About Himura YoshiHimura Yoshi
Outer Sphere Stance::
Discipline: Thrashing Dragon (Stance); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6. Inner Sphere Stance::
Discipline: Thrashing Dragon (Stance); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance A defensive stance that focuses on using the disciple's dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Maneuvers Readied (5): Offensive Roll, Flick of the Wrist, Dizzying Venom Prana, Disturbing Blow, Swift Claws Maneuvers Known (8): Offensive Roll::
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment. Swift Claws::
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons. Leaping Dragon::
Discipline: Thrashing Dragon (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant
As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. Ghost Hunting Blow::
Discipline: Veiled Moon (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: One Round
By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator's attacks made this round, including attacks of opportunity, are made as if the initiator's weapon possessed the ghost touch property. This is an Ethereal plane using maneuver. Dizzying Venom Prana:
Discipline: Steel Serpent (Boost); Level: 1 Initiation Action: 1 swift action Range: Next Melee Or Ranged Attack Target: One Creature Duration: Instant Saving Throw: Fort Negates (DC 14, 16 w/ discipline weapons)
By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability. Clockwatcher::
Discipline: Riven Hourglass (Counter); Level: 1 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instant
By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally Disturbing Blow:
Discipline: Veiled Moon (Strike) [mind-affecting]; Level: 1 Initiation Action: 1 standard action Range: Melee Attack Target: One Creature Duration: Special
By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes. Flick of the Wrist:
Discipline: Thrashing Dragon (Strike); Level: 2 Initiation Action: 1 full round Range: Melee Attack Target: One Creature Duration: Instant
With two rapid slaps from his blades, the Thrashing Dragon disciple's ferocity puts an opponent off balance and with a flick of the wrist the disciple takes away the weapon of his foe. The initiator makes two rapid attack rolls at his full base attack bonus against the target's AC with a +2 bonus. If both attacks are successful, the target is disarmed of his primary weapon (no roll needed). Resolve damage from the two attacks made as part of this strike as normal. If the target is using natural attacks or the target has a locked gauntlet, then this maneuver is ineffective for disarming a foe. -------------------- Statistics -------------------- Str 10 Dex 18 Con 14 Int 10 Wis 16 Cha 8 Base Atk +2; CMB +2 CMD 16 Feats Weapon Finesse*, Two Weapon Fighting, Deadly Agility*, Discipline Focus: Thrashing Dragon, EWP: Katana & Wakizashi, Quickdraw Skills Acrobatics +10 (3), Stealth +12 (3), Perception +9 (3), Sense Motive +9 (3), Bluff +7 (3), Prof: Gambler +9 (3), Kn: Local +4 (1), Climb +4 (1), Escape Artist +8 (1), Linguistics: +2 (2), Survival +9 (1) Languages: Common Rokugani, High Rokugani, Nezumi SQ: Darkvision 60ft, Skilled: +2 Bluff & +2 Stealth, Fiendish Resistance: cold resist 5, fire resist 5, electricity resist 5; Pass For Human: change subtype, starting languages, and type. Does not need to disguise to be seen as human., Light from the Darkness: Gain Aasimar’s “incorruptible” racial trait., Incorruptible: cast corruption resistance 1/day. If cast on self, duration increases to 1hr/level, Favored Class Bonus: ¾ of Stalker Art (3) Traits: Reactionary: +2 on Initiative, Militia Veteran (+2 Survival, Always Class Skill) Combat Gear: kukri x 2, tonfa x 2, katana, wakizashi longbow, mithral chain shirt Magical Gear: potion of cure light wounds x4, oil of magic weapon +1 x4, potion of invisibility, potion of lesser restoration Other Gear: Outfit (Traveler), Outfit (Courtier), Backpack (Masterwork), Belt Pouch, Waterskin, Bedroll, Climber’s Kit, 5 days of ration, simple cards, 20gp, 5sp, 13cp -------------------- Special Abilities -------------------- Ki Pool (Su): At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1). At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives. Iaido (Ex): In addition to his normal maneuver recovery, a bushi can recover his maneuvers by sheathing his blade and taking a brief moment of quiet contemplation. When he sheathes a weapon (normally a move action), he recovers one maneuver. He cannot recover more than one maneuver per round this way, no matter how many weapons he sheathes or how many times he sheathes an individual weapon per round, nor can he use a maneuver in the same round it is recovered in this way. A bushi cannot use this ability to recover a maneuver in the same round in which it was initiated Iaido Training (Ex): At 1st level, a bushi gains Exotic Weapon Proficiency (katana) and Exotic Weapon Proficiency (wakizashi) as bonus feats, even if he does not meet their prerequisites. Quick Draw (Ex): At 1st level, a bushi gains Quick Draw as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi may sheathe his weapon without provoking attacks of opportunity. Deadly Strikes (Ex): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage. Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment. Combat Insight (Su): At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp. At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus. Dodge Bonus (Ex): The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery. Stalker Arts: As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Killer’s Implements (Ex): The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites. Chosen weapons: Kukri -------------------- Fluff:
History: Born to the auspicious Hiruma family of the Crab Clan, Yoshi was a sickly boy and frail as can be. Expected to pass away, the child miraculously survived and grew as the second son to a noble branch of the Hiruma family. Unlike most of his fellow siblings and children, Yoshi did not grow strong and brawny like his parents did. Weak and quick, he was teased and bullied through most of his early life. It was only during a fight with his older brother, a spar that broke his arm when his brother fought too hard, that the corruption within Toru and Akia’s child was made manifest.
