Samurai

Akodo Gohei's page

30 posts. Alias of Helikon.


Full Name

Akodo Gohei

Race

Aasimar (Angel blood)

Classes/Levels

Samurai (Order of the dragon) 1

Gender

Male

Size

medium

Age

28

Special Abilities

Challange

Alignment

Lawful good

Deity

Shizeru

Location

Sandpoint

Languages

Common, Tien, Hwan

Occupation

Deputy

Homepage URL

Sheet

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 15

About Akodo Gohei

Combat:

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Defense
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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:
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Offense
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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
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Statistics
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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)
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.
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 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 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:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge:
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities:
A samurai who belongs to the order of the Dragon gains the following abilities as he increases in level.

Aid Allies (Ex):
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex):
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex):
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.


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