Ikoma's page

42 posts. Alias of Helikon.

Full Name



Human (Xian-Min)

HP -4/36 Ac 19 FF 17 T 12 F7 R4 W2 Perc7


Samurai 4 (Order of the Dragon)







Special Abilities

Challenge 2/day, mount, resolve






Common, Ulfen, Tien


Tattoo Artist

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 12

About Ikoma

STR 15(7)+2(H)+1(4) 14(5) 14(5) 10(0) 11(0) 12(2)


Name: Ikoma
Race: Human (Xian-Min)
Job: Samurai
Age: 21
Alignment: LG
Personality: Straightforward, Proud
Likes: Kenjutsu, Riding, Kyujutsu, Tattoing W
Dislikes: Dishonorable people, impolitness
Favorite foods: Sweet peach liquor, died fried fish with rice dumplings
Hobbies: Calighraphy, Kenjutsu
Physical Description: Long black hair, ivory skin, clear eyes.
Deity: Shizuru
Languages: Common, Sylvan, Tien


Challenge 2/day
HP: 36/36
AC: 19
Flat-Footed: 17
Touch: 12

Init: +2
BAB: +4
CMB: +8 [4+4]
CMD: +20 [4+4+2+10]

Katana +1 - atk: +9 / dam: 1d8+12 / crit: /18-20/x2
Wakazashi atk: +8 / dam: 1d6+4 / crit: /18-20/x2
Dagger - atk: +8 / dam: 1d4+4 / crit: 19–20/×2 / range: 10ft
MW CLB(+4Str) /+7 dam: 1d8+4 / crit: ×3 / range: 130ft

Saving Throws
Fortitude +7
Reflex +4
Will +2


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.

Mount (Ex)
A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability.
A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Resolve (Ex)
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. 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.
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.
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.
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.

Weapon Expertise (Ex)Katana
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Mounted Archer (Ex)
At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.

Order of the Dragon
Samurais belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex)
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex)
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Human Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Acrobatics: -4 (0 ranks; ; +1 Dex; -6 armor)
Appraise: +4 (0 ranks; +0 trained; +0 Int)
*Bluff: +1 (0 ranks; +0 trained; +1 Cha)
*Climb: +2 (1 ranks; +3 trained; +4 Str; -6 armor)
*Craft (Tattoo Artist]: +4 (+1 ranks; + 3 trained; +0 Int)
*Diplomacy: +13 (4 ranks; +3 trained; +1 Cha + 3 Feat +2 Trait)
*Disguise: +1 (0 ranks; +0 trained; +1 Cha)
Escape Artist: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
*Intimidate: +5 (1 ranks; +3 trained; +1 Cha)
*Know (arcana): NA (0 ranks; +0 trained; +0 Int)
Know (local): NA (0 ranks; +0 trained; +0 Int)
Know (engineering): NA (0 ranks; +0 trained; +0 Int)
*Know (nature): N/A (0 ranks; +0 trained; +0 Int)
*Know (planes): N/A (0 ranks; +0 trained; +0 Int)
*Know (religion): N/A (0 ranks; +0 trained; +0 Int)
*Linguistics: +0 (0 ranks; +0 trained; +0 Int)
Perform (): +1 (0 ranks; +0 trained; +1 Cha)
*Perception: +7 (3 ranks; +3 trained; +0 Wis)
Ride: 2 (4 ranks; +3 trained; +1 Dex; -6 armor)
*Sense Motive: +4 (1 ranks; +3 trained; +0 Wis)
Stealth: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
*Spellcraft: NA (0 ranks; +0 trained; +0 Int; +1 trait)
*Survival: +4 (1 ranks; +3 trained; +0 Wis)
Swim: 2 (1 ranks; +3 trained; +4 Str; -6 armor)

Feats & Traits:

Power Attack
Skill Focus (Diplomacy)
Furious Focus

Altruistic Diplomat
Your upbringing has influenced you to be both peaceful and wise, and your arguments are consistently sound.
Benefit: You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
Best Friend:
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.


