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Toshio Kaijitsu's page

298 posts. Alias of STR Ranger.


Full Name

Toshio Kaijitsu

Race

Human

Classes/Levels

Samurai2 AC 18/11/16, HP 19/19Conditions: Nil, F5/R2/W1+2vs Mind Effecting

Gender

Male

Size

M

Age

31

Alignment

Lawful Good

Deity

Irori

Location

Katapesh

Languages

Common, Tian, Katapeshi

Occupation

Samurai

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Toshio Kaijitsu

Toshio Kaijitsu
Height: 6' 1" Weight: 211 lbs. Hair: Black Eyes: Brown

Favored Class:

Samurai Level 3= +3 SP

Experience: ??
Hit Points: 15+(2Con per level)= 19
Initiative: +4

AC: 19/Touch: 12/Flat Footed: 17
Armor/Protective Item: +1 Breastplate; (Armor/Shield Bonus: +6; Max Dex: +3; Armor Check: -3; Arcane Spell Failure: 20%; Weight: 30 lbs )

Shield/Protective Item: (Armor/Shield Bonus: ; Max Dex: ; Armor Check: - Arcane Spell Failure: ; Weight: );

Protective Item(Misc): Nil

Speed: 30' (6 squares)20ft for Armor

Saves:
Fortitude: +3(2Con)=5
Reflex: +0(2Dex)=2
Will: +0(1Wis)=1 +2vs Mind Effecting

BAB: +2
CMB: +5(+7Sunder with Lucerine Hammer, 7w/Masterwork Katana)
CMD: +17

Weapons::

Masterwork (+1) Cold Iron Katana
Attack: +6(Wpn Fcs:7) Damage: 1d8+4 Critical: 18-20/x2 Range: 0' Type: S Special: Deadly, +2 Coupe de Grais

Lucerene Hammer
Attack: +5 Damage: 1d12+4 Critical: x2 Range: 0' Type: B or P Special: Reach, Brace, +2Sunder CMB

Cestus
Attack: +5 Damage: 1d4+3 Critical: 19-20/x2 Range: 0' Type B or P Special: -2 to precision based tasks involving the right hand.

Lance
Attack: +5 Damage: 1d8+4 Critical: x3 Range: 0' type: P Special: Reach, deal double damage on a charge.

Short bow
Attack: +4 Damage: 1d6 Critical: x3 Range: 60' Type: P Special:

Skills::
4+1+1=6per level , 2 favored

Acrobatics 2ranks(2Dex): 4
Appraise (1Int): 1
Bluff 4ranks, 0Cha: 4
Climb 4 ranks, 3Str: 7
Craft 4ranks, 1Int: 5 (Weapons)
Diplomacy 4ranks, 0Cha: 6
Disguise 1Int: 1
Escape Artist:
Fly 2Dex: 2
Handle Animal 4ranks, 0Cha: 4
Heal (1Wis): 1
Intimidate 4ranks, 3feat, 0Cha: 7
Knowledge (arcana)*:
Knowledge (dungeoneering)*1Int:
Knowledge (engineering)*1Int:
Knowledge (geography)*:
Knowledge (history)*4ranks, 1Int: 5
Knowledge (local)*:
Knowledge (nature):
Knowledge (nobility)*4ranks, 1Int, (1/2level Katapesh): 5/6Katapesh
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
Perception 2rank, 1Wis: 3
Perform:
Ride 4ranks, 2Dex: 7
Sense Motive 0ranks 1Wis: 1
Sleight of Hand*:
Spellcraft*:
Stealth 1rank, 2Dex: 3
Survival ranks, 1Wis:
Swim 4 ranks 3Str: 7
Use Magic Device*:

Bold=Class Skill / * Trained only
All Str/Dex based skills take -4AC penalty, except Ride

Racial Traits::

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2Str)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Mind: Free skill Focus at 1,8,16.
Skilled: Humans recieve 1 bonus skill point per level
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats/Special::

1-Skill Fcs: Intimidate, H-Weapon Focus: Katana, Challenge 1/day1 left
3-Weapon Expertise-Katana, Quickdraw, +2 Confirm Crit,Power Attack

Traits::

Reactionary: +2Initiative
Latent Psion +2 Will saves vs Mind Effecting

Special Abilities:
:

Challenge 1/day:
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.

Mount:
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 Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

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:
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. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Resolve: 2/day, 2 left
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.

