Full Name |
Hattori Aiko |
Race |
Human (Tian-Min) |
Classes/Levels |
Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1 |
Gender |
Female |
Size |
Medium |
Age |
23 |
Alignment |
Chaotic Good |
Deity |
Shizuru |
Languages |
Taldane (Common); Giant, Goblin, Minkaian, Sign Language, Skald, Varisian |
Occupation |
Entertainer, ninja |
Homepage URL |
Picture | Picture 2 | Picture 3 |
Strength |
12 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
11 |
Charisma |
15 |
About Hattori Aiko
Hattori Aiko
Female human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2
CG Medium humanoid (human)
Init +3; Perception +10 (trap spotter)
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Defense
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AC 15, touch 15, flat-footed 10 (+3 Dex, +2 Cha)
HP 31 (2d8 + 2d10, +4 Con, +2 favored class: ninja)
Fort +4 (+3 base, +1 Con), Ref +6 (+3 base, +3 Dex), Will +2 (+0 base, +0 Wis, +2 feat) {+2 trait bonus vs. fear}
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Offense
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Speed 40 ft.
Melee Dancing wasp +5 (1d3+2/1d6+2/x2; double, grapple, monk, reach, trip)
Melee Naginata +6 (1d8+1/x4; reach)
Melee Masterwork wakizashi +7 (1d6+1/18-20/x2; slashing; deadly)
Melee Masterwork darkwood nunchaku +7 (1d6+1/x2; bludgeoning; disarm, monk)
Ranged Shuriken +6 (1d2/x2; piercing; 10 ft. range)
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 15
Base Atk +3; CMB +4; CMD 17
Languages: Taldane (Common); Giant, Goblin, Minkaian, Sign Language, Skald, Varisian
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Feats
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Human
Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Level 1
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.
Chosen Skill: Perception
Level 3
Phalanx Formation (Combat): You are trained to use long weapons in tight formations.
Prerequisites: Base attack bonus +1.
Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Normal: Attacking a target that is beyond another creature, even an ally, can result in the target having soft cover from you.
Samurai (warrior poet) 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
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Traits
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Acrobat (Social): Having trained from a young age, you’re capable of amazing feats of daring.
Benefits: You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.
Childhood Crush (Campaign): 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. NPC Choices: Ameiko, Sandru, Shalelu.
Chosen NPC: Ameiko
Courageous (Combat): Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.
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Adventuring Skills
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Total skill ranks: 36/8 (16 ninja, 8 samurai, +8 Int, +4 human; 8 background)
Acrobatics +13 (4 ranks, +3 Dex, +3 class skill, +1 trait, +2 cat burglar's boots)
Bluff +9 (4 ranks, +2 Cha, +3 class skill)
Climb +8 (2 ranks, +1 Str, +3 class skill, +2 cat burglar's boots)
Diplomacy +7 (2 ranks, +2 Cha, +3 class skill)
Disable Device +12 (4 ranks, +3 Dex, +3 class skill, +2 masterwork thieves' tools)
Disguise +9 (4 ranks, +2 Cha, +3 class skill)
Escape Artist +8 (2 ranks, +3 Dex, +3 class skill)
Perception +10 (4 ranks, +3 class skill, +3 Skill Focus feat)
Sense Motive +7 (4 ranks, +3 class skill)
Stealth +12 (4 ranks, +3 Dex, +3 class skill, +2 cat burglar's boots)
Swim +6 (2 ranks, +1 Str, +3 class skill)
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Background Skills
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Linguistics +6 (4 ranks, +2 Int)
Sleight of Hand +10 (4 ranks, +3 Dex, +3 class skill)
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Untrained Skills
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Appraise +2 (+2 Int)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Ride +3 (+3 Dex)
Survival 0 (0 Wis)
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Gear
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Total starting wealth: 140 gp
Explorer's outfit (10 gp)
Naginata (35 gp, 9 lbs.)
Wakizashi (35 gp, 1 lb.)
Masterwork darkwood nunchaku (312 gp, ½ lb.)
Shuriken, 5 (1 gp per 5, 1 lb. per 5)
Cat burglar's boots (2,000 gp, 1 lb.)
Ring of the ram (10 charges)
Adventurer's sash (20 gp, 3 lbs.)
[
• Compass (10 gp, ½ lb.)
• Smoke bomb (100 gp, 1 lb.)
]
Backpack (2 gp, 2 lbs.)
[
• Expedition pavilion (10 lbs.)
• Flint and steel (1 gp)
• Grappling hook (1 gp, 4 lbs.)
• Lamp oil, 2 pints (2 sp, 1 lbs.)
• Lantern, hooded (7 gp, 2 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• 50 gp, 7 sp
]
Stored in the caravan:
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Courtesan's outfit (8 gp, 4 lbs.)
• Entertainer's outfit (free starting outfit, 4 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Lamellar cuirass (15 gp, 8 lbs.)
• Trail rations, 4 (5 sp ea., 1 lb. ea.)
Total weight carried: 41 lbs.
Carrying capacity: 0–43/44–86/87–130
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Special Abilities
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Human
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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Ninja 2
Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ninja 2
Ki pool: At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ninja 2
Ninja Trick: Rogue Trick—Trap Spotter
Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Samurai (warrior poet) 2
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).
Dancer's Grace (Ex): When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.
This replaces the samurai’s proficiency with medium armor, heavy armor, and 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.
Flourish (Ex): The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.
This replaces mount, weapon expertise, banner, and greater banner.
Exodus of Jinin: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.
Graceful Warrior (Ex): The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.
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).
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 (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.
Skirmisher's Challenge (Ex): The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round.
This modifies challenge.