30 gp

Agile Breastplate+1 / 1400 gp / 20 lbs
Chain Shirt Barding MW 350gp

Katana +1 / 2350 gp / 6lbs
MW CLB+4str 800
Wakazashi /50
Dagger / 2 gp / 1 lbs
Arrows 20 1gp
Cloak of Resistance +1 1000
Kit, Cavalier's
Price 23 gp; Weight 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Ancestor Tablet with his Father name on it 1gp / 1lb
ancestral scroll/ 2gp
Bamboo flute / 1gp / 2 lb


Height: 5'8"
Weight: 180 lbs
Hair: showing a golden dragon on emerald cloth.
Eyes: Crystal blue when calm, violet when agitated.
Skin: Lightly tanned. Well muscled.
Tattos: A huge golden Dragon IseZumi on his back. The dragon is coiled around a woman playing an instrument, listening to her, but also protecting her.
Voice: A very deep smoth dark tone
Mannerism: He is rather helpful, but also very determined.


In Minkai everything is centered around appearances. If a honorable samurai gives a testemony, it is the truth. There are few ways to raise in power and so very many to loose everything. The wrong word at the wrong time. Bowing to late. Breaking your sword in battle. Following a lord that falls from grace. Ikomas father followed Lord Yamaguchi into the battle for over 20 years, never questioning an order, never hesitating. But when his lord wanted to marry a witch, a vain and cruel woman, he spoke his mind. Accusing her of being evil and not worthy of the love of his lord. But... his lord was already firm enthralled to her and he offered him to use the garden.
Knowing well that after his seppuku, his suicide the woman would try to kill his children, he send a trusted friend home to save his only son. Knowing full well he could only save one, the old friend called Togashi took just a few items from his friends household, the old family katana, the ancestor tablets and Ikomas roll of ancestry and started a long, hard journey. It took him over a year, and Togashi lost 3 toes on his right foot and 2 fingers on his left hand, but he gained a unique vision on his treck, a wisdom. Arriving in Karlsgard, he immideatly found a place to stay, close to other Tien and he founded a tattoo parlour, soon well known for his unique works of art. Ise-zumi, tattoos of the whole back, inspired by Togashis glimps on the mans soul.
With the money he was also able to send Ikoma to an old ronin, so that he could learn the 7 truths under on heaven sword technique.
Ikoma had quite a decent childhood, having Togashi to look after him and fill his head with storys of his fabled homeland. But it was clear that a journey back was impossible for the frail old man and so Ikoma stayerd in Karlsgard. He even found a woman to love.
But a few weeks ago double desaster struck. Togashi got an evil cold, a malady no tea, and no healer could cure. Everyone told him, you can not cure age.
And his girlfriend, his moon and stars was betrothed to another man. Dutiful daughter she was and so their love had no happy ending.
So when a caravan entered town, on the way to the fabled land of his youth, he searched the caravan master and made a deal. He would work as a guard and they would take him with them. It was a good deal, as this towns joy had turned to bitter ash, too many places impregnated with memorys of better, happier times.

Horse Windspirit:

Size Large Charger Horse; HP 30
Animal Feats
In addition to the standard animal companion feats, a charger may select Charge Through, Greater Overrun, Improved Great Fortitude, and Improved Iron Will.

Animal Skills
Chargers treat Intimidate as a class skill.
Mounted Challenge (Ex)
When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature.
This ability replaces share spells*.

Barding Training (Ex)
At 3rd level, a charger's armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger's armor by an additional 1 for every 6 levels after 3rd. In addition, the charger's speed does not decrease when wearing medium armor or carrying a medium load.

At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load.

This ability replaces evasion and Multiattack.
Speed 50 ft.;
AC +22 +6 natural armor +2 dex +4; F:6 R:6 W:2
Attack bite +6 (1d4+7),
2 hooves* +6/+6 (1d6+7);
Perception +7 [3rank+3inclass+1wis]
Ability Scores Str 20, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
Feats: Light Armor Proficiency, Toughness, Power Attack
Combat trained
Chain Shirt barding

Long term goals:

Ikoma Gohei is following the way of the Dragon, but somehow deep inside he knows that a true samurai needs a master.

Ikoma Goheis CoC:

The Bushidō code is typified by seven virtues:
Rectitude (義 gi?)
Courage (勇 yū?)
Benevolence (仁 jin?)
Respect (禮 rei?)
Honesty (誠 makoto?)
Honour (名誉 meiyo?)
Loyalty (忠義 chūgi?)
Associated virtues:
Filial piety (孝 kō?)
Wisdom (智 chi?)
Care for the aged (悌 tei?)


I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 5 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
I know that this is a game and the idea of a game is to have fun