Rogue

Hideaki Taejin's page

57 posts. Alias of Josh.Ingle.


Full Name

Hideaki Taejin

Race

Human (Tien)

Classes/Levels

Unchained Rogue/Brawler Gestalt 2

Gender

Male

Size

Medium

Age

23

Alignment

CN

Strength 10
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Hideaki Taejin

Standing at 5'5", Taejin is a little on the short side. His looks are unremarkable; he appears to be an average Tien man, albeit one with messy, dark hair and sharp green eyes. He wears light clothing as a matter of preference, though obviously practicality can overcome his personal preferences, and he moves with the grace of a practiced martial artist.

----------

Hideaki Taejin is the black sheep of the Hideaki clan, a family who have tended to a temple in the mountains of Tien Xia, more specifically Quain, for time immemorial. The fourth of six siblings, Taejin was always looking for ways to stand out, acting out against his parents and siblings to get attention. At age seventeen, the clan could no longer tolerate his fooling around and his refusal to take the responsibility of the clan seriously, and they sent him away to find his own path in the world, rather than remain unhappy at the temple forever.

Taejin found his own path indeed, travelling across the sea to Absalom and from there roaming the Inner Sea, looking for ways to improve himself and test himself. He picked up a penchant for exploring old ruins, and deciphering the languages within them. He'd often sell his findings to archeologists; Aspis Consortium, Pathfinder Society, and various others. He wasn't an expert, by any stretch of the imagination, but he did solid work. It was through one of his contacts in the Consortium that he learned of the call for aid from Gumlat, and decided that three thousand gold and the chance to see a new place was worth the trip.

Planned Mythic Path: Champion
Enemy I Want to Fight: Shemhazian Demon
----------

Hideaki Taejin
Male human (Tian-Shu) brawler 2/rogue (unchained) 2/gestalt 2/Champion 1 (Pathfinder RPG Advanced Class Guide 23, Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+3 armor, +4 Dex, +2 dodge, +1 shield)
hp 33 (2d10+11)
Fort +6, Ref +8, Will +1
Defensive Abilities evasion, hard to kill
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +7 (1d6+1) or
. . unarmed strike flurry of blows +5/+5 (1d6+1)
Special Attacks brawler's flurry, martial flexibility 4/day, mythic power (5/day, surge +1d6), sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 18
Feats Dodge[M], Improved Unarmed Strike, Jabbing Style[ACG], Weapon Finesse, Weapon Focus (unarmed strike)
Traits quain martial artist, reactionary
Skills Acrobatics +9 (+21 to jump), Bluff +7, Climb +5, Diplomacy +7, Disable Device +10, Disguise +7, Linguistics +6, Perception +5, Sleight of Hand +9, Stealth +9, Survival +2, Use Magic Device +7
Languages Ancient Osiriani, Azlanti, Common, Thassilonian, Tien
SQ brawler's cunning, fleet charge[MA], impossible speed[MA], martial training, rogue talent (pressure points[UC]), trapfinding +1
Other Gear mwk studded leather, mwk buckler, thieves' tools, mule, bedroll, fishing net, grappling hook, pack saddle, silk rope (100 ft.), small tent, sunrod, trail rations, waterskin, Ioun Torch, 576gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

--------------------

Mule:

Mule
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear bedroll, fishing net, grappling hook, pack saddle, silk rope (100 ft.), small tent, sunrod (5), trail rations (10), waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.