Noburo

Kimura Maeda's page

2 posts. Alias of Mystery Cult.


About Kimura Maeda

M Aasimar Sinto of Ragadzin VI / Hierophant I
LN medium outsider (native)
Init 0; Perception +14, DV 60'
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Str 18 (+4) | Deх 10 | Con 14 (+2) | Int 16 (+3) | Wis 15 (+2) | Cha 16 (+3)
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Defense
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AC 20, touch 11, flat-footed 20 (+8 armor +1 deflection +1 natural)
hp 65 (6d10 +12 con +5 class +4 mythic +5 bonus)
Fort +9[+1], Ref +2, Will +4
Special Resolve (3/day); Hard to Kill (auto stabilize; -24 hp max)
Exalted Resistance (SR 11 vs evil spells & spells and SL from evil outsiders)
Tainted Spirit (DC F 10 + n rounds of combat or fatigued for 10 min x n rounds)
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Offense
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Base Atk +6; CMB +10 [+4 bull rush], CMD 21 [+4 bull rush]
Speed 20 ft.
Melee +1 Ranseur +11 (2d4+7; 20x3; P; 10'; disarm +4)
+1 Cold Iron Katana +12 (1d8+7; 18-20/x2; S; deadly)
[PA +10 (1d8+13) | Spirit & PA +11 (1d8+16) | Spirit & PA & Rage +12 (1d8+19)]
Special Challenge (swift; +5 dmg, +2 to saves; -2 AC vs other; 2/day); Iaijutsu Strike (3d6), Rage (20/day), Brutal Slash (+2 to confirm crit with katana or +4 with Iaijutsu)
Destructive Smite (+3 dmg; 5/day), Calling (standard; 1 minute; +3 to check for 1 min; 4/day)
Mythic Power (5/day), Surge (1d6; immediate)
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- Feats: Power Attack, Grater Bull Rush, Extra Rage (M), Quick Draw (Katana)
- Spell-Like: 1/day: Corruption Resistance [6 hour]; 1/day: Divine Favor (+2/+2), True Strike
- Racial Traits: Angelkin, Truespeaker, Incorruptible, Exalted Resistance
- Traits: Touched by Divinity, Practiced Calligrapher, Seeker, Tainted Spirit, Ancestral Weapon
- Classes: Samurai V (Sword Saint) x Bloodrager I (Urban x Blood Conduit x Prowler at World's End)
- Languges: Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Orc, Sylvan, Taldan, Terran, Tien, Undercommon
- Skills: Calligraphy +7, Diplomacy & Intimidate +12, Geography +11, Heal +11, Linguistics +15, Lore (Nocticula) +12, Religion +12 [+2 on Ragathiel], Perception +14 [+2 bonus], Sense Motive +13

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Equipment
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The scale of a silver dragon

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20%) to any creature or object wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements-but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.
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2 potions of invisibility

Kit, Pyrography - 1 gp
Hot & Cold Outfits - Free & 8 gp
Fighter's Kit - 9 gp

amulet of natural armor + 1
ring of protection +1
+1 Cloak of Resistance
Mwk Fullplate

+1 evil outsider bane arrows (10)
Mwk Longbow & 20 arrows
Club - 0 gp & Cold Iron Dagger - 4 gp
+1 Cold Iron Katana - free
Silver Holy Symbol of Ragathiel - free

Coin 40 gp

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A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.

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Mythic

Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the fist-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.

Beast’s Fury: As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Channel Shockwave (Su): You can expend one use of channel energy whenever you score a critical hit against a creature that has an element of alignment opposite to your own (chaotic). If you do, add your channel energy damage to the damage from the critical hit. This damage is the same type as your channeled energy (positive or negative) but damages the target regardless of whether it’s living or undead. The target can attempt a Will save against your channel energy DC to halve this bonus damage. All other effects of your critical hit still apply.

Samurai

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.

Iaijutsu Strike (Ex): A sword saint can perform a lightning-quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.

Order of the Star

Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Challenge: Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.

Calling (Ex): At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

Cleric of Ragadzin

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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