Petrune

Friday Daud's page

1,602 posts. Alias of Rysky.


Race

Skills:
Painting +9 Perception +14 Stealth +18

Classes/Levels

Favored Enemy Human +4 Native Outsider +2 | Darkvision 30ft | Vampiric Touch 1/1

Gender

HP 58/58 | AC 18/12/16 CMD 23 | F +7 R +7 W +4 | Initiative +9

Age

21

Alignment

N

Strength 20
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 14
Charisma 7

About Friday Daud

Ameiko: 0
Shalelu: 0
Sandru: 0
Koya: 1

Vitals:

HP: 37
1: 10+2+3
2: 6+2
3: 6+2
4: 6+2+1
5: 6+2+1
6: 6+2+1

Initiative: +9

MaB: +6+5=11
RaB: +6+2=8
CMB: +5+5=10

AC: 18/12/16
CMD: 10+6+5+2=23

Fort: +5+2=7
Ref: +5+2=7
Will: +2+2=4

Perception: +14
+6 Rank
+3 Class Skill
+2 Wisdom
+3 Skill Focus

Stealth: +18
+6 Rank
+3 Class Skill
+2 Dexterity
+3 Skill Focus
+5 Shadowed (-1 ACP)

Craft (Paintings): +9
+6 Rank
+3 Class Skill
-2 Intelligence
+2 Artisan

1st Favored Enemy: Human
2nd Favored Enemy:
Combat Style: Iaijutsu

Languages: Common, Skald

Class:

Ranger (Yojimbo)

Class Skills
The yojimbo's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (noble) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level
The yojimbo gets 4 + Int modifier skill ranks per level.

Weapon and Armor Proficiency
A yojimbo is proficient with all simple and martial weapons and with the katana, naginata and wakizashi. He is proficient with light and medium armor but not with shields.

Enemy Clan (Ex)
At 1st level a yojimbo chooses an enemy clan. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against foes from this enemy clan. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. This damage stacks with any bonus gained from favored enemy. At 5th level and every five levels thereafter, a yojimbo gains another +1 bonus against an enemy clan. He may choose a new enemy clan or apply the bonus to one enemy clan he already possesses. A yojimbo may select Humanoid (human) as a favored enemy at 1st level, regardless of alignment.
This ability replaces the ranger's normal track and swift tracker abilities.

Honor Bound (Ex)
As a free action, by concentrating on a single individual within 30 feet, the yojimbo can sense whether the individual has Honor and whether it is negative or positive. When interacting with anyone with equal or less Honor than himself, the yojimbo can add his Honor score to any Charisma-based skill check as a bonus modifier. The yojimbo may possess an amount of Honor equal to half his yojimbo character level (minimum 1). He may gain Honor by defeating a challenge with a CR 1 greater than his character level in the name of his lord (in the case of a ronin yojimbo he must defeat this challenge in the name of a community). The yojimbo is under no obligation to defeat this challenge alone but he must contribute significantly to the success of the endeavor. If the yojimbo ever fails at a challenge than his character level, he loses 1 Honor.
This ability replaces the ranger's wild empathy.

Tough to Kill (Ex)
The yojimbo gains Toughness as a bonus feat at 1st level. He gains Endurance as a bonus feat at 2nd level, Die Hard as a bonus feat at 4th level and Fight On as a bonus feat at 7th level.
These replace the ranger's Endurance and woodland stride abilities, as well as 2 of the ranger's normal skill ranks per level.

Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Combat Style Feat (Ex)
At 2nd level a yojimbo must select a combat style to pursue in a manner identical to the normal ranger. The yojimbo must select one of the following styles: Iaijutsu, Mounted Combat, Two-Handed Weapon, or Yabusame.
Iaijutsu
If the ranger selects iaijutsu style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Quick Draw, Vital Strike.
At 6th level, he adds Furious Focus and Improved Vital Strike to the list.
At 10th level, he adds Deadly Stroke and Improved Critical to the list.

Ancestral Bond (Su)
At 3rd level, the yojimbo becomes more attuned to the wisdom and knowledge of his ancestors. He gains Skill Focus as a bonus feat. He gains another Skill Focus bonus feat again at 8th, 13th and 18th levels.
This ability replaces the ranger's favored terrain ability.

