Chung Po

Hiro Takemashi's page

298 posts. Alias of Max Hellspont.


Full Name

Hiroku "Hiro" Takemashi

Race

Human (Tian-Min) Samurai (Sword Saint) 1 / Brawler 1

Classes/Levels

| HP 19/19 | AC 17 T 12 FF 15 | F+5 R+4 W+1 | Init +2 | Per +5 | Challenge used 0/1 | Resolve used 0/1 | Martial Flexibility used 0/4

Gender

Male

Size

M

Age

22

Special Abilities

Challenge, Iaijutsu Strike, Resolve, Martial Flexibility

Alignment

LG

Deity

Shizuru, Empress of Heaven; Tsukiyo, Prince of the Moon; the philosophy of Ichimeiyo

Location

Sandpoint

Languages

Common, Tien, Minkaian

Occupation

Tavern Bouncer, Caravan Guard

Strength 17
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 12
Charisma 12

About Hiro Takemashi

BACKGROUND:
Hiroku Takemashi, or “Hiro” as the folks of Sandpoint call him, currently works as a bouncer at the Rusty Dragon.

Hiro wasn’t always a tavern bouncer. Hiro's parents were servants of the Kaijitsu family, one of the noble families of Sandpoint, as were his ancestors who immigrated with the Kaijitsus to Avistan from the distant continent Tian Xia. Hiro's father, Shirota, maintained the Kaijitus' stables, while his mother, Kasuri, served as the Kaijitsus' housekeeper.

Two months after Hiro’s birth, the Kaijitsus gave birth to their daughter Ameiko. As children Hiro and Ameiko played together and were as close as siblings, even though Hiro was destined to be Ameiko’s servant when they both grew to maturity. As they grew older, Hiro's affection for Ameiko turned more amorous, although he never revealed his true feelings. Hiro was quite understandably upset when Ameiko ran away to become an adventurer with Sandru Vhiski, blaming the Varisian for taking the woman he loved away from Sandpoint while he was left behind to lead the life of a servant. He was even more upset with Sandru when Ameiko came back a year later changed - purchasing the Rusty Dragon and living in the tavern instead of the Kaijitsu manor, and refusing to talk about what happened to her or her companions during their adventures. Still, when Hiro’s parents were killed in a goblin raid on the town and Ameiko’s father was murdered a few days later, Ameiko quickly offered Hiro a job as a bouncer and a place to live at the Rusty Dragon. Since that time Hiro’s feelings for Ameiko have cooled back to brotherly affection and the two have become good friends again, although Hiro still holds a grudge against Sandru Vhiski and refuses to even speak to the man whenever his travels bring him back to Sandpoint and the Rusty Dragon. To Hiro, Sandru is little better than his Sczarni older brother Jubrayl.

What no one living today other than Hiro knows is that his ancestors were more than just servants for the Kaijitsus. His father was the last descendant of a line of samurai who served as protectors of the Kaijitsu family for centuries, while his mother was the last of a clan of ninja who served the Kaijitsus as secret bodyguards. Hiro's parents both taught him some of the skills of their respective trades, although the young man gravitated more to the way of the warrior than to the way of the silent killer. Now, with his parents dead, Hiro bears the mantle of secret protector of the last of the Kaijitsus.

DESCRIPTION:
Age: 22
Height: 5'-8"
Weight: 150 lbs
Hiro bears the features of a typical Tian-Min, with his straight black hair worn in a topknot. His eyes are gold in color.

GAME STATISTICS
(Note: Ability Scores generated using 20-point buy; original scores 15, 15, 12, 10, 12, 12)
XP: 3759 xp (following ogre attack on caravan)
Initiative: +2 [+2 Dex]
Senses: Perception +5
Speed: 30 ft.

