Djarrus Gost

Hirabashi Yuto's page

1,150 posts. Alias of Balacertar.


Race

| Ini: +2 | Senses: +11

Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10

Classes/Levels

Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

Gender

HP 67-5/67-5 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2

Age

24

Alignment

LN

Deity

Shizuru and Desna

Languages

Common, Tien, Minkaian, Varisian

About Hirabashi Yuto

Ask the Ulfens about their code of honor. Ask everyone about how to avoid becoming undead.

Background:

Yuto is not known for his prowess or bravery. In fact, when 4 years ago the Thisletop goblins attacked the Glasswork Factory where he had been working since he had the age to, he barely managed to find a place to hide until Izomandakus and the other heroes of Sandpoint appeared to defeat Lonjiku’s son, Tsuto.

Since his mother died giving him birth, the shy and withdrawn child was fostered by Madame Niska Mvashti and her daughter Koya. His father, an old samurai known as Hirabashi Tsutamu, disappeared in strange circumstances along with his Master, Lonjiku’s father, just a month before Umie, a humble dressmaker of Tien origins, discovered she was pregnant by her husband.

The few possessions his parents left him were his mother's dresses and sewing needles, and his father’s books that the boy devoured with faithful reverence since he learned to read Tien at an early age. That is how Yuto learned about the edicts of the samurai orders, about the daisho and the other arts of the sword. He learned about the lines of succession of distant Minkai, about honor, and so idealized his parents and the distant world they came from decades ago.

When Yuto became a teenager, Madame Mvashti decided to train his body and mind in a way he would not shy off. She ensured he put his mother’s needles to work with Rhynshinn Povalli, and convinced Lonjiku the boy deserved a job at the Glasswork Factory, if only because of the loyalty of his father to Lonjiku’s own father. Without the boy noticing his body endured and strengthened at the rigors of the factory, while his precision and patience grew at the art of sewing, while the old sage of Sandpoint insisted to teach him about the oni and the kami, and other distant spirits giving him appropriate books to read. It almost seemed as if the fortuneteller knew about the role the boy would have in the future and decided to prepare him for without scaring him.

Although Yuto often daydreams about traveling to Minkai to discover the origin of his family and become a samurai like his father, the boy has been always too shy and withdrawn to immerse himself in such a bold voyage. At least until a few weeks ago, when Niska summoned him shortly before dying, to make him promise he will join Koya and protect her should she endeavour in a long travel. The fortuneteller said a lot of strange omens he was not able to understand and gave him the training weapon and armor his father left behind whose existence Yuto never knew about before.

Secrets:

Spoiler:

Although her mother lived a humble life in Sandpoint, back at Minkai she had a comfortable life in a well-off family of traders or noblemen. Her marriage with Tsutamu, a much older man with little coin or titles, was judged inconvenient for the young Umie and caused a great storm in the family. Nevertheless, she decided to leave the life of comfort and remain truthful to her love, even when Tsutamu’s liege brought her to the far away foreign lands of Varisia. This is a possible hook for end game at Minkai. If you want, you can give me a family name and I will incorporate it.

Relevant posts:
- Tamura Benjiro (Surname Name) is a fictional hero from the Road of the North Star series Yuto is fan of.
- Yuto in the lagoon house, remembers to strike in close quarters, and first blood
- Tsutamu's grave rite
- Yuto plans to write a book about the group's trip
- About Yuto's faith
- Yuto explains his story to Andochtuir
- Happy dress dreams
- Yuto fears to become an undead like his father and cause havoc (will he look for items and rituals to protect him from that). Also, he wonders why some people would do such harm in Brinewall to support a false ruler (he wants to understand the reasons of the attackers, there must be something honorable on them, he thinks).
- Bought material to craft his own banner.
- Yuto's banner: a sewed katana emerging out of an open book as a crescent Sun brights from the intersection of both symbols
- Yuto walks the air for the first time!

Personality, main NPCs relations and Adventure motivations:
For much he has idealized the loyalty and combat excellence of his father through the reading of his samurai books, Yuto remains an insecure 24 years old young man. Shy and withdrawn, when not working, he passes most of his time reading at the Mvashti’s house, but now that Kuya is spending less and less time at town, Yuto is being forced to leave his jobs at the Glassworks Factory and with Rhynshinn Povalli at Vernah’s Fine Clothing and take the sword to follow Kuya as promised and work with his fostering brother Sandru Vhiski.

While the relation with Kuya has always been of mutual care as in a mother to child normal relationship, his relation with Sandru has been more conflicted. Yuto sees his fostering companion as his older brother, and enjoys his protection and cares, but at the same time it is conflictive and creates a secret resent, as he sees in him the boldness and detachment of the samurais that he lacks.

