Wyrm Sniper

Kazuo "Digger" Daigoro's page

28 posts. Organized Play character for joerice.


Full Name

Kazuo "Digger" Daigoro

Race

Human (Mwangi/Tian-Min mix)

Classes/Levels

Samurai (Sword Saint) Ronin 2

Gender

HP: 21/21 | AC:16 | T:10 | FF:16 | CMD:15| Fort:+5 | Ref:+1 | Will:-1 | Init: +0 | Perc: +3 | Sense Motive: +4

Size

M

Alignment

CG

Languages

Common, Tian-Min, Draconic, Galt, Elven, Draconic

Strength 16
Dexterity 11
Constitution 14
Intelligence 13
Wisdom 8
Charisma 16

About Kazuo "Digger" Daigoro

Kazuo Daigoro 59220-2
Samurai (Sword Saint) Ronin 2
CG Male Medium Humanoid (human)
Init +0; Perception +3
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Defense
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AC 16 (10 touch, 16 flat-footed)
hp 21)
Fort +5, Ref +1, Will -1
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Offense
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Speed. 20 Ft (medium armor)
Melee: mwk katana +6 (1d8+4) 18-20, deadly
Melee: mwk naginata +6 (1d8+4)x4, reach
Melee: sansetsukon +5 (1d10+4)19/20, blocking, disarm
Melee: Dagger +5 (1d4+3)
Ranged: sling +2 (1d4+3)
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Statistics
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Str 16, Dex 11, Con 14, Int 13, Wis 8, Cha 16
Base Atk +2; CMB +5 (+2 to feint with katana, +2 disarm sansetsukon; CMD 15
Feats: Skill Focus (Bluff), Cosmopolitan
Traits: Unpredictable, Heirloom Katana
Skills: Bluff 12 (2+3+3+3+1), Diplomacy 8 (2+3+3), Intimidate 8 (2+3+3), Knowledge Local 6 (2+3+1), Linguistics 5 (1+3+1), Perception 3 (-1+1+3), Sense Motive 4 (-1+2+3), Survival 4 (-1+2+3),
Languages: Common, Tian-Min, Galt, Draconic, Elven, Dwarven
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Class Abilities
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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.

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).

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.

Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Equipment:
Wand of Disguise (5 charges)
Potion CLW x2
Cold Weather Clothes
Snowshoes
Heirloom Mwk Katana
mwk Naginata
Sansetsukon
Sling
Dagger
Four Mirror Armor
1112.9 gp

Chronicles:
First Steps
Among the Dead
Among the Living
Trial By Machine
xp 5
PP: 9
Fame: 9