AC: 17 (10 + 2 Dex + 4 armor + 1 shield)
Touch: 12 (10 + 2 Dex)
Flat-footed: 15 (10 + 4 armor + 1 shield)
Hit Points: 19 [2x(d10+Con) + 1x(favored class Lvl 1)]
Current hp = 19/19
Fort: +5 Ref: +4 Will: +1

COMBAT:
Base Atk: +2; CMB: +5; CMD: 17
Melee
Katana: +6 to Hit; Dmg 1d8+3 (S); crit 18-20/x2; Deadly
or
Alchemical Silver Sharpened Combat Scabbard: +7 to Hit; Dmg 1d6+2 (S); crit 20/x2; Improvised
or
Unarmed Strike: +5 to Hit; Dmg 1d6+3 (B); crit 20/x2
or
Whispering Shrike (+1 Wakizashi): +6 to Hit; Dmg 1d6+4 (P or S); crit 18-20/x2; Deadly
or
Dagger: +5 to Hit: Dmg 1d4+3 (P or S); crit 19-20/x2
Ranged
Longbow: +4 to Hit; Dmg 1d8 (P or B); crit 20/x3; range 100 ft
or
Dagger: +4 to Hit: Dmg 1d4+3 (P or S); crit 19-20/x2; range 10 ft

Combat Modifiers:
Weapon Focus (Katana): +1 bonus on all attack rolls made using the selected weapon (factored into combat stats above).
Best Friend (Ameiko): +1 trait bonus on all attack rolls vs. foes that threaten Ameiko.
Catch Off-Guard: No penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Surprise Weapon: +2 trait bonus on attack rolls with improvised weapons.
Deadly Weapon: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Improvised Weapon: A weapon with the improvised quality can be used as an improvised weapon at a -4 penalty to attack rolls (off-set by Catch Off-Guard feat). An improvised thrown weapon has a range increment of 10 feet.
Fight Defensively: -4 to attack, +2 dodge bonus to AC and CMD. Total Defense: Standard action; +4 dodge bonus to AC and CMD.

SKILLS:
Skill Ranks Per Samurai/Brawler Level: 4 + 0 (Int) + 1 human; Background Skills: 2 bg ranks per lvl
• Acrobatics +6 (2 ranks + 3 class + 2 Dex - 1 ACP)
• Appraise +0 (0 ranks + 0 Int)
• Bluff +1 (0 ranks + 1 Cha)
• Climb +6 (1 rank + 3 class + 3 Str - 1 ACP)
• Craft +0 (0 ranks + 0 Int)
• Diplomacy +7 (1 rank + 3 class + 1 Cha + 2 trait)
• Escape Artist +5 (1 rank + 3 class + 2 Dex - 1 ACP)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +1 (0 ranks + 1 Cha)
• Knowledge (dungeoneering) +4 (1 rank + 3 class + 0 Int)
• Knowledge (local) +4 (1 rank + 3 class + 0 Int)
• Knowledge (history) +5 (2 bg ranks + 3 class + 0 Int)
• Knowledge (nobility) +5 (2 bg ranks + 3 class + 0 Int)
-- +6 regarding nobles or politics of his land
• Linguistics T (0 ranks + 0 Int)
• Perception +5 (1 rank + 3 class + 1 Wis)
• Ride +1 (0 ranks + 2 Dex - 1 ACP)
• Sense Motive +5 (1 rank + 3 class + 1 Wis)
• Stealth +1 (0 ranks + 2 Dex - 1 ACP)
• Survival +1 (0 ranks + 1 Wis)
• Swim +6 (1 rank + 3 class + 3 Str - 1 ACP)
T: Skill can only be used if Trained.
Languages: Common, Tien, Minkaian

FEATS:
Catch Off-Guard: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. NOTE: A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed. (human 1st level bonus feat)
Weapon Focus (Katana): You gain a +1 bonus on all attack rolls you make using the selected weapon. (1st level feat)
Improved Unarmed Strike: You are considered to be armed even when unarmed – you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (Brawler 1st level bonus feat)

TRAITS:
Best Friend (Ameiko): You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world - or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend. [Campaign Trait]
Surprise Weapon: As part of the training received from his ninja mother, Hiro became skilled at fighting with objects not traditionally considered weapons. Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons. [Basic (Combat) Trait]

RACIAL ABILITIES:
+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Hiro’s bonus is to Strength.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. Hiro's bonus feat is Catch Off Guard.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Hiro's favored class is samurai. Whenever he takes a level in his favored class, he receives either +1 hit point or +1 skill point. (Hiro has chosen the bonus hit point at level 1).

SAMURAI ABILITIES:
Class Skills: The samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills.

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.

