Noburo

Kyūzo Sadamune's page

42 posts. Alias of Zayne Iwatani.


Classes/Levels

Warder 1 | HP 13/13 | AC 17, Touch 11, FF 16 | CMB +4 | CMD 15 | Fort +3, Ref +1, Will +2 | Init +1 | Perception +0

About Kyūzo Sadamune

Kyūzo Sadamune
Male Warder 1
LG medium humanoid (human)
Init +1; Perception +5
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Defense
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AC 17, touch 11, flat-footed 16 (+4 Armor, +1 Dex, +2 Shield)
hp 14 (1d12+1) FC Bonus level 1
Fort +3, Ref +1, Will +2
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Offense
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Speed 30 ft. 20ft in armor
Melee: Spear +4 (1d8+3 x3)
Melee: Shield Bash +4 (1d3+3)
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Statistics
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Str 17(+2 race), Dex 12, Con 13, Int 14(+2 race), Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats: Improved Shield Bash, Combat Expertise
Traits: Seeker, Altuistic Diplomat
Languages Common
Warder SQ: Defensive focus, aegis +1 (10 ft.)
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Skills:

(4 Class + 2 Int + 1 Skilled) x 1 = 7
ACP: -4 (-6 with shield)
(1) Acrobatics (Dex) +5
() Bluff (Cha)
(1) Climb (Str) +7
(1) Diplomacy (Cha) +5
(1) Heal (Wis) +4
() Intimidate (Cha)
(1) Perception (Wis) +1
() Ride (Dex)
(1) Survival (Wis) +4
(1) Swim (Str) +7

Background Skills
(1) Craft () (Int) +6
(1) Knowledge (history) (Int) +6
() Knowledge (martial) (Int)
() Knowledge (nobility) (Int)
() Profession () (Wis)
() Handle Animal (Cha)

Modifiers:
+2 trait bonus to Diplomacy
+1 trait bonus on Perception


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Gear:

--Equipped--
Scalemail 50
Spear 2
Heavy Steel Shield 20
Dagger 2
Handaxe 6
--Backpack--
Fighter's Kit
Grappling hook 1
Crowbar 2
Hammer .5
Iron Spike (10) .5
Folding Pole .2
Small tent 10

55.8 gp


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Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Traits and Feats:

--Traits--

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Altruistic Diplomat: You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.

--Feats--

Exotic Weapon Proficiency (Katana): You make attack rolls with the weapon normally.

Exotic Weapon Proficiency (wakizashi): You make attack rolls with the weapon normally.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Weapon Focus (Katana): You gain a +1 bonus on all attack rolls you make using the selected weapon.


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Warder Special Abilities:

Weapon and Armor Proficiency: Warders are proficient with all simple and martial melee weapons, with light and medium armor, and with shields (including tower shields).

Maneuvers: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Scarlet Throne, Golden Lion, Iron Tortoise, Mithril Current, Eternal Guardian and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.

New Disciplines: A warder adds either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill.

Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).

For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.

Stances Known: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.

Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft +5 for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Aegis (Ex): At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..


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Maneuvers:

Warder Initiator Level: (2 Warder) 1st

Maneuvers Known 5:
--1st-- 5
Iron Tortoise: Throwing Shell - Strike - Hurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage.

Iron Tortoise: Iron Shell - Counter - Deflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC.

Piercing Thunder: Piercing Strike - Strike - Strike through two opponents that are adjacent to each other.

Piercing Thunder: Bronze Lancer’s Edge - Boost - Your next charge attack deals +1d6 damage.

Piercing Thunder: Bronze Lancet Charge - Strike - Charge attack that deals +1d6 damage and does not provoke attacks of opportunity.

Maneuvers Readied 3:
Bronze Lancer’s Edge, Bronze Lancet Charge, Throwing Shell

Stances Known 1:
Phalanx Lancer - Stance - Use heavy weapons one handed with a shield and deal +1d6 damage those weapons. You can lock your shields with those of allies to gain a bonus to AC.


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Background:

He's a student of the Shaoha School of Martial Arts. He is merely a bronze blade, the lowest of their ranking system, with experience in their Iron Turtle and Piercing Thunder disciplines. He is here in Dusst following the footsteps of the legendary First Blade, the Dragon's Bane, who came here many years ago and drove the Black Dragon across the mountains to the desert it is rumored to still be in. The stories of the Drgon's Bane have always inspired him and he hopes Dusst will aid him in following the path of the warrior. Maybe even become First Blade himself though it feels like an impossible dream right now.