Samurai

Angie Sen's page

149 posts. Organized Play character for Buckshot Bob.


Full Name

Angie Sen

Race

Human

Classes/Levels

Samurai-4 HP 32 /32 AC 24 ( Touch 14 Flat 21) / Fort +6 | Ref +4 | Will +3 / CMB +8 | CMD 22 / Init +2 / Perception +2

Gender

Male

Size

Med

Age

22

Special Abilities

Nimble moves

Alignment

LN

Deity

Shizuru

Location

From Tien, now travelling where the winds takes him

Languages

Aquan, Common, Dtang, Infernal, Tien, Varisian, Aboleth

Occupation

Sailor

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

About Angie Sen

Boon Scenario #3-02 Sewer Dragons of Absalom Kobold friend: Token grants +2 to all Diplomancy checks wth humanoids of the reptilian subtype

BoonSeason 6 Boon #10: Haunt Specialist: Gain +2 bouns on all saving throws to resist effects created by a Haunt. +2 bonus on skill checks to notice a haunt and on initiative checks to act in the surprise round when the haunt manifests.

Varisian Caravaner Boon: +1 bonus on attack rolls Vs. creatures with the Goblinoid subtype.

'APPEARANCE':

A Tein male wearing Kikko Armour and a sword on each hip. Angie Sen continues to work for the Pathfinders Society out of respect for his patron Amara Li.

'RACIAL BENEFITS':

+2 Strength
Bonus Feat
Skilled
Languages: Common, Tien, Dtang

'CLASS ABILITIES':

• FAVORED CLASS (Samurai) : You've gain the following bonuses: +3 Skill Point.

• RESOLVE: You gain resolve that he can call upon to endure even the most devastating wounds and afflictions. You can use this ability 2 per day. Whenever you defeat the target of your challenge, you regains one daily use of your resolve, up to your maximum number of uses per day. 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.(PFUC 19).

• CHALLENGE: You can challenge a foe to combat. Choose one target. Melee attacks deal +4 extra damage against that target. You can use this ability 2 times per day. Challenging a foe requires much of your concentration. You take a –2 penalty to his AC, 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. (PFUC 18).

• SAMURAI MOUNT: You gain the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, your effective druid level is 3. You have selected a Horse as your mount. You do not take an armor check penalty on Ride checks while riding his mount. (PFUC 18).

• SAMURAI ORDERS: You have pledge yourself to the Order of the Warrior. The warrior must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity. If he violates any of these
edicts, he loses the benefits from his order's challenge ability for 24 hours. The order has granted the cavalier the following special abilities:
- Honor in All Things: The order of the warrior draws strength from his sense of honor. Whenever you makes a skill check or saving throw, you can call upon your honor as a free action to grant you a +4 morale bonus on the roll. You can use this ability 1 per day. (PFUC). (PFUC 18 - 19).

• SAMURAI WEAPONS AND ARMOR: Samurai are proficient with all simple
and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields). (PFUC 18).

• WEAPON EXPERTISE: You gain an unparalleled expertise with Katana. You can draw this weapon as a free action as if he had the Quick Draw feat. In addition, whenever you threaten a critical hit with this weapon, you gains a +2 bonus on the confirmation roll. (PFUC 19).

TRAITS:

-- TRAITS --
• ARMOR MASTER (Regional): You have grown accustomed to wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0. (PFCo: ISP)

• DEFENDER OF THE SOCIETY (Combat): Your time spent fighting and
studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. (PFCh: FcGd 62)

'FEATS':

-- GENERAL FEATS --
• NIMBLE MOVES: Whenever you move, you may ignore up to 5 ft of difficult terrain each round. This feat allows you to take a 5 ft step into difficult terrain. (PFCR 131)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too. (PFCR 122)

• MOUNTED COMBAT: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result
becomes the mount's Armor Class if it's higher than the mount's regular AC.) (PFCR 131)

• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)

• TWO-WEAPON FIGHTING: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack PHB 3.5 160.
(PFCR 136)

'COMBAT STATS':

