Shasthaak

Katsumi Ishikawa's page

109 posts. Alias of Anon A Mouse.


Full Name

石川勝己

Race

Human (Tian-Min)

Classes/Levels

Fighter 1 (HP 11/13 | AC 19, T 14, FF 15 | F 4 R 4 W 0 | Init +4 | Percept 1)

Gender

M

Size

M

Alignment

NG

Deity

Sarenrae

Languages

Common, Gnoll, Minkaian, Read lips, Tien

Strength 12
Dexterity 18
Constitution 15
Intelligence 13
Wisdom 10
Charisma 8

About Katsumi Ishikawa

Bot instructions:
- When battle starts, drop your backpack to get a light load
- If the enemy is far away, shoot it with the longbow
- If it's close, move up and hit it with the cold iron kukri (or silver if it's a known weakness)
- When possible, try to flank
- If you crit, give the crit to Lupe Fiasco via Butterfly Sting
- If you're fighting a living creature that isn't a devil/demon/aberration, prefer non-lethal damage over lethal

Basic Crunch:
Human (Tian-Min) Fighter 1
NG Medium Humanoid (human)
Speed: 20ft (30 without armor)
Init: 4 [4 Dex]

Base Stats:
Str 12 (2 pts)
Dex 18 (10 pts + 2 human)
Con 15 (7 pts)
Int 13 (3 pts)
Wis 10 (0 pts)
Cha 8 (-2 pts)

Offense/Defense:
Offense
CMB 2 [1 Str + 1 BAB]
BAB 1
Melee 2 [1 Str + 1 BAB]
Ranged/Light weapons 5 [4 Dex + 1 BAB]

Light Melee Weapons (when dealing non-lethal damage with a slashing weapon, don't take -4 to hit and gain +1 damage [Blade of Mercy])
- cold iron kukri +5 (Lethal: 1d4+1 Str Slashing, Non-lethal: 1d4 + 1 Str + 1 Trait Slashing/18-20)
- silver kukri +5 (Lethal: 1d4 + 1 Str - 1 Silver Slashing, Non-lethal: 1d4 + 1 Str - 1 Silver + 1 trait Slashing/18-20)

Ranged
- longbow +5 (1d8 Piercing/×3, range 100ft)

Defense
AC: 19 [5 armor + 4 Dex]
Touch 14, Flat-footed 15
CMD: 16/12 FF [10 + 1 Str + 1 BAB + 4 Dex]
Fort: 4 [2 base + 2 Con]
Reflex: 4 [0 base + 4 Dex]
Will: 0 [0 base + 0 Wis]
HP: 13[1d10 + 2 Con + 1 FCB]

Class Abilities:

Feats and Traits:
Traits (Assume BP 5 unless otherwise noted)
- Finding Haleen (campaign): Choose a favored class (fighter). When you take a level in this, you get both +1 HP and +1 skill point as your favored class bonus
- Blade of Mercy (religion): When dealing nonlethal damage with any slashing weapon, you don't take the normal –4 penalty, and gain a +1 trait bonus to any nonlethal damage

Feats (Assume BP 10 unless otherwise noted)
1a) Combat Expertise (Int 13): -1 to hit, +1 Dodge to AC [7 BP]
1b) Butterfly Sting (Combat Expertise): Forgo a critical hit to grant a critical hit to next ally to hit
1c) Weapon Finesse: Use Dex instead of Str to hit with light weapons

Left Over Build Points/Feat Notes
+2 Human (Human 18 BP instead of 20)
+3 Combat Expertise (7 BP instead of 10)
= 5 to be spent

Achievement Feat Progress:
All Gnolls Must Die
Requirement: Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of Lamashtu.
0/20
Benefit: As long as you carry some sort of trophy harvested from a gnoll (a necklace of ears, a set of teeth, a magic weapon taken from a chieftain, etc.), you gain a +2 morale bonus on all Will saves. You also gain a +2 competence bonus on attack rolls and weapon damage rolls against gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and minions of Lamashtu.

Flame-tested survivor
Requirement: Knocked unconscious or killed by fire damage at least 10 times.
0/10
Benefit: Your history with fire has attracted the attention of a powerful but mysterious guardian spirit from the Elemental Plane of Water. This spirit grants you fire resistance 5, and you gain a +2 bonus on all saving throws made to resist fire effects.

