Second Darkness

Game Master Tuyena

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Imenda how did you get both Power attack and Furious Focus and where did your favored class options go?


SENIKO

crunch:

Female tiefling (qlippoth-spawn) samurai (sword saint) 3
N Medium outsider (native, qlippoth-spawn)
Init +2; Senses darkvision 60 ft., Perception +1
DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 natural)
hp 28 (3d10+6)
Fort +5, Ref +5, Will +3
Resist  cold   5 , electricity   5 , fire   5
OFFENSE
Speed 20 ft.
Melee masterwork katana (living steel) +8  (1d8+3/18-20)
Ranged longbow +5  (1d8/x3)
Melee katana +7  (1d8+3/18-20)
Special Attacks brutal slash, iaijutsu strike
Innate Spell-Like Abilities: blur ( DC 12, 1/day)
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Armor of the Pit, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Exotic Weapon Proficiency (Katana), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Katana)
Skills Acrobatics -1 , Bluff +4 , Climb +4 , Craft (Armor) +8 , Craft (Weapons) +9 , Diplomacy +5 , Escape Artist -1 , Fly -1 , Handle Animal +4 , Intimidate +5 , Knowledge (Local) +5 , Ride -1 , Sense Motive +7 , Stealth -1 , Survival +5 , Swim +4
Languages Abyssal, Common, Infernal
SQ challenge, fiendish language, fiendish resistance, fiendish sprinter, order, prehensile tail, qlippoth-spawn spell-like ability, resistance to cold 5, resistance to electricity 5, resistance to fire 5, determined, resolute, resolve, unstoppable, weapon expertise

Combat Gear potion of cure light wounds (2), potion of enlarge person, potion of shield of faith +2, torch (10), rations (trail/per day) (5); Other Gear masterwork mountain pattern armor, masterwork katana (living steel), longbow, katana, artisan's tools (armor/masterwork), artisan's tools (weaponsmithing/masterwork), arrows (20) (3), coin (gold piece) (3), pouch (belt), backpack, bedroll, flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), waterskin

SPECIAL ABILITIES
Abyssal
Brutal Slash (Ex) If you threaten a critical hit with your iaijutsu strike, you gain a +1 bonus to the attack roll to confirm a critical hit. This ability replaces mounted charge.
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.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Iaijutsu Strike (Ex) You can perform a lightning-quick iaijutsu strike against the target of your challenge to inflict devastating wounds while drawing your sword. After you have challenged a foe but before you have attacked the target of your challenge, you may choose to use your iaijutsu strike as a full-round action, making an attack roll with your weapon as normal. In order to use this ability, your weapon must be sheathed at the start of your turn. If you successfully hit your opponent with an iaijutsu strike, your attack deals an additional +2d6 points of damage. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. After making an iaijutsu strike, you take a -4 penalty to your AC until your next turn, but your weapon is now drawn and you may continue to fight normally. Regardless of whether you hit your opponent with the iaijutsu strike, you cannot use this ability on the same foe more than once per day. This ability replaces a samurai's mount.
Into Enemy Territory (Will) The shadow in the sky is visible from all around Riddleport, not just in town.
Order (Ex)

Order of the Flame

A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown.

Edicts: The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.

Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.

Glorious Challenge: A glorious challenge does not count against the cavalier’s number of challenges per day, but otherwise acts like a cavalier’s challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier’s challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).

Skills: A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier’s current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier of the order of the flame gains the following abilities as he increases in level.

Foolhardy Rush: At 2nd level, the cavalier can charge across the battlefield at a moment’s notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed. If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement.

Daunting Success: At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.