Eyes that burned like coals, the shadows of the room drawing inwards and longer, their child’s rage showed the darkness hiding within him. With incredible speed, he almost killed his older brother before his father could stop him and was locked away for a time. Toru committed ritual suicide rather than face the dishonor of having sired a corrupted child and his mother, another warrior within the Crab, almost joined him. It was only upon seeing Yoshi weep at his father’s grave, the kind of tears that only a son who loved his father could shed, stayed her blade and took her upon a different path. The truth behind Yoshi was hidden away, out of shame and to protect the young boy. His brother was convinced towards silence and the two of them grew closer from it, protecting and watching one another. As Yoshi grew older, his mother used her influence to have him recruited within an elite order within the Crab Family; the Junsuina Hantā, The Hunters of Purity. It was with these secret teachers that he learned to harness his ki, not for balance but for dealing death. Yoshi took quickly to the path of a stalker and when he was able to, he volunteered to scout outside of the Wall. Quiet, vicious, and in complete control of himself, Yoshi brought swift death to those outside and within the walls. His kukris had a reputation for cutting throats, ripping tendons, and slaughtering both the strong and proud as well as the many and manic. Known simply as a scout, he still serves on within the Walls by looking and seeking out corruption and cutting it from society like a cancer. Under the guise of a travelling gambler, Yoshi stalks his prey and bring merciless death to those who threaten Rokugan and the Emperor. Personality: Yoshi, when he is in disguise or not outside the Wall, is a friendly, jolly character to associate with. Always quick with a smile and a word of encouragement, he expects the best from his comrades and believes that they can always do more to improve themselves. While he believes that, he also believes that corruption can settle into anyone and that no one is too pure to not be touched by the Shadowlands. In private, he is a somber man who doesn’t speak much and spends more time in reflection than drinking or celebrating like his comrades. His loathing of the Shadowlands and the corruption it brings carries over to a sense of doubt towards himself. How much good could he be truly doing if he is not pure himself? In combat, Yoshi seems like another person. Cold, efficient, effective, he seeks to bring death in the quickest manner possible and has no shame murdering his enemies in their sleep. He strives to follow the way of honor but knows that there will always be a need for those who step outside of it and do so fearlessly. Let others be the shining light to the people, he will be the dark blade that sinks into the hearts of villains and monsters alike. Appearance: Yoshi appears to be a young man in his early twenties. While not too physically imposing or muscular at all, his body is incredibly lithe, graceful, and agile. His natural dexterity is easy to see in motion with every step he takes and every motion he makes. His face has a small clawed scar along his left eye and temple, a memory of a fight with a foul beast from the shadowlands. He appears absolutely human and mundane, his black hair kept in a top-knot at most times and his eyes a dark black as well. His armor appears well-worn but well-maintained, covered in dark cloaks that help hide the sharpened blades he keeps on himself. When he loses control of his temper, Yoshi’s appearance shifts slightly. Those eyes burn like coals just before the light in them dies, his teeth seem just a bit sharper, and the shadows around him grow darker and reach towards him. Catching him enraged or upset is very rare though, as he has taught himself to keep his calm whenever possible. |