Graverisen
Requirement: Die and be brought back at least twice.
0/2
Benefit: You gain a single-use supernatural ability to save yourself from death. The next time you would be killed, you may use this ability, leaving you alive and otherwise unaffected by the attack that would have killed you, even against effects with no saving throw. This does not require an action, and works even if you are helpless or unconscious. If you die and are brought back to life, you gain another single use of this ability. You can only have one use of this ability unspent at any time; any others you might accrue beyond the first are lost.

History of scars
Requirement: Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healing you receive, reduce your
cumulative damage total by 1.
0/1000
Benefit: Your thick scars impart a –2 penalty on all Charisma-based skill checks, but increase your natural armor bonus by +2.

Relentless Butcher
Requirement: Confirm at least 50 critical hits.
0/50
Benefit: When you confirm a critical hit, that opponent must make a Fortitude save (DC = 10 + your Strength or Dexterity modifier) or be stunned for 1 round.

Skills:
2 + 1 Int + 1 Human + 1 FCB = 5/level
* = Class skill
Acrobatics 1 [4 Dex - 3 ACP]
Appraise 1 [1 Int]
Bluff -1 [-1 Cha]
*Climb -2 [1 Str - 3 ACP]
Craft 1 [1 Int]
Diplomacy -1 [-1 Cha]
Disable Device [ Dex]
Disguise -1 [-1 Cha]
Escape Artist 1 [4 Dex - 3 ACP]
Fly 1 [4 Dex - 3 ACP]
*Handle Animal [ Cha]
Heal 0 [0 Wis]
*Intimidate -1 [-1 Cha]
K(Arcana) [ Int]
*K(Dungeon) 5 [1 Int + 1 rank + 3 class]
*K(Eng) 5 [1 Int + 1 rank + 3 class]
K(Geography) [ Int]
K(History) [ Int]
K(Local) [ Int]
K(Nature) [ Int]
K(Nobility) [ Int]
K(Planes) [ Int]
K(Religion) [ Int]
Linguistics 2 [1 Int + 1 rank] - Read lips
Perception 1 [0 Wis + 1 rank]
Perform() -1 [-1 Cha]
Prof() 0 [0 Wis]
*Ride 1 [4 Dex - 3 ACP]
Sense Motive 0 [0 Wis]
Sleight of Hand [ Dex]
Spellcraft [ Int]
Stealth 1 [4 Dex - 3 ACP]
*Survival 4 [0 Wis + 1 rank + 3 class]
*Swim -1 [1 Str - 3 ACP]
UMD

Gear:
Magic

Weapons/Armor
- Kikko Armor (Medium, +5 AC, Max Dex +4, ACP -3) 250gp, 25 lbs
- Cold iron kukri 16g, 2 lbs
- Silver kukri 28g, 2 lbs
- Longbow 75g, 3 lbs

Other
- bedroll
- blanket[APG]
- chalk (5)
- charcoal (2)
- earplugs[APG]
- fishhook
- flint and steel
- grappling arrow[UE]
- masterwork backpack[APG]
- rice paper[APG] (2)
- signal whistle (2)
- silk rope (100 ft.)
- string or twine[APG] (2)
- tindertwig (2)
- torch (5)
- trail rations (5)
- tent, medium (2 people)
- vial (5)
- waterskin

Wishlist

89 gp, 9 sp, 5 cp
Current Load: Med (Light when backpack dropped)
Carrying Capacity: 50/100/150 (mwk backpack)

Favored Class Bonus:

1) +1 skill/HP

Future levels:
Feats
2) Weapon Focus (Kukri): +1 to hit
3) Slashing Grace (Weapon Finesse, Weapon Focus): Add Dex to damage instead of Str (doesn't apply while TWF)
4) Two-Weapon Fighting: Reduces penalties to TWF (-2/-2)
5) Two-Weapon Grace (Slashihng Grace, TWF, Weapon Finesse): Increase TWF penalties by -2 and can't decrease penalty to less than -2. Gain +Dex to damage on main hand and 1/2 Dex damage on off hand
6) Advanced Weapon Training (5th, 1 per 5 levels) Gain an advanced weapon training
7) Improved Two-Weapon Fighting: (TWF, BAB +6) Second off-hand attack
8) Improved Critical (BAB +8): Double crit range
9)
10) Greater Two-Weapon Fighting (Dex 19, Improved TWF, BAB +11): Gain 3rd off hand attack

