Droogami

Kisper Whitetail's page

39 posts. Alias of william Nightmoon.


Full Name

Kisper "Kip" Whitetail

Race

Catfolk

Classes/Levels

Samurai (Sword Saint) 1

Gender

Male

Size

Medium

Age

18

Special Abilities

Iaijutsu Strike, Scent

Alignment

Chaotic Good

Deity

Denza

Languages

Common, Catfolk, Sylvan

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

About Kisper Whitetail

Vitals:

HP:12/12 AC:20=10+(6armor,3dex, 1sheild)
CMB:+4 CMD:16 BAB:+1
FORT:4 REFL:3 WILL-1

Racial traits:

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Catfolk have a base speed of 30 feet.

Scent
Source Advanced Race Guide pg. 1:
Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat’s Claws
Source Advanced Race Guide pg.
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

Climber
Source Advanced Race Guide pg. 1:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter

Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Class Traits:

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.

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.

At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2.

This ability replaces a samurai’s mount.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

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.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Brutal Slash (Ex): At 3rd level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit. This ability replaces mounted charge.

Terrifying Iaijutsu (Ex): At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds. This ability replaces banner.

Bonus Feat: At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The samurai must meet the requirements of these bonus feats.

Greater Resolve (Ex): At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Demanding Challenge (Ex): At 12th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it takes a –2 penalty to its AC on attacks made by anyone other than the samurai.

Roaring Iaijutsu (Ex): At 14th level, a sword saint’s iaijutsu strike deafens foes upon impact. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Str modifier) or be deafened for 1d4 minutes. This ability replaces greater banner

True Resolve (Ex): At 17th level, a samurai can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.

Last Stand (Ex): At 20th level, a samurai can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the samurai, unless the attack scored is a critical hit. In addition, the samurai remains conscious and is not staggered while he is below 0 hit points. While using this ability, the samurai cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when samurai has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the samurai takes an offensive action against a target other than the target of his challenge.

Personal ethics:

Kisper is to be kind and protective to those he is close to. He is to defend the weak from harm, esspecialy those who can't fight back. He is to promote equality and fairness. He is to perfect his art by defeating the greatest enemies and removing the enemies leader.
He is to fight battles he knows he can win, assesing his options before taking risks.
When victory seems least clear, fight to the death, using every tactic possible to gain the upper hand.

Order:Ronin:

While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on. Note that cavaliers can select this order, but they are typically called knights errant instead of ronin.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

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.

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 +5 at 20th level).

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

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

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.

Without Master (Ex): At 8th level, the ronin's fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn't kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

Skills/Feats:

Skills (rank+class/ability/other)
Bluff (Cha),4/3/0
Climb (Str),0/3/8
Craft (weapons)(Int),4/1/0
Diplomacy (Cha),4/3/0
Handle Animal (Cha),
Intimidate (Cha),4/3/0
Knowledge(Local) (Int),4/1/0
Perception* (Wiz),1/-1/(+4 Scent based)
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),4/-2/0
Survival (Wiz)
Swim (Str),

Feats
Dirty fighting.


Trait:

Quick Learner
Source Adventurer's Armory pg. 31:
You’re skilled at learning the feel of a particular weapon after a few swings in combat. After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.

Equipment:
gp:3
Katana, Silver Wakizashi, composite longbow(+1), Lamellar (steel), 50 arrows, a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, wooden buckler, 2 Obsidian tonto (dagger), 10 glass arrows, Naginata, stone H.mace,

attacks:

longbow(composite+1):+4 1d8+1 100ft. ×3

Katana:+4 1d8+3 19-20/×2 deadly

Silver Wakizashi:+4 1d6+1 19-20/×2 deadly

Naginata:+4 1d8+4 ×4 reach.

Claws:+4 1d4+1 ×2