Monk

Alara Shinrin's page

339 posts. Alias of Dragoncat.


Full Name

Alara Shinrin

Race

Elf

Classes/Levels

Samurai (Warrior Poet) 1|HP: 12/12|AC: 15/13/11|Saves: +3 Fort, +3 Ref, -1 Will (+2 vs. enchantments)|Init: +3|Perc: +2

Gender

Female

Size

6'3", 120 lbs (Medium)

Age

126

Special Abilities

Calligraphy and Swordplay

Alignment

CG

Deity

Desna

Location

Magnimar

Languages

Common, Elven, Tien, Celestial, Abyssal

Occupation

Pathfinder Society Agent

Homepage URL

Alara's Portrait!

Strength 13
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 8
Charisma 16

About Alara Shinrin

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Statblock
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Alara Shinrin
Female Elf samurai (Warrior Poet) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 15, touch 13, flat-footed 11 (+1 Armour, +3 DEX, +1 Dodge, +1 CHA unarmoured)
hp 12 (1d10+1+1 Favoured)
Fort +3, Ref +3, Will -1 (+2 vs. Enchantments)
Defensive Abilities Immune to magic sleep effects
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Offense
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Speed 35 ft (45 ft. unencumbered)
Melee +7 2-Handed Katana (1d8+2/18-20/x2, Deadly)
+7 Dagger (1d4+1/19-20/x2)
Ranged +7 Shortbow (1d6/x3)
Special Attacks

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Statistics
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STR 13, DEX 17, CON 12, INT 14, WIS 8, CHA 16
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse, Dodge
Traits Exchange Agent, Reckless, Thrill-Seeker
Skills +8 Acrobatics, +5 Climb, +6 Craft (Calligraphy), +6 Knowledge (Religion), +7 Linguistics, +2 Perception, +7 Perform (Oratory), +5 Swim
Languages Common, Elven, Tien, Celestial, Abyssal
SQ Elven Immunities, Desert Runner, Keen Senses, Low-Light Vision, Skirmisher's Challenge, Flourish (Exodus of Jinin), Graceful Warrior, Dancer's Grace
Combat Gear Katana, Shortbow, 20 Arrows, Dagger, Silken Ceremonial Armour
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Special Abilities
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Racial Traits:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Class Features:
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.

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.

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.

Dancer’s Grace (Ex): When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.

This replaces the samurai’s proficiency with medium armor, heavy armor, and shields.

Flourish (Ex): The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.

This replaces mount, weapon expertise, banner, and greater banner.

Graceful Warrior (Ex): The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.

Skirmisher’s Challenge (Ex): The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round.

This modifies challenge.

Warrior Poet Flourishes:
Exodus of Jinin: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.

Order of the Songbird!:
Samurai of the order of the songbird are artists, scholars, and poets. They treat battle as a beautiful art form; many of these samurai seek pacifistic means of defeating their foes. Even samurai of this order who kill their opponents do so with respect, considering such a fight to be an act of poetic tragedy. These samurai are most common in lands where beauty is treasured, such as Hwanggot, Jinin, and Tianjing.

Edicts: The samurai must never destroy art unless doing so is part of an artful act or performance of her own. She must respect the skill of her opponents and never desecrate or purposefully humiliate a foe. If she takes a sapient life, she must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what she has taken from the world.

Challenge: An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.

Skills: An order of the songbird samurai adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills. The samurai adds half her level to Craft checks and Profession (gardener) checks.

Order Abilities: A samurai belonging to the order of the songbird gains the following abilities.

Versatile Performance (Ex): At 2nd level, the order of the songbird samurai gains the benefits of the bard’s versatile performance ability with one Perform skill.

Poetic Inspiration (Ex): At 8th level, an order of the songbird samurai can speak a few words as a swift action, inspiring allies to great deeds. Allies within 30 feet who can hear the samurai gain a competence bonus equal to her Charisma modifier on attack and weapon damage rolls for 1 round. This ability can be used once per combat.

Beautiful Strike (Su): At 15th level, once per day when the order of the songbird samurai confirms a critical hit against the target of her challenge, she can declare it a beautiful strike without spending an action. The damage dealt by the attack becomes nonlethal damage, and the target must succeed at a Will save (DC = 10 + half the samurai’s class level + her Charisma modifier) or be charmed as per charm monster (caster level equals the samurai’s class level).