Swift to Act (Ex)
Beginning at 3rd level, the yojimbo gains a bonus to his initiative modifier equal to 1/2 his yojimbo character level. Once per round, as a swift action, the yojimbo can choose to place himself between an adjacent character and a single melee or ranged attack, so that the yojimbo himself takes any damage dealt by the attack. This ability must be used after the attack roll succeeds, including critical confirmations, but before damage is rolled. This ability can be used against magical attacks requiring an attack roll. Any bonus damage that would have been rolled against the original target, including sneak attack damage and damage from a critical hit, is rolled as normal against the yojimbo.

Warrior's Bond (Ex)

At 4th level, instead of forming a hunter's bond, a yojimbo forms a bond with either his weapon or his mount.

If the yojimbo chooses his mount, the animal becomes an animal companion. This ability functions like the druid animal companion ability except that the yojimbo's effective druid level is equal to his yojimbo class level -3. The yojimbo gains a +2 bonus on Handle Animal and Ride checks with his animal companion mount.

If the yojimbo chooses to form a bond with his weapon, he chooses a specific individual weapon (not a weapon type) with which to bond. When using this weapon he gains a competence bonus to attacks and damage with the chosen weapon equal to 1/4 his yojimbo class level. When using this weapon against a favored enemy, its critical threat range is increased by one step. If the yojimbo decided to bond with a new weapon, he must forgo the bonus for one month before transferring the bond. Likewise, if the chosen weapon is lost or destroyed, the yojimbo may not form a new bond for a period of 1 month.

Ancestral Discourse (Su)

Beginning at 4th level, the yojimbo is able to directly attune himself to his ancestors. By meditating for ten minutes, the yojimbo may gain one of the following benefits:

+1 to attacks, damage and saving throws, lasting 1 hour
A yes/no answer to a single question concerning events not in the future, otherwise as an augury, with an 80 + character level percent chance to be right
+2 ancestral bonus to a single skill, lasting 1 hour
+2 ability increase to one ability, lasting 1 hour
+2 dodge bonus to AC, lasting 1 hour
A yojimbo may use ancestral discourse a number of times per day equal to 1/5 his yojimbo character level +1. This means he may use it 1/day at 4th level and 2/day at 5th level. At 12th level, all numerical bonuses gained from ancestral discourse are doubled and the time the yojimbo must spend in meditation is halved. At 20th level the yojimbo may gain the benefits of ancestral discourse without meditation, as a swift action.

This ability replaces the ranger's spell casting ability.

Feats & Traits:

Childhood Crush
You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course... if that’s what you and the other player are looking for, go for it! In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush.

Rest for the Wicked
Often forced to go without food or stimulation for days at a time, you have learned to use prolonged sleep as a means of escape and a way to heal your wounds.
Benefit(s): You heal temporary ability damage at a rate of 3 points per day of complete bed rest. A normal night of rest (8 hours) still heals you at a rate of only 1 point of temporary ability damage per night of rest.

Artisan
You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade.
Benefit: You gain a +2 trait bonus on a single Craft skill (your choice).

Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Toughness
You have enhanced physical stamina.
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).

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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 modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

VMC:

Sorcerer

A character who chooses sorcerer as her secondary class gains the following secondary class features.

Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.

Bloodline Power: At 3rd level, she gains her bloodline's 1st-level bloodline power.

Improved Bloodline Power: At 7th level, she gains her bloodline's 3rd-level bloodline power

Blood Feat: At 11th level, she gains one of her bloodline's feats or Eschew Materials.

Greater Bloodline Power: At 15th level, she gains her bloodline's 9th-level bloodline power.

True Bloodline Power: At 19th level, she gains her bloodline's 15th-level bloodline power.

Vampiric

While you don't experience the hunger of a vampire, you do enjoy power that originates from a necrotic taint that entered your bloodline sometime in the past.

Bloodline Powers: You have mastered the art of treading so close to undeath—particularly the children of the night—that you nearly have become one of the cursed yourself.

Vampiric Touch (Su)
At 1st level, you gain a slam attack that deals 1d6 hp damage, and your successful slam causes mortal creatures to bleed. This is as the cantrip, but affects non-dying creatures (1 hp/round until healed or stabilized by the Heal skill). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You also gain darkvision 30 ft.

