About Daichi FujitoTraits:
Friend in Every Town Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. World Traveler Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (SM) Feats:
Noble Scion: You are a member of a proud noble family, whether or not you remain in good standing with your family. Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate. Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. (1st lvl feat) Street Smarts(UI): You are able to navigate the streets and personalities of whatever locale you run across. Benefit: You get a +2 bonus on knowledge (local) and sense motive checks and knowledge (local) is always a class skill for you. If you have 10 or more ranks in one of these skills, the bonus is +4 for that skill. The bonus on sense motive does not stack with Alertness. (bonus human feat) Toughness: Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (3rd lvl feat) Improved Unarmed Strike: Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (bonus feat) Weapon Focus: Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon - butterfly sword. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. (5th level feat) Weapon Specialization You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. (Butterfly Sword) paladin abilities:
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. 3rd lvl: Shaken: The target is no longer shaken. Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6. Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11. Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
enlightened paladin abilities:
Enlightened paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Enlightened paladins follow no universal paladin code—each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection. Skills: An Enlightened paladin gains Acrobatics, Climb, and Swim as class skills. Confident Defense (Ex) At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields. Unarmed Strike At 1st level, an Enlightened paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage. Aura of Law (Su) The power of an enlightened paladin's aura of law is equal to his class level. This ability replaces aura of good. Sense Perfection (Su) At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin's detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability. This ability replaces detect evil. Personal Trial (Su) Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target's spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day. This ability replaces smite evil. Aura of Excellence (Su) At 3rd level, an enlightened paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Enlightened paladin is conscious, and replaces aura of courage. Ki Pool (Su) At 4th level, an enlightened paladin gains a ki pool with an effective monk level equal to his class level. The number of points in an Enlightened paladin's ki pool is equal to 1/2 his class level + his Charisma modifier. By spending 1 point from his ki pool, he can ignore any damage reduction possessed by the target of his personal trial ability for 1 round. This ability otherwise functions as the monk ability of the same name and replaces channel positive energy. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Divine Body (Su) Upon reaching 5th level, an enlightened paladin must form a bond with a weapon, except he can only choose to enhance his unarmed strike. Tempered Champion:
Tempered champions are trained to master their deities' favored weapons. Divine Weapon Specialization (Ex) At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list: Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick. If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity's favored weapon, or its group. The tempered champion must meet the feat's prerequisites, but treats her tempered champion levels as fighter levels for this purpose. In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest's sacred weapon ability at her tempered champion level. lvl 1-4 1d6, 5-9 1d8, 10-14 1d10, 15-19 2d6, 20 2d8 This ability replaces spellcasting. Divine Bond (Su) At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability. base mythic abilities:
Mythic Feat: Select one mythic feat or non-mythic featas a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter. Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points , you still lose hit points for taking actions , as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to
Guardian's Call - Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction. Champion's Strike - Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. mythic feat:
Dual Path: You follow two mythic paths.
mythic paths:
Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing
manifested weapons and armor:
a pair of +1 Butterfly Swords. One is +1 Axiomatic, the other is +1 Holy. Butterfly swords: +10 to hit 1d8+6 dmg, 19-20/x2 crit range, 1 lb ea armor is a set of +1 O'Yoroi armor (if/when he can wear medium armor - until then it is:) +1 ? mithral kikko armor +5 ac, -3 acp, wt 12.5 lbs, Equipment:
clothes on his back
brief background:
Daichi was born to a wealthy industrialist family. His childhood was spent being raised to be a scion of the family, trained in multiple languages and in family politics. When he was 7, he was sent off to boarding school in England, where he learned English. He experienced being bullied (mostly for his small size and quiet demeanor)... He toughened up, learned to speak up for himself and, while not becoming a bully himself, learned to talk his way out of most situations. He learned to fight in school, an education supplemented with Japanese techniques when he returned home... Once out of university, over the objections of father and family, he joined the RAF with some of his school buds, and learned to pilot a helicopter, flying rescue and medivac missions in a Bell Griffin Har2. But he quickly learned that military life just didn't suit him well, so after two years in Afghanistan, when his first term of duty was over, he opted out and returned home to Tokyo. His family was not pleased when he seemed to join the irresolute youth of the streets, using some of his vast trust fund on fast cars, Harajuku street clothes, and an extravagant lifestyle... despite his father's threats to cut him off, he joined a boy band, Tenshi Boyz, and became a professional singer. He frequently dyes his hair various colors depending on his mood, though he's stayed away from the temptations of piercings and tats. As for personal relations, he's a bit androgynous and attractive to both boys and girls and has a rep of dating both indiscriminately. |