Order (Ex):
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Order of the Warrior:
Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai’s lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.
Edicts: The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.
Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.
Order Abilities: A samurai who belongs to the order of the warrior gains the following abilities as he increases in level.
Honor in All Things (Ex): At 2nd level, 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).
Way of the Samurai (Ex): At 8th level, the order of the warrior samurai’s sense of honor and loyalty drives him to accomplish seemingly impossible tasks. The samurai can, as a standard action, focus his mind and will. Once during the next minute, he can choose to roll an attack roll, skill check, or saving throw three times and take the best result. He must decide to use this ability before the roll is made. Using this ability expends one daily use of his resolve.
Strike True (Ex): At 15th level, the order of the warrior samurai can use his years of training and focus to make the perfect strike. When he uses this ability, the samurai makes an attack as normal. If the attack hits, it is a critical threat. The samurai must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the samurai’s choice). Making this attack is a standard action. The samurai can use this ability once per day.

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.

Sword Saint Abilities:
Sword saints hail from lands where samurai are prevalent, and are often ronin who wander the world seeking new challenges to perfect their intricate style of swordplay called iaijutsu. The following benefits apply only when a sword saint is using a sword and carrying nothing in his other hand.
The sword saint is an archetype of the samurai alternate class.

Iaijutsu Strike (Ex):
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
-- After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continue to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.
-- At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2.
This ability replaces a samurai’s mount.

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.

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.

Roaring Iaijutsu (Ex):
At 14th level, a sword saint’s iaijutsu strike deafens foes upon impact. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Str modifier) or be deafened for 1d4 minutes.
This ability replaces greater banner.

BRAWLER ABILITIES:
Class Skills: The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. A brawler is proficient with light armor and shields (except tower shields).

Brawler’s Cunning: If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 1).
-- The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
-- If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Martial Training: At 1st level, a brawler counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full. A brawler applies his full Strength modifier (not half ) on damage rolls for all his unarmed strikes.
-- Usually, a brawler's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
-- A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

EQUIPMENT:
Starting Wealth = 175 gp equivalent (Samurai avg)
Explorer’s Outfit (free) [8 lb]
Tsutamu's Masterwork Kusari (Chain Shirt) (found; 250 gp value) [25 lb] [AC +4; Max Dex +4; ACP -1]
Darkwood Buckler (203 gp) [2.5 lb]
Katana (50 gp) [6 lb]
Alchemical Silver Sharpened Combat Scabbard (100 gp) [1 lb]
-- Weapon Cord (1 sp) [- lb]
Whispering Shrike (Tsutamu's Wakizashi) (? value) [2 lb]
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Dagger (2 gp) [1 lb]
Longbow (75 gp) [3 lb]
-- Arrows, 20 (1 gp) [3 lb] (-0 used)
-- Blunt Arrows, 20 (2 gp) [3 lb] (-0 used)
Backpack (2 gp) [2 lb]
-- Waterskin (1 gp) [4 lb]
-- Bedroll (1 sp) [5 lb]
-- Blanket (5 sp) [3 lb]
-- Acid, flask (10 gp) [1 lb]
-- Alkali, flask (15 gp) [1 lb]
-- Alchemist's Fire, flask (20 gp) [1 lb]
Belt Pouch (1 gp) [0.5 lb]
-- Harpy Musk, 1 jar (2 gp) [- lb]
-- Potion: Cure Light Wounds
-- Potion: Cure Moderate Wounds
-- Masterwork Shuriken (souvenir from foray against Brinestump Marsh goblins)
-- 6 sp

Miscellaneous Equipment:
- Buckler (5 gp) [5 lb]

Whispering Shrike: Whispering Shrike is a +1 wakizashi of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast Shield Other on any creature touched by the blade while you wield it. The hilt contains a small hidden compartment just large enough to hold a small potion vial or a rolled-up letter.

Combat Scabbard: This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

Harpy Musk: The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.

Acid flask: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alkali flask: This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Alchemist's Fire: Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

Total Weight carried: 73.0 lb (Light)
Carrying Capacities: 86 lb / 87-173 lb / 174-260 lb

Equipment Purchases:
Following foray against goblins: Longbow (75 gp), 20 common arrows (1 gp), 20 blunt arrows (2 gp), acid flask (10 gp), alkali flask (15 gp), alchemist's fire (20 gp), harpy musk (2 gp), 6 days' trail rations (3 gp), contribution for party purchase of used CLW wand (81 gp) = 209 gp spent; 6 sp remaining.

