Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

Jidai Oyuki's page

94 posts. Organized Play character for PatheticWretch.


Full Name

Jidai Oyuki

Race

Human Cleric 1 | HP 10/10 | AC 17; Tch 11; FF 16 | F +1; R +1; W +6 | CMB+0; CMD 11 | Speed 30 ft | Init +1 | Unarmed Strike: +4 (1d3+1) | Perc +3

Age

20

Strength 11
Dexterity 12
Constitution 12
Intelligence 8
Wisdom 17
Charisma 16

About Jidai Oyuki

Female Human (Tian-Shu) Cleric (Crusader) 1
LG Medium Humanoid (Human)
Init +1; Senses Perception +3
Languages Common, Tian
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DEFENSE
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AC 17, touch 11, flat-footed 16
(+4 armor, +2 shield, +1 Dex)
hp 10 (d8, +1 Con, +1 favored)
Fort +1, Ref +1, Will +6
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee unarmed strike +4 (1d3+1)
Melee morningstar +0 (1d8)
Ranged Javelin +1 (1d6/x2)
Base Atk +0; CMB +0; CMD 11
Special Attacks
Deity Irori Domain Strength
Cleric Spells Prepared (CL 1, Concentration +4) ᵈDomain
1st — enlarge personᵈ, protection from evil
0th — detect magic, light
Spells per Day: (2/0/0/0/0/0/0/0/0/ DC:13+spell level)
Scrolls: none
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STATISTICS
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Abilities STR 11, DEX 12, CON 12, INT 8, WIS 17, CHA 16
Feats Channel Smite, Guided Hand, Weapon Focus (unarmed strike)ᵝ
Traits Quain Martial Artist, Wisdom in the Flesh, Younger Sibling
Skills Acrobatics +3, Appraise -1, Bluff +3, Climb -4, Diplomacy +3, Disguise +3, Escape Artist -3, Fly -3, Heal +3, Intimidate +3, Knowledge (Geography, History) +3, Knowledge (Religion) +3, Perception +3, Ride -3, Sense Motive +3, Stealth -3, Survival +3, Swim +-4 Armor Check Penalty -4
SQ Channel Energy (1d6; DC 13; 6/day), Strength Surge (6/day), Bonus Feat
Combat Gear acid flask (x3) Other Gear morningstar, dagger (cold iron), javelin (x3), sling, bullets (10), lamellar armor, heavy shield (wooden), spell component pouch, outfit (cold-weather), mwk backpack, unbinding the fetters, bandolier, bedroll, holy symbol (wooden), rations (trail/per day)(x3), rope (hemp/50 ft.), torch (x2), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smokestick, tindertwig (x2), spring-loaded wrist sheath (loaded with dagger), 75 gp

SPECIAL ABILITIES:

Aura of Law (Ex): You project a faint lawful aura.
Bonus Feat: Humans select one extra feat at 1st level. A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level).
Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 6 times per day.
Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Focused Domain: A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots. In all other respects, this works like and replaces the standard cleric domain ability.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability 6 times per day.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

BACKGROUND:

” The soul is resourceful. It will stand!”

My name is Jidai Kaijitsu. I am an immortal seed. And though I may be in chaos, my world just got a little bigger. My sense of self has grown ten thousandfold. My capabilities apparently have infinite depth. I have learned there are countless ways to kill men. Like the Black-Black Poison Touch. Heightened powers, heightened skills, and heightened awareness. Blue-eyed servant girls—I know it’s you. I can hear the sweat running down your cheek.

Well, that is not what I can do now. But that is what I envision I become, through Irori’s self-mastery.

Jidai Kaijitsu used to be on a very different path after the death of her parents. Ameiko Kaijitsu’s younger sister, Jidai spent her rebellious teenage years rabble rousing, drinking, and even engaging in criminal endeavors. But things changed when Jidai started a barroom brawl in her sister’s Rusty Dragon tavern. Enraged at the damage caused to her establishment, Ameiko kicked Jidai out and even sent law enforcement after her to teach her a much-needed lesson.

Jidai sought refuge in the first building she saw, the House of Blue Stones in Sandpoint. Located at the intersection of Rat Alley and Glass Street, this small monastery was dedicated to the deity Irori. Sabyl Sorn, daughter of the House’s founder, saw the trouble Jidai found herself in, and gave her a choice. Sabyl would turn Jidai over to the law, or Jidai could spend a day learning of Irori and then leave. Jidai reluctantly chose the second option.

As her day of instruction began, a cocky and headstrong Jidai began learning from Unbinding the Fetters, the sacred text of Irori. Though initially she had to restrain herself from mocking her new mentor, she learned of meditation, physical exercises, dietary regimes, and other methods to help mortals transcend their limitations. Jidai was intrigued because, if she were honest with herself, she was deeply unhappy.

She heard tales of the monk who can be cut into ten pieces who scared off an entire army, the tea master who bested a samurai in a duel, and the master who taught that the mind makes everything. Jidai felt light and peace enter her life, and no longer much urge to engage in her former ways. She decided she must change herself first. She decided to develop her own mind and body in the ways Sabyl had taught her, and holds enlightenment and the quests for knowledge and self-perfection of both body and mind above all. Jidai now seeks to attain self-perfection through rigorous testing and trials, and to help others do the same.

Appearance: Jidai Oyuki is an attractive, fit young woman. She has straight, long black hair, and bears a family resemblance to her sister, Ameiko.

Personality: Jidai is on a mission to become perfect, though she knows there is much she must leave behind. She frequently studies Unbinding the Fetters. Though it is a difficult book, full of aphorisms, metaphors, and riddles designed to challenge the reader's preconceptions, Jidai studies it whenever she can. One of her favorite passages says:

When I was young and free and my imagination had no limits I dreamed of changing the world.
As I grew older and wiser, I discovered the world would not change.
So I shortened my sights somewhat and decided to change only my country.
But it too seemed immovable.
As I grew into my twilight years, in one last desperate attempt I settled for changing only family, those closest to me.
But alas, they would have none of it.
And now as I lay on my deathbed, I suddenly realize:
If I had only changed myself first
Then, by example I would have changed my family.
From their inspiration and encouragement,
I would then have been able to better my country
And who knows, I may even have changed the world.

Level Progression:

Level 1:
Class Taken: Cleric
Class Feature Gained: Aura, channel energy 1d6, domains, orisons, spontaneous casting
Hit points Gained: 1d8, +1 (Con)
Skill Points (1 class +1 human +2 background): acrobatics (1), knowledge (geography)(1), knowledge (history)(1), knowledge (religion) (1)
Feats: channel smite, guided hand

Dice:

[dice=Unarmed strike]1d20+4;1d3+1[/dice]