OO), 2 vials black adder venom (injury, DC 11, 1/rd for 6 rds, 1d2 Con, 1 save), 2 vials of Shoto poison (injury, DC 13, 1/min for 2 min, unconscious for 1 min/2d4 hours), contents of "Scarecrow's" belongings: 1 wand of Fireball (14 charges remaining, CL10) 1 wand of Scorching Ray (18 charges remaining, CL10) 1 wand of Cure Moderate Wounds (5 charges remaining, CL6) 1 rod of Metamagic, Maximize 1 walking stick, which does not appear to have any magical properties at all. 1 scroll of Greater Teleport 1 scroll of Dimension Door 1 scroll of Planar Binding 1 scroll of Water Breathing 1 Ring of Protection, +2 1 Ring of Sustenance The amulet of The Uniter, which does not appear to have any magical properties at all. 3 potions of Cure Light Wounds 1 potion of Disguise Self 1 potion of Polymorph , 31 platinum koku*, 8 gold koku *secret compartments in backpack an sack, 5 gp to install Appearance Spoiler:
Shoto Imuri is handsome and well-groomed. Born of combined Shoto and Hotima stock, he is agile and strong, but also sports the beautiful black hair and deep green eyes of the latter Crane family. He most often wears a black kimono with red, white or dark green trim. His family mon, a green spider ruling a golden web on a black background, is sported just over the mon of his dojo, which depicts a green katana cutting through a white scroll. Imuri is tall and lanky for a stealthy person, but his gait is graceful and confident. Background Information Spoiler:
The Shoto family in the Empire of Mists is a large and wealthy clan. They surround themselves with mystery and secrets, and employ shrewd judgment and clever forethought in business and military dealings. Though some view the Shoto with suspicion and even accusations of dishonor, it is difficult to deny their acumen, and their friendship and loyalty is defended by many as reliable and genuine. It is said that a Shoto is the best friend and worst enemy you can have in the Empire. Among the young lords of this infamous people is Shoto Imuri. Imuri practices with every weapon available to one of the samurai caste: martial weapons, battlefield tactics, courtly intrigue, seduction and poison are arts he pursues at the demand of his ruthless, but proud sensei. At his gempukku, he was hailed as the top student of the Broken Promise dojo. His reputation is marked by occasional controversy, being the son of celebrities. His mother is an Imperial gunso, but in times of peace occupies herself as a well-known butei actress. His father is an honored diplomat and respected Shogi player. The rigors of the three Shoto family dojos are well-known, and it is tradition that the graduates of these schools spend one year in pilgrimage to assert themselves in an Empire that will judge them based on future success and adherence (or lack thereof) to honorable conduct. Imuri travels on errands for his parents and dojo, seeking to solidify an identity and reputation. He can choose any path - honorable businessman, respected shireikan, or ignoble assassin. In the coming year, he will set firmly upon the road to adulthood and work to intertwine both his legacy and destiny.
Special Rules Spoiler:
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 whenever the attacks are 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. Resolve (Ex): 3/3. Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. 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 that surrenders or f lees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, a 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 these conditions have a duration longer than 1 hour or are 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 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. Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, Imuri selected the katana, which he can draw as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisite for feats that specifically select his chosen weapon, such as Weapon Specialization. Samurai Order Imuri belongs to the Broken Promise Dojo, a school where classes in courtesy are held just after classes in poisoning one's rivals. He gains a number of benefits as a student of the school: Challenge (Ex) Imuri gains a +2 bonus on CMD when the object of his challenge attempts a combat maneuver against him. Skills: A Broken Promise samurai gains Knowledge (nobility) and Stealth as class skills. If he has ranks in Stealth, he gains a bonus equal to half his samurai level, so long as his use of the low skill is in service to his dojo or the Shoto family. Order Abilities: Strike With No Thought (Ex) Imuri may reroll an Initiative check once per day. Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon. Sneak Attack: +6d6. If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Ki Pool (Su): 7/7. At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool. Ninja Tricks: Bleeding Attack* (Ex): A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess. Forgotten Trick(Su): The ninja can Select any ninja trick he meets the prerequisites for and use that trick for one round per ninja level. Ki must be spent normally on the appointed trick. Each use of this ability spends one ki point. Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. Light Steps (Ex): At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger. No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least one round. Traits
Spoiler:
Imuri's traits are training secrets from the Broken Promise dojo: Social Benefit: Lies and Little Truths A Broken Promise samurai gains a +2 bonus on Bluff checks made against characters that have levels of cavalier, samurai, barbarian, fighter, ninja or rogue, but do not have a level of bard or courtier.
Training Benefit: Left Handed A left-handed samurai from the Broken Promise dojo gains a +1 on attack rolls during a surprise round or against a flat-footed opponent in the first round of combat. This bonus is only available for the first such attack per combat. Experience 15000 Favored Class: Ninja Hero Points: 5 Spoiler:
Favored Class Choices:
ninja 1: 1/6 ninja trick
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