Yarzoth

Echi the Honorable's page

86 posts. Organized Play character for Justin L. Warren.


Race

Nagaji

Classes/Levels

Samurai 2 – HP 22/22 – AC 18/T: 11/FF: 17 – Perception +7; Low-light vision – Fort: +5, Ref: +1, Will: +0 (+2 racial vs. mind-affecting effects and poisons; +1 trait vs. Enchantment) – CMB: +6, CMD: 17 – Speed 20 ft – Init. +1

Gender

M

Alignment

Lawful Neutral

Languages

Common, Draconic, Tien

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

About Echi the Honorable

PFS Character Information
PFS#: 60133-17
XP: 3
Fame: 5
Prestige: 3 (2 Spent)

Game Statistics
Initiative: +1
Senses: Perception +7; Low-light vision
Speed: 20'

AC: 18 (10 + 6 armor + 1 Nat. Armor + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 17 (10 + 6 armor + 1 Nat. Armor)
Hit Points: 22 [2x(d10+2 Con)+ 2 FC]
Fort: +5 Ref: +1 Will: +0

Combat:
Base Atk: +2; CMB: +6; CMD: 17

Melee
MW Katana: +7 to Hit; Dmg 1d8+6 (S); crit 18-20/x2; Deadly
or
MW Cold Iron Naginata: +7 to Hit; Dmg 1d8+6 (B or P); crit 20/x4; Reach
or
Dagger: +6 to Hit; Dmg 1d4+4 (P or S); crit 20/x2;

Ranged
Sling: +3 to Hit; Dmg 1d4+4 (B); crit 20/x2; range 50 ft
or
Dagger: +3 to Hit; Dmg 1d4+4 (P); crit 20/x2; range 10 ft

Armor
Masterwork Steel Lamellar +6 AC, -3 ACP

Skills:
Skill Ranks Per Samurai Level: 4 + 0 Int modifier
Acrobatics -2 (0 ranks + 1 Dex – 3 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +1 (0 ranks + 1 Cha)
Climb +1 (0 ranks + 4 Str - 3 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +5 (1 rank + 3 class + 1 Cha)
Disguise +1 (0 ranks + 1 Cha)
Escape Artist -2 (0 ranks + 1 Dex – 3 ACP)
Fly -1 (0 ranks + 1 Dex - 2 ACP)
Handle Animal +6 (2 ranks + 3 class + 1 Cha) [+2 vs. reptiles]
Heal +0 (0 ranks + 0 Wis)
Intimidate +1 (0 ranks + 1 Cha)
Linguistics +1 (1 rank + 0 Int)
Perception +7 (2 ranks + 3 class + 0 Wis + 2 Racial trait)
Perform +1 (0 ranks + 1 Cha)
Ride +5 (+2) (1 rank + 3 class + 1 Dex - 3 ACP) [No ACP with Mount]
Sense Motive +0 (0 ranks + 0 Wis)
Stealth -3 (0 ranks + 1 Dex - 3 ACP)
Survival +4 (1 rank + 3 class + 0 Wis)
Swim +1 (0 ranks + 4 Str – 3 ACP)
Languages: Common, Draconic, Tien
(Note: ACP reduced by Trait)

Feats:

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. (1st level Feat)

Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. [Basic (Combat) Trait]

Loyalty: You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spell-like abilities. [Grand Lodge Trait]

Nagaji Racial Traits:

+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.

Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.

Reptilian: Nagaji are humanoids with the reptilian subtype.

Normal Speed: Nagaji have a base speed of 30 feet.

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

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo,

Samurai Abilities:

Weapon and Armor Proficiency: 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).

Challenge:

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.

Mount:

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:

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:

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.

Resolve:

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.

