Fighter

Amuro Endo's page

22 posts. Alias of BlackoCatto.


Race

Half Elf

Classes/Levels

Samurai Ronin "Sword Saint"

Gender

Male

Size

M

Age

41

Special Abilities

HP: 31// AC: 17// BAB:+3// CMB:+7// CMD:18// T:11// FF:16// Init: +5//Fort: +6 Ref:+3 Will:+6

Alignment

CN

Languages

Common, Elven, Tien, Minkian, Giant, Aquan

Occupation

Mercenary, Drunk, Former Member of Minkian Navy

Strength 18
Dexterity 12
Constitution 11
Intelligence 10
Wisdom 14
Charisma 10

About Amuro Endo

General
HP: 31 AC: 17 BAB:+3 CMB:+7 CMD:18
T:11 FF:16 Init: +5

Saves
Fort: +6 Ref:+3 Will:+6

Languages
Common, Elven, Tien, Minkian, Giant, Aquan

Class Features
-Samurai- Sword Saint
Challenge 2/ a day
Order:Ronin
Resolve 2/ a day
Iaijutsu Strike 2d6
Brutal Slash
Self Reliant
Weapon Expertise: Katana

-Cleric-
Aura: Chaotic Neutral
Divine Challenge
Storm Burst
Channel Energy
Domains: Weather, War (Duel)
Channel PositiveEnergy 1d6

Race
Low Light Vision
Elf Blood
Elven Immunities
Keen Senses
Multi Talented

Trait
Ship's Surgeon
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

Ship Aptitude
You are used to crewing on many of the different types of ships that sail the Shackles. As a result, you have a knack for quickly determining the weaknesses and strengths of any ship, even ones you’ve never set foot on before. You gain a +1 trait bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you.

Fugitive
You crossed the law (or those in charge thought you did), and you are now a wanted criminal. As such, you have grown used to looking over your shoulder wherever you go. While in settlements, you gain a +3 trait bonus on Perception checks to determine awareness for the purpose of a surprise round.

Skills
Swim +16 (4)
Survival +7 (2)
Sense Motive +6 (1)
Knw. Local +4 (1)
Heal +7 (1)
Intimidate +4 (1)
Diplomacy +4 (1)
Climb +10 (3)
Prof. Navy (Sailor) +9 (4)
Linguistics +7(4)

Feats
Cleave
Martial Mastery
Improved Initiative
Dazzling Display

Weapons
Katana- 1d8+4 (Crit 18-20/x2) 6lbs Slashing Deadly
Short Bow- 1d6 (Crit x3) 60' 2lbs Piercing

Armor
Armored Coat AC+4 Speed 20' 20lbs Pen -2
Heavy Wooden Shield AC+2 10lbs Pen -2

Equipment
Fighters Kit 29lbs
-Backpack
-Bedroll
-Belt Pouch
-Flint and Steel
-Iron Pot
-Mess Kit
-Rope
-Soap
-x10 Torches
-x5 Rations
-Waterskin
Pirate Clothes (Basic) 2lbs
Hip Flask 1/2lb
Shaving Kit 1/2lb
x2 Acid Flask 2lbs (1lb)
Healer's Kit
Wooden Holy Symbol

Currency
13GP 4SP

Letter left at Shrine in Wanshi:
Dear Umiko,
My love for you is far greater than death and one day I wish to join you once again. For now though I have found a new path, one that has me once again taken to the sea in order to escape the treachery of home. I don’t regret it and would happily do it again.
Love Amuro

Bio:
Born to a lower samurai class family of a strong naval heritage, Amuro Endo was born and raised in the Wanshi province of Minkai in far away Tian Xia. Growing up along the coastline the young Amuro would himself to be a natural swimmer far beyond other children and would often win in his youth many races among his peers. By the time he ten he was serving on a navy ship under his father and by the age sixteen he had become like him a full fledged Samurai after taking his oath to the damiayo.

He would serve for over ten years in Navy before settling down to an arranged marriage. During those ten years Amuro had functioned as a marine aboard vessels, fighting off pirates and protecting commerce. It was during one year that he had discovered the faith of Besmara in a strange way. He at first ardent antagonist against the faith, despising it and punishing pirate worshipers of it harshly. It was like an inquisitor of an unknown faith that he’d drive those Besmara away from the lands and waters he’d call home.

Life away from the sea was short but pleasant and wonderful experience for him as Umiko and Amuro shared many of the same interests and passion for one another. The two were a happy couple, one that relished in their love for one another personified in a wonderful garden that was made together on their property. Amuro was no green thumb but he’d do the bulk of the physical work that was required between the two to build it and they soon expected a child.

Their life together was not meant to go long as Amuro would leave to go to the capitol on business, leaving Umiko alone. Unknown to both, courtly machination were set to kill the two in a changing of regime for any of those loyal or believed to be. Amuro would be attacked just outside the city, barely able to escape with his own own life back home. His wife however would not be as lucky and would find her deceased, killed by her attackers after defending their home against them among the smoldering ruins of their former home. Amuro would flock back to the sea coincidentally by way of smuggling pirates, the very people that he had hunted not so long ago, offering his own services as that of a newly made Ronin, a man of no master nor country now, a fugitive in his very home.

Over a course of several years the ronin would lose his ways, wandering from ship to ship, offering his services as a mercenary warrior and veteran sailor. He’d believe soon that what had happened had been punishment for his previous hunting of pirates and soon turned to the faith of Besmara for forgiveness. There was no words spoken to him, only a new purpose and that was to get revenge in the only way possible, to rebel against the society that had wronged him and terrorize the coastline of Minkai. However fate would push him to the other side of the world and his mission over the years became a distant memory.

Traveling aboard the Merry Drunkard, Amuro find himself to be the last survivor of it after a terrible storm marooned him on an empty island in the Shackles. With little supplies left and no where left to go, the Ronin believes he can possibly find peace once again in his death, if only someone came to his rescue.

Personality:
Once a stoic and happy man, a hard life of drinking and tragedy has haunted him for some time. Calm and collected in a fight, he can be seen as somewhat fatalistic, unconsciously awaiting some sort of death that he himself fights against. While a ronin, he does show some sort of old honor from his previous life as a soldier as well as a rather easy going calm demeanor.

Spells
0 lvl DC:12
-Guidance
-Light
-Detect Magic

1st lvl DC:13
-Bless
-Bane
D-Obscuring Mist

Ammunition
x20 Arrows 1lbs