Lantern Bearer

Izkaen Thelosel's page

6 posts. Alias of Sensen.


Full Name

Izkaenteas Thelosel | Miyama Sekien

Classes/Levels

Fort +1, Ref +4, Will +0 (+2 vs. enchantment) | Initiative +6 | Perception +3; low-light vision | Challenge 1/1 | Speed 45 ft. | Active Effects:

Gender

Male Elf Samurai (Warrior Poet) 1 | HP 10/10 | AC 15, touch 15, flat-footed 10 (+2 vs. chaotic creatures) | CMD 16 |

Size

Medium

Alignment

Chaotic Good

Deity

Desna

Location

The Shackles

Languages

Elven, Common (Taldane), Minkaian, Draconic, Sylvan, Goblin

Strength 13
Dexterity 18
Constitution 9
Intelligence 14
Wisdom 11
Charisma 13

About Izkaen Thelosel

Statistics:
Male Elf Samurai (Warrior Poet) 1
CG Medium Humanoid (elf)
Init +6; Senses: low-light vision; Perception +3
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DEFENSE
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AC 15, touch 15, flat-footed 10 (+4 Dex, +1 Cha); +2 vs. chaotic creatures
HP 10 (1d10+0)
Fort +1, Ref +4, Will +0 (+2 vs. enchantment)
Immune: Sleep
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OFFENSE
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Speed 45 ft.
Melee Katana +5 (1d8+1, 18-20/x2), two-handing
Melee Wakizashi +5 (1d6+1, 18-20/x2)
Melee Katana +3 (1d8+1, 18-20/x2) and wakizashi +3 (1d6+1, 18-20/x2), Two-Weapon Fighting
Ranged Shortbow +5 (1d6, x3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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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.

Skirmisher’s Challenge (Ex): The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round.

Dancer’s Grace (Ex): When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.

Flourish (Ex):
The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.

Exodus of Jinin I: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.

Graceful Warrior (Ex): The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.

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.

Order - Ronin:

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval. Izkaen's edicts are as follows:
- Remain loyal to captain and crew, so long as they remain loyal to you.
- Abhor slavery and reject it in all its forms.
- Rescue those who are lost at sea.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.


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STATISTICS
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Str 13, Dex 18, Con 9, Int 14, Wis 11, Cha 13
Base Atk +1; CMB +2; CMD 16

Feats:
Two-Weapon Fighting
Weapon Finesse (Bonus)

Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Vigilance: Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures.

Traits:
Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Shackles Seafarer: You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Skills:
Bluff +5 (1 Cha, 1 rank, 3 trained)
Climb +5 (1 Str, 1 rank, 3 trained)
Diplomacy +5 (1 Cha, 1 rank, 3 trained)
Intimidate +5 (1 Cha, 1 rank, 3 trained)
Perception +3 (0 Wis, 1 rank, 2 racial)
Swim +6 (1 Str, 1 rank, 3 trained, 1 trait)

Background Skills:
Linguistics +3 (2 Int, 1 rank)
Profession (Sailor) +4 (0 Wisdom, 1 rank, 3 trained)

Languages: Common, Elven, Minkaian, Draconic, Sylvan, Goblin

Favored Class Bonuses: HP +1
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GEAR/POSSESSIONS
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All weapons above, and:
Backpack
- bedroll
- grappling hook
- 10 sticks of incense
- Flint & steel
- 2 moonrods
Belt Pouch
- Set of caltrops
- Ink
- Inkpen

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Magical Items
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Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 38 gp, 7 sp, 0 cp
Total Weight: lb.

Backstory: