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Male Human in Jungle

Tomaru's page

184 posts. Alias of Dax Thura.


Full Name

Tomaru Shuto

Race

Human

Classes/Levels

Cleric 6; AC 17 T 11 FF 16; Fo +7 Re +4 Wi +9; Init +1 Percep +4; HP 45/45

Gender

Male

Deity

Desna

About Tomaru

Tomaru Shuto
Male Human (Varisian) Cleric 6
NG Medium Humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 45 (6d8+12)
Fort +7, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 40 ft.
Melee Light Shield Bash +2 (1d3+2/x2) and
. . Masterwork Cold Iron Starknife +7 (1d4+2/x3) and
. . Masterwork Morningstar +7 (1d8+2/x2)
Special Attacks agile feet (6/day)
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Prepared (CL 6):
3 (3/day) Remove Blindness/Deafness, Summon Monster III*, Prayer, Fly
2 (4/day) Restoration, Lesser, Spiritual Weapon, Hold Person (DC 15), Summon Monster II*, Augury
1 (4/day) Divine Favor, Shield of Faith, Bless*, Endure Elements, Longstrider
0 (at will) Read Magic, Detect Magic, Guidance, Light
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 10, Wis 17, Cha 14
Base Atk +4; CMB +6; CMD 17
Feats Augment Summoning, Selective Channeling, Spell Focus (Conjuration), Toughness +6
Traits Charming, Focused Mind
Skills Acrobatics +0 (+4 jump), Bluff +2 (+3 vs. characters who could be attracted to you), Climb +1, Diplomacy +10 (+11 vs. characters who could be attracted to you), Escape Artist +0, Fly +0, Heal +8, Knowledge (history) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +4, Perform (oratory) +3, Ride +0, Sense Motive +9, Spellcraft +8, Stealth +0, Swim +1
Languages Common, Tien, Varisian
SQ aura, cleric channel positive energy 3d6 (5/day) (dc 15), domains (fate, travel), spontaneous casting
Combat Gear Scroll of Bless, Scroll of Bless, Wand of Cure Light Wounds, Holy water (6); Other Gear +1 Chain shirt, Masterwork Light wooden shield, Masterwork Cold Iron Starknife, Masterwork Morningstar, Cloak of resistance +1, Adventurer's sash (15 @ 14 lbs), Flint and steel, Trail rations (4), Waterskin, 400 PP, 317 GP
--------------------
TRACKED RESOURCES
--------------------
Agile Feet (6/day) (Su) - 0/6
Bit of Luck (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 3d6 (5/day) (DC 15) (Su) - 0/5
Holy water - 0/6
Masterwork Cold Iron Starknife - 0/1
Trail rations - 0/4
Wand of Cure Light Wounds - 0/50
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Positive Energy 3d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fate) Associated Domain: Luck
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Focused Mind +2 to Concentration checks
Scroll of Bless Add this item to create a scroll with spells on it.
Scroll of Bless Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
--------------------
Tomaru's mixed ancestry gives him an exotic attractiveness. He is of sleight frame and stronger than he looks. He wears his hair in the same style of his grandfather (a samurai topnot) or in a ponytail.
20 years old.

According to Tomaru’s grandfather, their family has served the Kaijitsu household since its beginning. He said that the Kaijitsu’s success owed much to the skill of Shuto artisans. According to Tomaru’s grandfather, they were the Kaijitsu’s most faithful and most honored servants. That was, until Tomaru’s father fell in love with a Varisian girl.
Tomaru was born in Magnimar after his mother and father were secretly married and had fled to there to live. He first came to Sandpoint when his mother took ill and she wanted to spend her last days at home. Their fathers’ hearts were softened by the years of separation and their shared grandchild who was bright and fearless.
In Maginmar, Tomaru’s father had learned new glassblowing techniques and was able to convince Lonjiku Kaijitsu to let him work for him. Tomaru never had the talent for glassblowing, but his wanderlust caught the attention of Father Tobyn, who indoctrinated him in the ways of Desna. Tomaru now returns home after spending the last 6 years traveling.

Tomaru had not even made it into town before hearing of the tragedy at the glassworks. He learned that, in a fit of infighting the Kaijitsu’s were known for, Lonjiku, the patron and owner of the glassworks, was killed by his cuckold son Tsuto in a most gruesome way with the aid of some goblins. Tomaru’s own father had worked at the glassworks and had been killed as well.
What was supposed to be a homecoming turned into a settling of affairs. He visited Father Zanthus, Sherriff Hemlock, and Ameiko Kaijitsu, who was technically his new master. They all spoke of a group of heroes that had saved the day at the Swallowtail Festival, brought Tsuto to justice, and were now off clearing the forest of goblins to insure the safety of the town.

Dice:

Initiative: [dice]1d20+1[/dice]

Perception: [dice]1d20+4[/dice]

Starknife:
to hit [dice]1d20+6[/dice] Damage [dice]1d4+2[/dice]

Morningstar:
to hit [dice]1d20+6[/dice] Damage [dice]1d8+2[/dice]



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