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About Akodo GoheiCombat:
-------------------- Defense -------------------- Armor Class: 16 FF 15 T 11 (10 + 1 Dex + 5 Armor) hp 13 (7d10+2+1FCB) Fortitude: +4 (2+2 Con0) Reflex: +1 (0+1Dex0) Will: +0 (0 +0Wis0) Situational Bonus: -------------------- Offense -------------------- Ini +1 Situational Bonuses: Challenge 1/day: +1 Damage Base Attack Bonus: +1 Combat Maneuver Bonus: +5 (1BAB+ 4Str) CM DC: 16 (10+ 1 Base + 4 Str + 1 Dex) Melee • Fallen Cherryblossom (Katana)- atk: +5 / dam: 1d8+6 / crit: 18-20/x2 / deadly -------------------- Statistics -------------------- Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 15 Base Atk +1; CMB +5; CMD 16 Hit Points: 13 Initiative: +1 Armor Check Penalty: -4 Speed: 30 feet (20 in armor) Saves: Fort: +4 Ref: +1 Will: +0 Samurai:
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. Resolve (Ex)
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 of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies. Edicts:
Challenge:
Skills:
Order Abilities:
Aid Allies (Ex):
Strategy (Ex):
Act as One (Ex):
Aasimar Racial Traits:
Ability Score Racial Traits: Angel-Blooded (Angelkin) +2 Str, +2 Cha Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Type: Aasimars are outsiders with the human subtype Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits: Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled Spell-Like Ability (Sp): Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level). Senses Racial Traits Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) Skills,Feats & Traits:
Skills 4 (1x4)+2BS ACP (-5) • Climb 4 [1rank+3inclass+4Str-4ACP] • Diplomacy +6 [1rank+3inclass+2chr] • Intimidate +6 [1rank+3inclass+2chr] • Knowledge (History) +6 [2 rank+3inclass+1int] • Linguistics 3 [1rank+0int+2 Racial] • Sense motive +6 [1rank+3inclass+2racial] Feats: Power Attack Substract 1 from your attack to gain 3 damage Traits: Childhood Crush: Ameiko Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Armor Expert: Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Equipment:
Scale Armor Katana Wodden holy symbol Light Load 133 Medium 266 Heavy 400 Appearance:
Height: 5'8" Weight: 160 lbs Hair: white Eyes: Crystal blue when calm, violet when agitated. Skin: Creamy white coloured scin. Well muscled. Tattos: A huge golden Dragon IseZumi on his back. The dragon is coiled around a woman playing an instrument, listening to her, but also protecting her. Voice: A very deep smooth pearly tone Mannerism: He is rather helpful, but also very determined. Colours: Azur Blue and white Clothing Style: Blue silken Kimonos, embroided in silverthread and white silken obi, functional boots, a headband with the Tien word for Honor stitched in golden on the white silken cloth. Heraldry: a white Tiger´s head on a Azure field. Background:
To be Done Windspirit:
N large animal Init +2; Senses low-light vision, scent; Perception +5 DEFENSE AC 15, touch 10, flat-footed 15 (+1 Dex, +2 natural+3Armor-1 Size) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 OFFENSE Speed 50 ft. Melee bite +4 (1d6+3) Melee hoof +4 (1d6+3) Melee hoof +4 (1d6+3) Special Attacks trip STATISTICS Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +4; CMD 15 Feats: Light Armor Prof, Perc: +5 Acrobatics +5 |