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Backstory
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Description: Aiko is a Tien-Min woman with angular features and wide eyes. She has a small nose, petite ears that lie flat against the sides of her head, thick hair, and a noncommittal mouth. She has the tough, corded musculature of an acrobat, and like many Tienese she is short by the standards of the western lands.
When performing, she wears a salacious single-piece bodysuit that serves both to attract attention and to show off for the imagination of the crowd. Typically this is a black bodysuit that is legless and shoulderless, low-cut and often with a plum blossom motif for additional decoration. After finishing an acrobatic performance she dons a traditional kimono, her favored one being one with bamboo forest decorations.
When traveling or engaged in more dangerous work, she switches to her shinobi outfit with a lamellar cuirass, wears a mask, and carries a variety of lethal implements.
Hair: Dark brown, mid-back length, straight
Eyes: Brown
Height: 5' 3"
Weight: 101 lbs.
Personality: Aiko has a "performance" personality that is coy but enticing; she plays up the role of the "exotic foreign woman" deliberately to improve earnings. Privately she is a bit more reserved, and she will sometimes keep thoughts to herself if she thinks that her opinions will cause trouble without gaining anything. When frustrated with someone, she has a tendency to give barbed compliments that are actually veiled insults. She moves quickly and quietly at all times, and she adapts her tactics depending on the situation—seduction, sudden violence, and reasoned debate are all in her repertoire.
Aiko likes rice, fish, and spicy dishes. She has acquired a taste for some Varisian food, though she finds bread "boring" and red meat disgusting. She also has a strong dislike for butter.
Aiko has a sort of absent level of ambient fondness for dogs, cats, and horses, but no real special adoration for animals in general. She likes watching fish swimming in ponds and fountains. She greatly enjoys summer nights with a bright moon—her favorite time for roaming about watching trees and landscapes. She likes rain as long as she has somewhere to sit that's out of it.
Aiko is loyal to the people who frequent the Rusty Dragon, though she often clashes with Shalelu. The two have different tactics and the elf woman often comes across as aloof and haughty to Aiko, which causes her to clench her teeth and quietly fume. She does not understand Ameiko's friendship with Shalelu.
Aiko is bisexual, though she favors Ameiko (her longtime crush). She occasionally daydreams about running away with Ameiko to live in a little cottage in the woods in a simple romantic and pastoral life.
Aiko has a crawling distrust of wells, because of old ghost stories about children falling into them and becoming horrid undead monsters.
Background: Like her compatriot Ameiko, Aiko is from Tien-Min heritage. Also like Ameiko, her family has crossed Varisia and only settled in Sandpoint after hardships that are no longer spoken of. The relationship between Ameiko's parents and hers was complicated; Aiko never knew her mother (she died while Aiko was very young), and her father taught her that Ameiko's safety was her responsibility.
As a child she was trained to be reserved and formal in Tien-Min fashion, so she learned to express herself through acrobatics and dance, where she could practice a trade while also letting out the feelings that she couldn't speak aloud.
Aiko's father, Hattori Masanari, was a scruffy man who did many odd jobs for the Kaijitsus, including security and occasional spywork. He taught some of those same skills to Aiko, teaching her how to move through crowds, how to use cover to watch dangerous people while remaining unseen, and how to prepare for a strike that would finish a fight in one shot. He explained to her that their family had always performed difficult and dangerous tasks for the Kaijitsu family, and now that the Kaijitsus were scions of Sandpoint, all the denizens of the Rusty Dragon were her family and she would have to protect them, too.
In her late childhood she learned several traditional dances to accompany Ameiko's music, and she improved her skills in climbing, tumbling, and performance. She and Ameiko would perform as a team, with Ameiko's music accompanying her acrobatics and dance, or vice-versa.
During this time she acquired a small collection of a half-dozen porcelain dolls, which she would set out near her bed to keep her company. When she was twelve, she had a nightmare that the dolls started to move and attacked her. She woke in the early dawn light, and after a moment's hesitation, she gathered up the dolls and smashed them. Though she does not have an unnatural fear of dolls, she considers it an unpleasant memory.
As a teenage girl she had a nasty scare while crossing a river during a powerful storm. Though she is a good swimmer, a local koalinth used the spot for ambushes, and in the fighting she was dragged underwater. She struggled and injured her captor before her father managed to find her and finish it off, but the experience left her shaken and with a distinct dislike for underwater combat (and stories of kappa).
As a young adult she was devastated when Ameiko had a fight with her (Ameiko's) father, Lonjiku, and left their company for some time. Upon Ameiko's return her relief was palpable. The two were a mischief-making pair for a little while, with Ameiko telling Aiko all the wonderful stories of her travels and her mournful lost love... a story that had Aiko wishing that she had been the one to run away with Ameiko and share her company.
Aiko's father finally died two years ago; the rigors of his work combined with old age and a bad case of pneumonia in winter were too much for him. She mourned his passing but has moved on with her life.
Now a fully-grown woman, she is a staunch (silent) defender of the Rusty Dragon, and a performer there. She frequently fights off advances from drunken patrons who want to get a hand on the talent. Just last year, a drunk patron started a fight with several of the guests, and Aiko "accidentally" killed him in the ensuing altercation. While she does not enjoy killing, she struck from behind while he was wrestling with the blacksmith, and decided that a blow stopping him in his tracks would be her best option—but struck a bit too precisely.
Goals: Aiko is starting to wonder if her life will be nothing more than being an unspoken hatchetwoman for the Kaijitsus, and she is considering what her options might be if she were to leave and start a new life somewhere. She doesn't have the means to do so and isn't sure what she would do, so she wants to figure out what she really wants from life—whether it's on the road with a caravan until she dies, or to retire and settle down somewhere.
Aiko longs to know more about her heritage and she collects old stories about Minkai and its culture, as well as bits of art and artifice from there, like her kimono and her hair combs. She wonders if someday she might visit Minkai.