At character set-up Samurai average starting wealth was 105 gp; purchased Kikko Armor for 30 gp. Ultimate Combat errata (08-20-2015) increased Samurai average starting wealth to 175 gp, and price for Kikko Armor to 250 gp. Therefore, retconned that Hiro spent 100 gp starting gp (the 30 gp for original kikko plus extra 70 gp from increased avg. wealth) on Horn Lamellar Armor, then sold Horn Lamellar Armor after mapping foray for half price (50 gp).

Share of treasure/reward from Brinestump Marsh mapping expedition: 534 gp, 1 sp; Tsutamu's broken masterwork kusari (chain shirt); Tsutamu's damaged magical wakizashi. Spent 50 gp to have Des Korvut repair Tsutamu's masterwork kusari. Spent 80 gp to have Father Zantus cast Make Whole spell on Tsutamu's damaged magical wakizashi. Purchased darkwood buckler (203 gp) and alchemical silver sharpened combat scabbard (100 gp). Remaining wealth 151 gp, 7 sp.

RELIGION AND PHILOSOPHY:
Ichimeiyo
Ichimeiyo is a code for all warriors, one that stresses honor, loyalty to a cause or master, and an absolutely unbreakable will. Ichimeiyo represents the fundamental philosophical foundation for the samurai order of the warrior, but even applies to ronin who no longer serve a master. This code demands its adherents work constantly to improve themselves—and not merely through the study and constant honing of swordplay. A warrior who is mighty with the sword is still less than one who also devotes study to perfecting a garden or another who spends part of her day in meditation.
- Three great precepts dominate ichimeiyo. The first is “One Body, One Soul,” a directive that the initiates should strive to align their intentions with their actions. The second is “Honor Is All,” for without honor, a warrior is nothing more than a savage with technique. The third is, “Without Service, Nothing”: The way of the true warrior is not the way of the noble, and though nobles may walk alongside ichimeiyo, they are permitted actions that would dishonor their servants. To succeed in their study, warriors must align themselves with a master and swear loyalty. If their master dies, they must seek vengeance. If their master dishonors himself or would bring dishonor on the warriors, those sworn to that master may renounce him—and if they do not, they accept the same judgment of fate that awaits their lord.

Shizuru, Empress of Heaven
Shizuru is the Empress of Heaven, goddess of ancestors and the sun. She is also the goddess of honor and swordplay, and is the patron of samurai and other honorable swordfighters. Shizuru loves the moon god Tsukiyo, so much so that she returned him to life when he was slain by his brother Fumeiyoshi. The two lovers are rarely together, however, just as night and day are forever divided, but the two deities are able to rejoin, if only briefly, during rare solar eclipses—a sacred time for both faiths. Shizuru’s worship is popular throughout the Dragon Empires, but her faith is strongest in Minkai, for the emperors of that land revere Shizuru as their divine ancestor. Shizuru is often depicted in art as a beautiful samurai, as a magnificent dragon with golden scales, or as both simultaneously.

Tsukiyo, Prince of the Moon
Tsukiyo is the god of jade, the moon, and spirits. He is the brother of Fumeiyoshi, the god of envy, and lover of the sun goddess Shizuru. Called the Prince of the Moon, Tsukiyo was slain by his jealous brother, and it is said that Shizuru’s tears, mingled with Tsukiyo’s blood, formed the first stones of jade, which remains sacred to the moon god’s faith. Tsukiyo was returned to life by Shizuru, and upon his rebirth, he acquired the portfolio of spirits and became patron of the reincarnated samsaran race. His worship is popular in the Forest of Spirits, and his shrines can often be found attached to larger temples to Shizuru.

CHARACTER PROGRESSION:
1st Level Skill Point Allotments: 5 Skill Ranks plus 2 BG Skill Ranks
1 rank Acrobatics
1 rank Climb
1 rank Diplomacy
1 rank Sense Motive
1 rank Swim
1 BG rank Know (history)
1 BG rank Know (nobility)

2nd Level (Brawler 1) Skill Point Allotments: 5 Skill Ranks plus 2 BG Skill Ranks
1 rank Acrobatics
1 rank Escape Artist
1 rank Knowledge (dungeoneering)
1 rank Knowledge (local)
1 rank Perception
1 BG rank Know (history)
1 BG rank Know (nobility)

VARISIAN CRYPT TREASURE:
Masterwork Breastplate (dwarven manufacture) - (Magnauk?)
Masterwork Greatsword (dwarven manufacture) - (Magnauk?)
One bronze torc (value 150 gp)
One bronze armband (value 75 gp)