Hayato

Kyoshiro Nemuri's page

177 posts. Organized Play character for Helaman.


Full Name

Kyoshiro Nemuri

Race

Male Minkai Human

Classes/Levels

Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

Gender

AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3]

Size

Medium

Age

20

Special Abilities

XP 8 / Fame 16 / Prestige 8

Alignment

LN

Deity

Shizuru

Languages

Common, Minkai, Tian, Aklo, Draconic

Occupation

Pathfinder

Homepage URL

http://sdrv.ms/UHoYSh

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Kyoshiro Nemuri

PFS#38110-3 / Chronicles at http://sdrv.ms/UHoYSh

-1 con. removed 3hps.

BAB +2 HP 30 CMB +6
AC 17 [+4 Armour, + 2 Dex, + 1 Nat Armour], Touch AC 12 [+ 2 Dex], Flatfooted AC 15 [+4 Armour, + 1 Nat Armour, + 1 Nat Armour]. Chain Shirt Armour
Fort+7 [Class Bonus / Class Bonus + 2 Con]
Ref+2 [+ 2 Dex]
Will+3 [Class Bonus + 0 Wis]

CMB +6 [BAB +2, +4 Str]
CMD 18 [BAB +2, +4 Str + 2 Dex]

Arcane Pool 3 (1 + Int)

*Weapons*

Spoiler:

+1 Blackblade Katana +8 (+2 BAB, + 4 Str, + 1 Focus, + 1 Magic Bonus), 1d8+5 Damage, S 18-20/x2
Wakazashi +6 (+2 BAB, + 4 Str), 1d6+3 Damage, S 18-20/x2 Light
Tanto Dagger +6 (+2 BAB, + 4 Str), 1d4+3 (Str) Damage, P/S 19-20/x2
Cold Iron Naganata +6 (+2 BAB, + 4 Str) 1d8+3 Damage, S 20/x4 Reach
Jutte (Cold Iron or Silver) +6 (+2 BAB, + 4 Str), B 20/x2 Light
MW Daikyu (Composite Longbow) +5 (+2 BAB, + 2 Dex, +1 MW bonus), 1d8+3 (Str) Damage, B 20/x3
- Note 16 Cold Iron Arrows as ammunition

*traits*

Spoiler:

Focused Mind (APG): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Meridian Strike (Guide to Pathfinder Society Organized Play): Energy flows through channels in the body, like rivers through the land. Once per day when you roll damage on a successful critical hit, reroll any 1s and take the new roll (even if it is another 1).

*Feats*

Spoiler:

Feat: Weapon Focus (Katana)
Feat: Toughness
L3 Feat: Power Attack

*Skills*

Spoiler:

Perception 3 (+6)
Survival 1 (+4)
Intimidate 2 (+5)
Sense Motive 2 (+5)
Diplomacy 3 (+5)
Ride 1 (+6)
Handle Animal 1 (+3)
Knowledge Arcana 1 (+6)
Knowledge Dungeoneering 1 (+6)
Knowledge Nobility 1 (+3)
Spellcraft 1 (+6)

2nd level: Favoured Class bonus as skill.

*Spells Known*

Spoiler:

Cantrip: All
Level 1: Colour Spray, Corrosive Touch, Enlarge Person, Frost Bite, Grease, Infernal Healing, Magic Missile, Shield, Shocking Grasp, True Strike,

*Spells Memorized*

Spoiler:

Cantrip: Mage Hand, Detect Magic, Prestidigitation, Open/Close
Level 1: Colour Spray, Shocking Grasp. True Strike

*Equipment* X gp

Spoiler:

Monks Clothing
Tien Straw hat
Pathfinder kit (with MW Pack - see below)
1 torch
2 tindertwigs
50 ft silk rope
Silver Weapon Blanch
2 Alchemical fires
Sack
Journal 50 pgs
Scroll case with Ink Vial and Ink Pen and 2 sheets of paper inside
Spellbook and spell pouch (x2)
Wand of Cure Light Wounds (14 Charges used)
Silversheen Katana
MW +3 Str composite bow
Alchemical Silver Jutte
Cold Iron Jutte
Cold Iron Naganata
MW Pack
Potion Enlarge person
Wand of Infernal Healing (3 Charges used)
Scroll: Web
Scroll: Mending and Read Magic
Scroll of Comprehend Languages x 2 50gp
Scroll of Lsr Restoration 150gp
Scroll Protection from Evil 25gp
+
X

Bought Jade Wayfinder 2pp

Spoiler:
Jade (2 PP): Crafted in distant Tian Xia, the jade casing of this wayfinder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast guidance

*Background*

Spoiler:

Kyoshiro Nemuri was born into a Samurai family of Minkai. His small clan was sworn to the service of a larger one, who in turn served a minor Damiyo. Until his early teens he was trained as normal for one of his station - being relatively poor by samurai standards he was not trained in such cultural pursuits as the Tea Ceremony of the finer nuances of courtly behaviour (though like most inhabitants of Minkai he has a definite understanding of polite manners).

Around his 15th birthday there was a great battle, in which he was a participant. It did not go well - his Lord as well as his master were both killed, leaving his family free of obligations but also leaving them without financial support. Rather than become Ronin and needing to pay debts, his father swore loyalty to the Lantern Lodge organisation in Minkai, who were seeking warriors, and Kyoshiro has followed his fathers command to likewise serve.

In the five years since then he has served honourably, sworn to the code of loyalty to the Lodge and the Pathfinder Cause. He has travelled across the world as part of an entourage for a senior Pathfinder, a Wu-Jen wizard, and now finds himself in Absalom. Kyoshiro speaks common well enough but is unfamilar with any of the languages of Avistan, which may cause some problems.

Implacable in combat or fulfilling his duties, he is very retiring, stoic in demeanor, and rarely speaks unless spoken to. He stands about 5'7 but is impressively muscled. He moves gracefully and smoothly. He dresses in the loose clothes of his homeland. Unlike some of the Samurai of Minkai, he does not shave his head but does gathers his long hair into a neat flowing top knot.

His early encounters in the Society have been at the Blackros Museum and he has branched into the study of the arcane and the Black Tapestry.

Extra notes:
Level 3 - Knowledge (nobility), Perception, Diplomacy, Acrobatics

*Magus Abilities*
Arcane Pool
Spell Combat
Spell Strike

*Samurai Abilities*

Spoiler:

Challenge 1/day, Iajitsu, order, resolve

-Order: receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

-Resolve: 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: 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.

*Magus Abilities*

Spoiler:

Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spell Strike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

**Notes
Level 3, Magus. Fav class bonus HPs

-- Level 4 skills
Percept 1
Diplomacy 1
Acrobatics 1
Knowledge Dungeon 1
Spellcraft 1
Knowledge Planes 1