HP: 32
AC: 24 (14 Touch, 21 Flat-Footed)

CMD: 22
CMB: +8

Init +2

Fort: +6
Ref: +4
Will: +3

BAB: +4
Melee: +8
Range: +6

MW Composite Str +3 Longbow +7 Dam:1d8+3 Crt 20/x3 Per Range 120' CM+1 deadly

+1 Katana +9 Dam:1d8+5 Crt 18-20/x2 Slash CM+1 deadly
+1 Katana (Two Weapon fighting) +7 Dam:1d8+5 Crt 18-20/x2 Slash CM+1 deadly
+1 Katana two-handed +8 Dam:1d8+7 Crt 18-20/x2 Slash CM+1 deadly

MW Silver Wakizashi +9 Dam:1d6+3 Crt 18-20/x2 Per/Slash CM+1 deadly
MW Silver Wakizashi (Two Weapon fighting) +7 Dam:1d6+3 Crt 18-20/x2 Per/Slash CM+1 deadly

Lance +6 Dam: 1d8+5 Crt 20/x3 Lance deals double damage when used from the back of a charging mount. It has reach, but you can't use it against an adjacent foe. While mounted, you can wield a lance with one hand

Cold Iron Dagger +6 1d4+4 Crt 19-20/x2 Per/Slash

'SKILLS':

Skills (w/ -4 Armour check penalty);
Trained
+7 Know History
+7 Know Nobility
-2 Stealth
+1 Survival
+5 Swim
+2 Perception
+6 Profession Sailor

UNTRAINED
-2 Acrobatics
+1 Appraise
+4 Bluff
+6 Climb
+1 Craft
+6 Diplomacy
+0 Disguise
-2 Escape Artist
+6 Handle Animal
+1 Heal
+4 Intimidate
+0 Preform
+9 Ride
+6 Sense Motive

'EQUIPMENT':

ITEM
+1 O-Yoroi Armor
Chain shirt to sleep in. (AC = 18)
Lance in hand when on horse
Quiver with 20 Arrows
+1 Katana on left hip
MW Silver Wakizashi on right hip
Dagger on chest strap from quiver
Wooden Holy Symbol around neck
Signet ring left hand
MW Composite Longbow on back
+1 Cloak of Resistance

Backpack
-Bedroll
-Travelers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-6 Days Rations
-Hammer
- Wand of Cure Light Wounds 50 charges
-Everburning Torch
-Winter Blanket
-2 potions of Cure light Wounds
-Scabbard of Vigor
Belt Pouch
-Whetstone
-Flint & Steel
-Soap

Coin spent on this adventure
PP
GP 1047
SP
CP

SOCIETY LOG SHEET:

Society Number:38898-3
Grand Lodge
Experance: 11
Fame: 21
Prestige: 19

'CHEAT SHEET':

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Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
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'BACK STORY':


SCABBARD OF VIGOR PRICE 1,800 GP
AURA faint transmutation CL 5th WEIGHT 3 lbs.
Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls.
The duration of the effect depends on the desired enhancement bonus for the weapon.
BONUS DURATION
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds

• MASTERWORK KATANA (ONE-HANDED): The result are swords noted for
their wickedly sharp yet slender, gently curved blades, designed to make graceful
hacking strokes capable of severing opponents' heads and limbs. Though finely
balanced, these blades are difficult to master. [Weapon 1 (PFUC)]
• MASTERWORK WAKIZASHI: They are primarily used as back-up weapons, to
decapitate defeated enemies, or to commit seppuku (ritual suicide) as a matter of
honor. These blades are specifically worn by samurai and are intended to be paired
with a katana. Together, this set of blades is referred to as a daisho. [Weapon 3
(PFUC)]
• MASTERWORK COMPOSITE LONGBOW: You need at least two hands to use a
bow, regardless of its size. You can use a composite longbow while mounted. If your
Strength bonus is less than the strength rating of the composite bow, you can't
effectively use it, so you take a –2 penalty on attacks with it. [Weapon 4 (PFCR)]
• LANCE: A lance . [Weapon 5 (PFCR)]