With Ameiko, the young man has a relation of reverence. He sees his own Tien ethnicity reflected on the woman. And despite not having enjoyed much time with the over demanded woman, he was lucky enough that Madame Mvashti convinced her to teach Yuto the Tien and Minkaian languages early on.

Shalelu on the other side is just a mystery to Yuto, although he knows about her and how important she was in the goblin and giant attacks. He idealizes the guardian for her boldness and judges her as an archer able to rival the best samurai bowmen.

His shyness and sensibility though, have made Yuto an observant person, able to understand the motivations and virtues of others, and has made him a great guardian of the self being of his companion emotions. He will always try to help people work well together around him.

About faith
Yuto has always resisted to bond to Varisian faiths. His father was a follower of Shizuru, while his mother was a follower of Tsukiyo for what he has been able to discover. The young man has stumbled with those gods once and again during his readings, and has slowly come to the conclusion he must follow one of those gods. He is trying hard to find out which of the two he should follow, but as he is unable to decide, he has decided to pay homage to both as a sort of private pantheon until life itself tells him which one is his god.

HIRABASHI YUTO
Male human (tian) samurai (Yojimbo) 7
LN Medium humanoid (human)
Init +2; Senses Perception +11
DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +2 shield, +1 natural; +2 vs evil, +2 defending)
hp 67 (7d10+14+7)
Fort +7 (5 class, 2 Con), Ref +4 (2 class, 2 Dex), Will +5 (2 class, 0 Wis, 2 feat, 1 trait) [+2 vs evil, +2 morale vs fear, +5 vs cold weather, endure elements]
Special defenses resolve (3/day), determined (use resolve to remove shaken, fatigued or sickened), resolute (use resolve to roll Fort or Will twice), unstoppable (use resolve to stabilize and remain conscious)

OFFENSE
Speed 30 ft (thanks to armor training)
Melee katana 2-handed +12 (1d8+7) 18/x2 slashing, or
katana 1-handed +12 (1d8+5) 18/x2 slashing, or
club +12 (1d6+5) 20/x2 bludgeoning
+1 flail +13 (1d8+6) 20/x2 bludgeoning, disarm, trip
Ranged composite longbow (Str +2) +9 (1d8+2) 20/x3 110'
sling +9 (1d4+5) 20/x2 bludgeoning 50'
Special attacks challenge (3/day, +7 damage, DR 2/-, -2 AC)

Template:

[dice=+1 Morningstar-CE]1d20+13-2[/dice]
[dice=Magical/P/B damage]1d8+6[/dice]

[dice=Suishen-CE]1d20+14-2[/dice]
[dice=Slashing damage+flaming]1d8+7+1d6[/dice]

[dice=Suishen-CE]1d20+9-2[/dice]
[dice=Slashing damage+flaming]1d8+7+1d6[/dice]

[dice=Crit?]1d20+14-2[/dice]
[dice=Slashing damage]1d8+7+1d6[/dice]
[dice=Intimidate (demoralize; immediate action)]1d20+10[/dice]

HP 58/58 AC 23 TAC 14 (+2 vs evil)
lesser protective aura
combat expertise (+2 AC)

(defending: -2 to hit/+2 AC)

STATISTICS
Str 21, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Ability increments +2 Str (racial), +1 Str (4th), +2 Str (item)
Base Atk +7/+2; CMB +12; CMD 24 (10 base, 7 BAB, 5 Str, 2 Dex; +2 vs evil; freedom of movement as swift)
Feats Combat Expertise, Fast Learner*, Iron Will, Bodyguard*, Martial Dominance, Improved Trip*, Wanderer's Fortune
Traits
Friend of the Family (campaign): You are a friend to the Mvashtis. Niska Mvashti’s made you promise before dying to accompany her daughter Koya and protect her if she begins a long travel. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. [Shizuru and Tsukiyo might be good options for gods]
Skills (4 class + 2 background + 2 Int + 1 skilled + 1 fast learner = 10 x 7 level = 70; ACP=-3, -4 with shield)
* = background skill
Acrobatics +10 (2 Dex, 7 BAB, 5 item, -4 ACP with shield)
Bluff +4 (0 Cha, 1 rank, 3 class)
Climb +15 (5 Str, 5 rank, 3 class, 5 item, -3 ACP)
Craft* clothing +6 (2 Int, 1 rank, 3 class)
Diplomacy +10 (0 Cha, 7 rank, 3 class)
Handle Animal* +6 (0 Cha, 3 rank, 3 class)
Intimidate +10 (0 Cha, 7 BAB, 3 class; 1 rank for feat)
K. dungeoneering +4 (2 Int, 2 rank)
K. geography* +3 (2 Int, 1 rank)
K. history* +12 (2 Int, 7 rank, 3 class)
K. nature +4 (2 Int, 2 rank)
K. nobility* +12 (2 Int, 4 rank, 3 class, 3 order)
K. planes +9 (2 Int, 7 rank)
K. religion +4 (2 Int, 2 rank)
Linguistics* +3 (2 Int, 1 rank)
Perception +11 (0 Wis, 7 rank, 3 class, 1 trait)
Profession* - (0 Wis, class)
Ride +3 (2 Dex, 1 rank, 3 class, -3 ACP)
Sense Motive +10 (0 Wis, 7 rank, 3 class)
Spellcraft +3 (2 Int, 1 rank)
Survival +5 (0 Wis, 5 rank)
Swim +10 (5 Str, 5 rank, 3 class, -3 ACP)
Languages Common, Tien, Minkaian, Varisian, Skald
Religion A mixture of Shizuru, Tsukiyo and Desna
Favored class (samurai): Both +1 HP and +1 Skill (Fast Learner feat).

