Hitome Murakami's page

483 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).

Full Name

Hitome Murakami




Paladin (Enlightened) 11









About Hitome Murakami

Max HP:93 Current HP:93 Non Lethal:
STR 18 DEX 16 CON 16 INT 10 WIS 10 CHA 18

Spell-Like Ability (Sp): Angelkin gain alter self as a spell-like ability
Darkvision 30ft

AC:21 (24/23/27) 10+ Dex (2) +Cha (4) +Armor (4)+1 Dodge (+4 Ki / +3 Personal Trial/ +7 both)
Touch:17 (20/19/23)
Flat footed:14 (18/17/21)

Armor Bracers

CMD: 17

Saves: Fort: +14 (+17)* Reflex: +10 (+13)* Will: +11 (+14)* *vs Personal Trial

Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.

Speed: 30
BAB:+11/+6/+1 CMB:+15 Initiative +3

Melee: (Base) +20/+15/+10 Damage 1d8+8 +1d6 acid
Melee: (Base)+Ki strike +20/+20/+15/+10 Damage 1d8+8 +1d6 acid

Melee: (Divine Body) +23/+18/+13 Damage 1d8+11 +1d6 acid / +21/+16/+11 (Defending/flaming/keen/merciful) / +20/+15/+10 (Flaming Burst/Holy/Disruption) Damage (Varies) +1d6 acid
Melee: (Personal Trial) +23/+18/+13 Damage 1d8+11 +1d6 acid
Melee: (Personal Trial+Divine body) +26/+21/+16 Damage 1d8+14 +1d6 acid/ +24/+19/+14 (Defending/flaming/keen/merciful) / +23/+18/+13 (Flaming Burst/Holy/Disruption) Damage (Varies) +1d6 acid

Special Abilities
Enlightened paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Enlightened paladins follow no universal paladin code—each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.

Confident Defense (Ex)
At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
This ability replaces his proficiency with medium armor, heavy armor, and shields.

Unarmed Strike
At 1st level, an Enlightened paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage.

Aura of Law (Su)
The power of an enlightened paladin’s aura of law is equal to his class level.
This ability replaces aura of good.

Sense Perfection (Su)
At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability.
This ability replaces detect evil.

Personal Trial (Su) 3/day
Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day.
This ability replaces smite evil.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) 11/day 5d6 Cures Shaken, nauseated, diseased
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Excellence (Su)
At 3rd level, an enlightened paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Enlightened paladin is conscious, and replaces aura of courage.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
• Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
• Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Ki Pool (Su) 11 points
At 4th level, an enlightened paladin gains a ki pool with an effective monk level equal to his class level. The number of points in an Enlightened paladin’s ki pool is equal to 1/2 his class level + his Charisma modifier. By spending 1 point from his ki pool, he can ignore any damage reduction possessed by the target of his personal trial ability for 1 round. This ability otherwise functions as the monk ability of the same name and replaces channel positive energy.
By spending 1 point from his ki pool, an enlightened paladin can do one of the following:
• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Body (Su)
Upon reaching 5th level, an enlightened paladin must form a bond with a weapon, except he can only choose to enhance his unarmed strike. This ability otherwise functions as and replaces divine bond. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Perfection (Su)
At 11th level, whenever an enlightened paladin or ally within 10 feet would reroll a die and take the second result even if it is lower (via the good fortune ability of the Luck domain, for example), he can roll an additional die as part of the reroll and use the higher of the two as the result of the reroll. This ability functions only while the Enlightened paladin is conscious, and replaces aura of justice.

Languages: Common, Jhinzi, Celestial

Skills: An Enlightened paladin gains Acrobatics, Climb, and Swim as class skills.

Skills: 2 per level

*Diplomacy +8, *Heal +4, *Intimidate +11, *Knowledge Religion +7, *Perception +7, Sense motive +4, *Spellcraft +4, Swim +3

Improved Unarmed Strike(Bonus), Weapon Focus (Unarmed Strike), Protector's strike,Dodge, Dragon Style*, Extra Ki, Extra Lay on Hands

Protector's strike (+4 AC)
Benefit: When you choose the target of your smite evil ability, you also choose one creature other than you within line of sight. While your smite is in effect, the additional creature you chose gains a deflection bonus to AC equal to your Charisma modifier against attacks made by the target of the smite. This bonus ends when the smite ends. You do not gain the deflection bonus to AC normally granted by smite evil.

Dragon strike
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.


Divine Warrior
From an early age, you were trained by a militaristic order of clerics. You are devoted to the teachings of the Goddess of Honor and to spreading those teachings by force.

Benefit: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell

Dedicated defender

When a companion is down, you fight harder.

Benefit: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.


• • Ability Score Racial Traits: Aasimars(Angelkin) are insightful, confident, and personable. +2 Str, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus to Heal and Knowledge planes checks.
• Magical Racial Traits
• Spell-Like Ability (Sp): Angelkin gain alter self as a spell-like ability.
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)



1st level: Per Day: 3
Endure Elements, Divine Favor (+3 Luck bonus), Challenge Evil (+2 sacred bonus to attack/enemy sickened if they don’t attack)
2nd level: Per Day: 2
Ironskin (+5 Nat armor), Righteous vigor (+1 att +1d8 temp hp per hit landed)

3rd level: Per Day: 2
Litany of Sight, Trial by Fire

Gloves, Deliquescent (Unarmed strikes are Corrosive +1d6 acid),Belt of Physical Might +2,Brawling Bracers of Armor +4 (+2 to unarmed attack and damage), Bodywrap of mighty strikes +2, 2 incense of meditation., Deep red Ioun stone, bg of holding (II)

Paladin's kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.



Even in her homeland Hitome would be considered rather exotic, her otherworldly heritage unmistakable. A young woman in phenomenal physical condition, her body a sculpture of athleticism and strength, while still maintaining femininity, she has honed herself into a work of art. Her flawless, sun-burnished skin carries a coppery glow, highlighted by tattoos along her body, her hair, shaved on one side begins as a wine-like burgundy, gradating to snow white and shoulder length.

Tall and sleek, she carries herself with the quiet confidence of an apex predator at ease in it's own territory. Though extremely serious and focused in combat, and possessing a noble bearing, she can easily display a ready smile and relaxed friendliness, somewhat at contrast with Jin's reserve or Gyo's natural aura of menace.

Delivered to a temple of Shizuru, by her mortally wounded mother mere breaths before her death, Hitome knows little of her parents other than her mother was apparently killed by bandits, and that at some point in her ancestry there has been an angelic influence that runs strong within her.

Raised by the clerics of the noble goddess, she was taught the precepts of honor and self perfection from an early age, learning to become, not simply a warrior, but a living weapon, a sworn protector of the sacred.

Her devotion to duty, made it little surprise, that when one day a strange mark appeared on her arm, along with a vision that told her everything of summoners and midwives, and a definite..pull, she gathered her possessions and struck out toward the person whom the visions told her would need her protection and aid in achieving her destiny.



pp 4200gp sp cp

Important info


Hitome awakens to the sunlight filtering through the curtains. Laying in bed for a bit she gazes around the room.'I'll have to do something about those, get some heavy drapes to block out the light.' she thinks, the idea bringing a smile to the aasimar's lips.

Getting out of bed she kneels, praying to