Racial:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Works:

Distracting Researcher DC 7
Lady with Tea, Lady with Knife DC 19
Kaijutsu Star DC 10
A Peaceful Red DC 22

Equipment:

Mother's Necklace (Jade Holy Symbol of Tsukyio) 100g
Longspear 5g
Studded Leather 25
Art Supplies 45

Appearance:

Inspiration

Standing at a lean 6'6" this pale man exudes an air of feralness, no small part helped by the dull red color of his eyes. Keeping his wild inky black hair pulled back into a ponytail adds some refinement to help cull this perceived aggression though. His eyes always being half lidded like one deprived of sleep helps and hinders in turns, being all too easy to compare him to a sleeping wolf all too eager to jump up and strike at any moment. Further dulling some of the sharp features universal among the Dauds is a certain softness he inherited from his mother's Min heritage, but even with all this that aura of atavistic aggression and feralness is still there, it runs too deeply in the Daud bloodline to ever be purged completely.

Personality:

Possessed of a feralness that puts most others on edge this negativity is counterbalanced by the man always looking like he's about to fall over asleep. Aloof and mellow seemingly to the point of apathy Friday goes about his ways almost in a dreamlike flow. Keenly interested in anything to do with the supernatural (ghost stories in particular) due to his upbringing back in Ustalav he has found himself taken more towards artistic bents during in his stay in Sandpoint, a slightly more peaceful pastime compared to protecting the long dead that were too stubborn to stay in the ground. This is of course all trumped by his thirst for knowledge about the lands of the east, actually going there being a far flung dream he holds onto.
Around others he tries to stay as quiet as possible, preferring to listen rather speak, though his training is still held tightly to him, making him quick to stand up to any he has believed insulted or threatened someone he cares about, with little regard for his own well being. Very much a well trained dog, loyal and easy to please, but beware should he start to show his fangs.

Backstory:

Growing up in Ustalav was never easy, moreso if you grew up a Daud. Bred in the shadows of a tyrant the Dauds have always been shackled, even before birth, being poetically born into the grave. One such Daud, however, met a woman of incomparable beauty from across the seas in his travels, and together they had a son.

This did not give the child an escape from his preordained life however since, for whatever reason, the child was soon brought to the Daud family estate were he was raised a Daud, lurking in the shadows and night, guarding secrets better left forgotten, and protecting those who walked in the night and should have left this world long ago. A cold and uncaring childhood followed by a grueling and uncaring adolescence.

Despite this the child named Friday held onto one bright spot in his life. A beautifully exquisite necklace of silver and jade moons left to him by his mother, the only thing he had of her, the only thing he knew of her. He kept this trinket with always, wearing it against his heart through darkest nights and coldest days. Until he was introduced to Renton.

Renton had been a noble for awhile, a century or two to be precise, and in that time he had found himself a collector of the foreign and the supernatural, of which he needed a guard to accompany him as he went about adding to his collection. He didn't trust agents to brings things to him, he went where the things were, and as a familial duty bid, Friday accompanied him, from one collector and purveyor of antiquities and oddities to the next.

They traveled for months before Renton saw Friday's necklace. Laying eyes upon the jade sent revulsions through the creature, though he could not fathom why. When Friday noticed the distress his master was under he put the necklace away, only for Renton to angrily seize the jewelry and cast it away, ordering Friday to forget about it. And as familial duty bid, he did... for awhile.

While the Dauds are trained to be unthinkingly loyal, they are not trained to be uncaring. Caring for one's master strengthens loyalty. Friday did not care for Renton, and now that not caring was turning into hate, which he hid. Until the sun came up. It was altogether effortless and without any aplomb that he slid the creature's coffin out of the carriage and into the daylight the very next day. Throwing open the lid Renton screamed as his body felt the warmth of the sun for the first, and last, time in decades.

Doubling back to retrieve the necklace he was at a loss at what to do now until he went through Renton's belonging's to see what be of use. And there he found a list. And on that list a name. Kaijitsu. And next to that name sketches of items the noble had been interested in. Items that felt very familiar to Friday for some reason. And so the runaway Daud set forth for Sandpoint and this 'Kaijitsu'.

Arriving in the sleepy seaside town Daud easily sold off everything of Renton's that wasn't of immediate use to him for much less than they were worth but still enough to rent an extremely extended stay at the Rusty Dragon. Charmed from the moment he met Ameiko he hid his boundless curiosity about Tian lands and culture behind his usual mellow countenance, merely asking her a question here and there about the occasional Tian piece of clothing she wore or her stringed instrument. And so this timid attraction continued on for awhile, and Friday was content simply being in communication with someone so close to his mother's homeland.

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