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About Sosuke RenguSosuke Rengu
Defense AC 21; Touch 12; Flat-Footed 20; (armor +9, Dex +1, Size +1)
Offense
Melee Mwk Katana:
[dice=1-Handed Mwk Katana]1d20+6+1] [dice= Damage]1d6+3[/dice] [dice=2-Handed Mwk Katana]1d20+6+1] [dice= Damage]1d6+4[/dice] [dice=Power Attacking 1-Handed Mwk Katana]1d20+6+1-1] [dice= Damage]1d6+3+2[/dice] [dice=Power Attacking 2-Handed Mwk Katana]1d20+6+1-1] [dice= Damage]1d6+4+3[/dice] Cold Iron Katana:
[dice=1-Handed CI Katana]1d20+6] [dice= Damage]1d6+3[/dice] [dice=2-Handed CI Katana]1d20+6] [dice= Damage]1d6+4[/dice] [dice=Power Attacking 1-Handed CI Katana]1d20+6-1] [dice= Damage]1d6+3+2[/dice] [dice=Power Attacking 2-Handed CI Katana]1d20+6-1] [dice= Damage]1d6+4+3[/dice] Mwk Naginata (Reach):
[dice=Mwk Naginata]1d20+7+1] [dice= Damage]1d6+4[/dice] [dice=Power Attacking Mwk Naginata]1d20+7+1-1] [dice= Damage]1d6+4+3[/dice] Nodachi (Brace):
[dice=Nodachi ]1d20+6] [dice= Damage]1d8+4[/dice] [dice=Power Attacking Nodachi]1d20+6-1[/dice] [dice= Damage]1d8+4+3[/dice] [dice=Ready Action: Brace vs Charge]1d20+6-1[/dice] [dice= Damage]2d8+8+6[/dice] Tetsubo:
[dice=Tetsubo ]1d20+6] [dice= Damage]1d8+4[/dice] [dice=Power Attacking Tetsubo]1d20+6-1[/dice] [dice= Damage]1d8+4+3[/dice] Ranged
Special Abilites
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. RONIN: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level). Mount (Ex):
A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability. A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level. Order (Ex):
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare. A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. 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. Self Reliant (Ex):
At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result. Weapon Expertise (Ex):
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, Statistics Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 9
Combat Gear
Mount Stats:
Kuro Shini N Medium animal companion Init +2; Senses low-light vision, scent; Perception +6 DEFENSE AC 22, touch 14, flat-footed 18 (+3 Dex, +4 natural +4 Armor, +1 Dodge) hp 19 (3d8+6) Fort +5, Ref +6, Will +2 OFFENSE Speed 50 ft. Melee bite +4 (1d6+3 plus trip) [dice=Bite]1d20+4[/dice] [dice=damage]1d6+3[[/dice] [dice=plus Trip]1d20+4[/dice] STATISTICS Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +4; CMD 17 (21 vs. trip) Feats Dodge, Mobility, Armor Proficiency (light), Skills Acrobatics +1, Climb +0, Escape Artist +1, Intimidate -3, Perception +6, Stealth +1, Survival +5 (+9 scent tracking), Swim +0; Racial Modifiers +4 Survival when tracking by scent Special Abilities Link, Evasion, Low-light Vision Equipment Military saddle, Chain shirt Trained Tricks
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