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str
Bonus Feat Fast Learner
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
Resolute defense (Ex): At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.
Order: Order of the Warrior
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.
Honor in All Things (Ex): The order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).
Armor Training (Ex): A yojimbo gains armor training as a fighter of his level. This ability replaces weapon expertise. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. [Can retrain to a different type if needed in the future]
* armor training 2: Adaptable Training (Acrobatics)
Intercept (Ex): At 4th level, a yojimbo learns to better disrupt the attacks of his enemies. He gains BodyguardAPG as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1. This ability replaces mounted archer.
Banner (Ex): A symbol of inspiration to allies and companions. As long as clearly visible, all allies within 60 feet receive +2 morale against fear and +1 morale on charge attacks. At 10th level, and every five levels thereafter, these bonuses increase by +1.

SUISHEN SPELL ABILITIES
60 ft., darkvision, detect Amatatsu scions, read languages
Constant - endure elements
3/day - *air walk, daylight, resist energy (cold), see invisibility
At will - protection from cold
Suishen improves after Kimandatsu's defeat.

EQUIPMENT:

Worn
mwk chainmail (Asvig's armor), 300 gp [p] (+6 AC, 3 Dex, -3 ACP, medium armor, penalty reduced thanks to armor training 1)
masterwork heavy steel shield with Brinewall tower wrapped with a dragon, 170 gp [+2 AC, -1 ACP] [p]
cold weather outfit, 8 gp [+5 circumstance Fort vs cold weather] (shared with Atsuko)
ring of climbing [p] (+5 to Climb)
(maybe cloak of resistance +1)
amulet of natural armor +1 [p]
belt of strength +2, 4000 gp
boots of elvenkind, 2500 gp [p] (+5 Acrobatics)
Helgarval the Cacassian Angel helm [p] (lesser protective aura: prot. from evil, 1 min to recover after hit)

Weapons
Suishen (+2 defending flaming katana) [p]
katana, 50 gp
whispering shrike, (1/day shield other CL 5th) (repaired)
+1 flail (disarm, trip) [p]
+1 morningstar (glows light) [p]
training staff (club), 0 gp
+2 evil outsider bane arrows x4, [p]
Kikonu's composite longbow (Str +2), 300 gp [p]
sling, 0 gp
sling bullets, 1 gp

Waterproof bag, 5 sp
Bandoliers go here before going into the water

Belt
spyglass, 1000 gp (reduces distance penalty to half)

Bandolier 1 (5/8)
oil of bless weapon, 50 gp
potion of cure light wounds, 50 gp [p]
potion of cure light wounds, 50 gp [p]
potion of cure moderate wounds, 300 gp [p]
potion of cure moderate wounds, 300 gp [p] (used to recover from ogre ambush)
antitoxin, 50 gp (used against tengus poison)
holy water, [p]

Bandolier 2 (7/8)
alchemist fire [x1], 20 gp
alchemist fire [x2], 20 gp [p]
acid flask [x2], 10 gp
potion of blur [p]
potion of disguise self [p]

Backpack
crowbar, 2 gp (+2 to open Str checks)
flint and steel, 1 gp
silk rope, 10 gp (50' break 24 DC)
silk rope 150' [p]
grappling hook, 1 gp
sewing needle, 0.5 gp
torches [x5], 0.01 gp
mess kit, 0.2 gp (plate, bowl, cup, fork, knife, and spoon, made of tin)
waterskin, 1 gp
soap, 0.01 gp
iron pot, 0.8 gp
belt pouch, 1 gp
bedroll, 0.1 gp
trail rations [x5], 0.5 gp
signal horn, 1 gp
shovel, 0.02 gp

Gold earned: 300 gp (initial)
Gold spent: -183(weapon+armor)-40(alchemicals)-50(potions)-20.68(gear)=-293.68 gp
Gold remaining: 6.32 gp

Level advancement reports:

Level 2 Mar-2021
Level 3 Aug-2021
Level 4 Apr-2022
Level 5 Feb-2023
Level 6 Jul-2023
Level 7 Apr-2024