Blaze of Glory: At 15th level, the cavalier can declare a blaze of glory as a standard action. For a number of rounds equal to his Charisma modifier, the cavalier increases his base speed by 10 feet, can ignore difficult terrain while charging, and gains a +4 bonus on his attack rolls (instead of +2). A cavalier can use this ability only once per combat.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Qlippoth-Spawn Spell-Like Ability Qlippoth-Spawn tieflings can use blur 1/day as a spell-like ability.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
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.
Resolve (Ex) 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 who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
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.
Rich Parents You were born into a rich family, perhaps even the nobility.
Samurai Proficiencies
Tiefling (Qlippoth-Spawn)
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, longbow, naginata, or wakizashi. The samurai can draw the selected weapon 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 prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization. [Selected Weapon - Katana]
Weapon Expertise (Katana)

fluff:

Seniko is an oodity among the Quipod-Spawns, they are called the 'Motherless' for a reason, but not her, as the taint runs in her family line for a log time, her father knew the signs heralding the birth of a tiefling in his family. Many of his for bearers decided to kill the child to save the mother, but to Senikos luck he decided to save both. Since the time the baby was large enough to possibly claw his way out a powerful priest was stationed in the room next to his wife. once the birthing process started the priest made a clean cut and took the new born child out, afterwards he healed the cut while the baby in his other hand tried to bite him with a thankfully toothless mouth.

Young Seniko, loved by her mother, strove to achieve, sometimes successfully, for her father's praise. She took, true to her name, like a fish to water to the warrior training she received since she could walk. The samurai girl in training often defeated other trainees years her senior, at least in physical age.

The young girl grew into a fearsome warrior, her first real battle, her father against a rival lord, she slew over a hundred enemy soldiers(107) after her unit was wiped out by a surprise attack, her father found her barely conscious standing amid a field of bodies. After she regained consciousness a weak later her father presented her one of the hereditary blades of the Clan, Makai no Kiba (Fang of the Demon World), it was one of the happiest days of her life. She also received the nickname Hyakukiri no Seniko(Seniko of the hundred kills) .

Things went well for the next 12 years, even if she never made general, for a lack of tactical skills, she was one of her fathers favorite warriors and a boogeyman for every bandit in his territory, she held a similar position after her father retired and her brother took over as lord.
But then first her mother died, followed by her father two years later. there death made her finally realize her own longlifety, she knew before on an intellectual level and from seeing the other kits growing bigger so much faster then her when she was younger, but the death of her parents made her realize what it truly meant, she would outlive nearly everyone, her nephew that took the mantle of ruler after her brother retired, her own children, unless she passes her curse on to them, any lover or husband she takes, anyone she ever knew.

After month of contemplation she decided to go and see the world, her nephew agreed, as he was born into a more peaceful time and having such a legendary warrior around( she is called Sentokiri no Seniko(Seniko of the thousand kills(2513))) might actually destabilize the status quo. She left within a weak leaving only a letter, stating to send for her if she is truly needed, and taking only her armor, her blade and basic travel equipment with her. Seniko left Minkai by ship, keeping it safe from pirates for the first half by her name and for the second by her blade. on her travels she decided to reforge her own legend, from a demon of war to a hero, she vowed to fight for humanity ( and her own glory) not against people that simply have another leader, but against the monsters and fiends that roam the world.

After having heard about the blot over Riddleport she decided to investigate, as something like that rarely has an innocent reason, beside idiot mages.


wow. Seniko and volk will get on like a house on fire. Ever seen a house fire? Nice character

lol


DM Tuyena wrote:
The time has come to seek another unfortunately. This time we are in need of a full divine caster, either Oracle or Cleric.

Is this still what you are looking for?

If possible, could you post a short list of players currently in this AP: class, role?

It would certainly help with trying to figure out what type of character would be a valuable addition to the current party


Alright Yokaiboy and Ktari please join us in discussion :)

-Posted with Wayfinder


I am eager to join the group. Volk asked how I got power attack and furious focus. I, as a DM, have allowed a character to delay getting a feat til second level (such as power attack or weapon finesse). I hope this is acceptable. (retraining can also do this, I believe.). Let me know if this is a problem.


Considering the bard also tried that and couldnt I'm going to assume no..


DM Tuyena wrote:
We have six currently. Well be recruiting two more soon.

Is recruitment closed for this?

Since 2 were just invinted?


My favored class went to hit points.


gossamar4 wrote:
DM Tuyena wrote:
We have six currently. Well be recruiting two more soon.

Is recruitment closed for this?

Since 2 were just invinted?

Looks like it.

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