Valeros

Goseki Koike's page

4 posts. Alias of joerice.


Full Name

Goseki Koike

Race

Human (Tian-Min)

Classes/Levels

Samurai (Sword Saint Ronin) 8

Gender

M

Size

M

Alignment

N

Languages

Tian, Taldan, Abyssal, Celestial, Draconic, Elven, Gnoll, Kelish, Polyglot, Skald

Occupation

Wandering samurai

Strength 22
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Goseki Koike

Goseki Koike
Samurai (Sword Saint) Ronin 8
N Male Medium Humanoid (human/Tian-Min)
Init +7; Perception +0
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Defense
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AC 25 (24 Flatfooted, 12 Touch)
hp 112
Fort +9, Ref +3, Will +2
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Offense
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Speed. 20 (Armored)
Melee: Keen +1 Katana +15/+10 (1d8+12)16-20, s, deadly
Melee: +1 Wakizashi +14/+9 (1d6+7)19-20, s, deadly
Melee: +1 Naginata +14/+9 (1d8+10)x4, p
Ranged: Composite Bow (+5) +9 (1d8+5)x3
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Statistics
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Str 22, Dex 13, Con 16, Int 10, Wis 10, Cha 18
Base Atk +8/+3; CMB +14 CMD 15
Feats:
(Human Extra): Weapon Focus (Katana)
(Feat Tax): Power Attack
1st: Intimidating Prowess
2nd: Dazzling Display
3rd: Armor Focus
4th: Skill Focus (Intimidation)
5th: Improved Initiative
6th: Signature Skill (Intimidation)

5 Ranks:
If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

Samurai Bonus: Intimidating Gaze
7th: Weapon Specialization (Katana)
8th: Persuasive
Traits: Seeking Adventure (Legacy of Fire), Reactionary, Bully
Skills:
Bluff (Cha) 15 (4+8+3)
Diplomacy (Cha) 17 (4+8+3+2)
Intimidate (Cha) 27 (4+8+3+6+3+2+1)
Sense Motive (Wis) 11 (0+8+3)
Survival (Wis) 11 (0+8+3)+2 to not get lost

Background Skills
Linguistics (Int) 8 (0+8)
Craft Weapon 11 (0+8+3)

Languages: Common, Tian, Abyssal, Celestial, Draconic, Elven, Gnoll, Kelish, Polyglot, Skald
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Class Abilities
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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 (Ex): 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.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Resolve (Ex): 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.

Brutal Slash (Ex)
At 3rd level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.

This ability replaces mounted archer*.

Editor’s note: The original text of the Brutal Slash ability states that it replaces “mounted charge”, which doesn’t exist.
There are two possibilities: brutal smash either replaces mounted archer (in which case it was a typo that was never caught), or weapon expertise (based on the level at which brutal smash is gained). There has never been an official answer or FAQ on this, so GMs are encouraged to choose the option that makes the most sense to them.

Terrifying Iaijutsu (Ex)
At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds.

This ability replaces banner.

Self Reliant (Ex)
At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex)
At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Weapon Expertise (Ex): Katana
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack.

Godbound Words and Gifts:
Might: Thews of the Gods, Excellence of the Word (Charisma)
Sword: Unerring Blade, Shattering Hand

Equipment:
+3 0-yoroi Armor
+1 Keen Silversheen Katana
+1 wakizashi
+1 naginata
Ring of Protection +1
Amulet of Natural Armor +1
Belt of Strength +2
Fighter's kit
Survival kit, masterwork
composite longbow (+5)
40 arrows
19 gp