Order of The Warrior:

Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai’s lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.

Toshio returned to his Great Uncles home city of Goka, a trade City on the western coast that rivals Absolom in size. He found his family had served as part of the High Guard Protectors of the Ruling House for 12 generations until his,when his father shirked is honoured position and ran away. Under his Uncles tutaledge, he trained and fought hard to reestablish his families' position,becoming one of the Honoured Guard once more. Despite his excellent work, the City Master to whom he had sworn fealty saw an opportunity in this dedicated man. Toshio has been ordered to return to Sandpoint and take his place as the patriarch of his house. He is to cease all criminal activity his father runs and establish legitimate trade ties between Sandpoint and Goka (since trade in Absolom competes with that from other states) with the longview of his subsequent sons continuing his work until Sandpoint is large enough to support a regular shipping stopover. A long view to be sure. But Goka was built on the work of generations in just this manner.

Edicts: The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.

Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.

Honor in All Things 1/day(Ex)1/left
At 2nd level, the order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).

Pharlap, 3HD Combat Trained Mount:

Statistics: Size Large; Speed 50 ft.; AC +6 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.Note: When an animal becomes combat trained, secondary attacks become primary.

4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained. Mount Class feature says horse starts combat trained

BAB: 5
Fort: 5
Ref: 5
Will: 4(6from Iron Will)
HD: 3 (d8)
AC: 16
HP:18
Feats: Light Armor Proficiency, Iron Will, Power Attack
Special:Evasion
Tricks: from Combat Trained class featureAttack, Come, Defend, Down, Guard and Heel
Bonus Trick: Track, Work

Skills:
Perception 4ranks, 1Wis= +5
Survival 4ranks, 1Wis= +5
Swim 4ranks, 3STR= +7

Gear & Money::

Arms & Armor:
Breastplate 200gp
Masterwork Cold Iron Katana 400gp
20 Arrows
Lucerine Hammer 15gp
Cestus 5gp
Lance 10gp

Gear:
Backpack
Saddlebags 4gp
50ft rope 1gp
Chalkx 5 pieces- 5cp
Earplugs 3cp
Flint & steel 1gp
Beer Mug
Pouch, belt
Rations, trail x3 1gp
Traveller's outfit
Waterskin 1gp
Whetstone 2cp
Bedroll 1sp
Caltrops 1gp
Compass 10gp
Fishhook 1sp
Fisking Net 4gp
Saddle 20gp (+2 Checks to stay in saddle)
Grappling Hook 1gp
Holy Symbol: Irori 1gp

Money:
CP:
SP:
GP: 28gp (owes the party 575)
PP:

Gems & Jewelry:

Magic Items:

Backstory:

Not many in Sandpoint remember 'young' Toshio Kaijitsu.
The first born to the Kaijitsu family was his father's pride and joy for the first few years of his life. He was the eldest, the successor, the one who would one day lead the family in Sandpoint when his father was gone. He had all the qualities a father could want in a son.
Loyalty, resourcefulness, courage and a quick mind. He was proud of what his families name meant to the town. A family that had come to new shores and prosperd on it's honour and hard work. That idea made his father's eventual betrayal all the more tragic.

When he was still young boy, his sister Ameiko barely walking, his father decided it was time to start grooming him to learn the business. Things went well at first, Toshio was keen to make his father proud.
So keen in fact, in his desire to master everything he could, he one day took a turn he shouldn't have while exploring the glassworks.

He finally saw the true side of the business that day, his father was a criminal, a thug living off others misfortune and greed. This was not how a member of a honoured centuries old family should be. Never one to act rashly Toshio had written to his great uncle, the current head of the family in Tian Xia. He was futher shocked to find that his father had mislead him about his origins his whole life. His father was an outcast, maintaining links to Tian by way of coin only. His father and Great Uncle had not written in years and not spoken for over a decade. 'But that does not have to be your life, Nephew', his Uncle wrote him. Toshio was offerd the chance to return to Tian Xia and reconnect with his true roots. He took it.

Stealing away in the night with a kiss for his sister and letter for his mother, he vowed to return one day and return honour to his family name. He has come to home now. Having spent what remained of his youth and all his adult life relearning his warrior past, and earning his Daishio and own horse from his families ancestral lord, he comes with permission to remake his estranged family into something worthy of his name.

But he may be too late...’


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