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Background
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Born in the nation of Jinin, far from the land of Varisia, Alara’s childhood was one of manic energy, attempted discipline and artistic endeavours. Though her parents were loving and supportive, they had their hands full dealing with their daughter’s seemingly-endless enthusiasm and impatience; attempts to introduce her to the arts of wizardry were as unsuccessful as they were frequent. By the time Alara had grown to her full measure, she found herself drawn to arts of a different sort—namely, the art of battle and brush.

Though her friends and family were unsurprised by her interest in the way of the blade, it was her budding interest in calligraphy that surprised them—calligraphy was an art that demanded disciplined control of the brush, something one who knew Alara would be forgiven for not thinking she was suited for. But when the impulsive elf tried it, she found it to not only be quite relaxing, but also expressive. It was something she could focus her efforts entirely on, and for the first time in many years her parents were relieved.

As she grew into adulthood, Alara’s interests gradually shifted from swordplay and brushwork to the wider world, and she sought out the Pathfinder Society’s Jininese chapter. After a few tests of both her skill in combat and her dedication to the tenets of exploration, discovery and cooperation, she was allowed to join as a novice member. Her first assignment was a big one—a letter had arrived from the Magnimarian chapter of the Society, asking for an exchange of agents. Alara readily volunteered, eager for a chance to wander beyond the borders of Jinin and experience the world for herself.
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Description & Personality
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Before you stands a tall, tan-skinned elven woman with deep brown hair and shining green eyes filled with bouncy energy. She’s dressed in silvery silk and cloth, with a brown satchel, bow & arrows slung over her shoulder and a steel katana belted at her side. She fidgets about as you look at her, a sunny smile on her face.

Alara is a girl with too much energy, one could say. She has some difficulties staying on task and can’t stop fidgeting if she has to remain still for too long. That being said, when she does focus on a task it will take some doing before she can set it aside. She’s someone who finds it easy to befriend others and is affectionate to men and women alike.

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Traits & Drawback
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(Campaign) Exchange Agent: Alara hails from the nation of Jinin in Tian Xia, and this is her first time venturing so far from her home. Alara gains one of Jinin’s national languages as a bonus language (in this case, Tien), and a +1 trait bonus to Linguistics. Linguistics is always a class skill for her.

(Combat) Reckless: Alara is, contrary to common elven wisdom, impulsive and reckless. She has a tendency to leap into the fight, relying on her skills at dodging to protect her. She gains a +1 trait bonus to Acrobatics checks, and Acrobatics is always a class skill for her.

(Religion) Thrill-Seeker: Even with her recklessness on the battlefield, Alara often manages to emerge unscathed, thanks to her faith in Desna and her luck. Once per day, whenever Alara attempts an Acrobatics check, she can roll twice and take the better result. The use of this trait must be declared before making the check.

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Skill Breakdown
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—1 Acrobatics
—1 Climb
—1 Knowledge (Religion)
—1 Linguistics
—1 Perception
—1 Swim

Pathfinder Skills
—1 Craft (Calligraphy)
—1 Perform (Oratory)

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Gear
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—Katana (50 GP, 6 lbs)
—Silken Ceremonial Armour (30 GP, 4 lbs)
—Mwk Backpack (50 GP, 4 lbs)
—Shortbow (30 GP, 2 lbs)
—20 Arrows (1 GP, 3 lbs)
—1 Dagger (2 GP, 1 lb)
—10 doses of night tea (1 GP)
—Gear Maintenance Kit (5 GP, 2 lbs)

—Grooming Kit (1 GP, 2 lbs)
—Mess Kit (2 SP)

—Pathfinder’s Kit (Sans Backpack and Dagger (-4 GP and -3 lbs)): a bedroll, a belt pouch, a clay mug, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone (8 GP, 18 lbs)
—Deck of High-Quality Playing Cards (50 GP)
—1 Inkpen (1 SP)
—5 vials of ink (40 GP)
—2 journals (20 GP, 2 lbs)
—Explorer’s Outfit (Free)

Money: 11.7 GP

Carrying Capacity: 0-50 lbs: Light load; 51-100: Medium; 101-150 Heavy

Current Load: 44 lbs. (Light)

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Magical Items
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