Equipment:

Weapons
MW Katana [6 lbs]
Dagger [1 lb]
MW Cold Iron Naginata [9 lbs]
Sling –
10 Bullets [5 lbs]

Armor
Steel Lamellar [35 lbs]

Gear
Wand of Cure Light Wounds (50 Charges)
Waterskin [4 lbs]
Tent [20 lbs]
MW Backpack [4 lbs]
--: in Backpack
--Sunrod [1 lb]
--1 Acid Flask [1 lb]
--2 Alchemist Fire [2 lb]
--Silk Rope (50ft) [5 lbs]

Mount Gear (Weight Carried by Horse)
Bit and Bridle [1 lb]
Military Saddle [30 lbs]
Saddle Bags [8 lbs]

Total Weight carried: 93 lbs (light)
Echi's Carrying Capacities: 116 lbs / 117–233 lbs / 234–350 lbs
(Masterwork Backpack gives effective +1 on Carrying Capacity Strength) 

Scenarios Played:

Boons:

Inside Knowledge (From The Consortium Compact)
As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation (From The Consortium Compact)
Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Resources Tracking:

Starting Gold: 150 gp
Gold from Master of the Fallen Fortress: 479gp
Gold from First Steps Part I: 471gp
Gold from The Consortium Compact: 430gp
Total Wealth Earned: 1530gp

Starting Purchases:
Katana 50 gp
Dagger 2 gp
Glaive 8 gp
Sling –
10 Bullets .1 gp
Kikko Armor 30 gp
Waterskin 1 gp
Backpack 2gp
Sunrod 2 gp
Alchemist Fire 20 gp
Hemp Rope (50ft) 1gp
Bit and Bridle 2 gp
Military Saddle 20gp

Master of the Fallen Fortress Accounting:
SELL Backpack +2 gp
SELL Hemp Rope +1 gp
SELL Glaive +8 gp
SELL Kikko Armor +30 gp
Masterwork Backpack 50 gp
Silk Rope 10 gp
Tent 10 gp
Saddle Bags 4 gp
Lucerne Hammer 15 gp
1 Acid 10 gp
2 Alchemist Fires 40 gp
Masterwork Steel Lamellar 300 gp

First Steps Part I Accounting:
Wand of Cure Light Wounds (50 Charges) 2pp

Consortium Compact Accounting:
SELL Lucerne Hammer +15gp
SELL Katana +50gp
Masterwork Cold Iron Naginata 330gp
Masterwork Katana 350gp

Total Wealth Expenditures: 1151.1gp
Total Prestige Expenditures: 2 pp
Current Wealth: 378.9gp

Faction: Grand Lodge

Grand Lodge Season 7 Faction Card:

[ ][ ][ ][ ][ ][ ][ ][ ] Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ][ ][ ] Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

[ ] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[ ] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[X] Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.

[ ] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

[ ] Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society
from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or
other conditions—and he must survive the encounter.

[ ][ ][ ][ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards

Grand Lodge Season 9 Faction Card:

[ ][ ][ ][ ][ ][ ][ ][ ]Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ][ ]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.

[ ]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

[ ]Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again.
This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

[ ][ ]Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill
this goal.

[ ][ ]Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.

[ ]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

PFS# 60133-17

* * *

Mount Stats

Yona
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 14 (+1 Dex, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +5, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+3) , 2 hooves -1 (1d6+1)
Space: 10 ft.; Reach 5ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 17
Feats Light Armor Proficiency, Toughness, Run
Tricks Attack Any Target, Come, Down, Defend, Guard, Heel,
Skills Acrobatics +5, Perception +5, Swim +7
SQ attack any target, come, down, defend, guard, heel
--------------------
Special Abilities
--------------------
Combat Trained The animal knows the tricks attack, come, defend, down, guard, and heel
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal comes to you even if it wouldn't ordinarily do so.
Defend [Trick] The animal defends you without command, or another with a command.
Down [Trick] The animal breaks off combat or otherwise backs down
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Link Handle animal as a free action, push as a move action, +4 to Handle animal checks
Scent (Ex) Detect opponents within 15+ feet by sense of smell.