[6 BP] Combat Reflexes: + Dex extra AoO
Bodyguard (Combat reflexes): Use AoO to aid another AC
Weapon Versatility (Weapon Focus): As a swift action, change weapon to deal bludgeoning, piercing, or slashing damage (At BAB +5, this becomes a free action)

Advanced Armor Training (3rd, 1 per 3 levels): Gain an advanced armor training

Weapon Specialization (Weapon Focus, lvl 4): +2 damage
Greater Weapon Focus (8th lvl): Extra +1 to hit

Power Attack (Str 13): Penalty to hit for bonus to damage
Cut from the Air (PA, BAB 5): Make AoO to negate a ranged attack against you or adjacent ally
Spellcut (Cut from the Air, BAB 9, Spellcraft 1 rank): Use BAB for base save under certain conditions

Advanced Armor Training
- Armor Specialization: Add 1/4 level to AC, up to +3 for light, +4 for medium, +5 for heavy
- Armored Juggernaut: Heavy armor gains DR 1/-. At 7th level medium armor gain DR 1/- and heave DR2/-. At 11th level DR1/- light, DR2/- med, and DR 3/- heavy. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

Advanced Weapon Training
- Defensive Weapon Training: +1 shield bonus to AC + 1/2 weapon's enhancement bonus (if any) as shield bonus. When fighter weapon group reaches +4, this shield bonus increases to +<
- Focused Weapon: Weapon does damage like war priest's sacred weapon
- Warrior Spirit: Grant an enhancement bonus equal to weapon training bonus for 1 min
- Armed Bravery: Add Bravery bonus to Will saving throws. DC of Intimidate checks to demoralize him increases by 2 x Bravery.

------------------------------------

Background:
Katsumi is of Tian-Min descent, raised in Katapesh. Haleen always told him that she found him on a piece of driftwood floating not far from shore after a terrible storm. The storm caused a merchant vessel to sink, and his parents used all their strength to lash him to the buoyant object so that he would float to safety.

Unbeknownst to Katsumi, his is all a lie told in the interest of "protecting" him. In actuality, most likely his parents sold him for one reason or another and he changed hands until he found himself in the possession of a pesh addict who planned to barter him for more drugs. However, before said addict was able to do this, he overdosed. Haleen was drawn to the sound of him crying and in a show of compassion, brought him home.

As a Tian-Min in a foreign land, Katsumi's childhood wasn't especially easy, and his dichromatic eyes and slight build didn't help. He was the smallest of the local children and often the target of bullying. Try as he might to fend them off, more often than not it was Haleen to bailed him out. As he grew older, he tried to pick up martial skills to protect himself, but even then he always seemed to be a few steps behind everybody else. It was Haleen who suggested that instead of trying to catch up to the others in strength, he try a different tactic and rely on his small frame to be nimble where others couldn't.

This...kind of worked. He was still unable to fight back all that well and he was just as much the brunt of everyone's insults, but at least he was no longer coming home each day with a new set of cuts and bruises. It was enough that he no longer needed the protection of Haleen to get by, and his skills started slowly improving. He hopes his continued improvement will be enough that one day he will be able to protect others as he was protected.

Appearance and Personality:
Katsumi is shy and very self-conscious about his appearance as that is what he was most often teased about. As a result, he tries to hide as much as he can behind his armor, using it as metaphorical protection in addition to physical. As much as possible, he tries to avoid taking his armor off. When he's wearing his armor, the only part of him that's really visible are his dichromatic eyes (left dark brown, right pale blue). As much as he would love to hide those as well, he hasn't yet figured out a way to do so while still maintaining full range of vision. Even when forced to take his protection off to sleep, unless he's at home, he still tends to wear pants, a long-sleeved top, and a cloak with its hood drawn up. Anything to avoid making him feel exposed. On the rare occasions more of him is exposed, it can be seen that he has a lithe build with dark, even skin. He keeps his black hair cut relatively short and his face clean-shaven.