Erutaki

Lesska Thrice-shamed's page

126 posts. Alias of Oceanshieldwolf.


Full Name

Lesska Tamskar, the Thrice-Shamed

Race

Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23

Classes/Levels

Resolve Points: 0

Gender

weakened, 4 Str damage; Female Human (Kellid)

Size

Medium

Age

28

Alignment

Neutral Good

Deity

Animist

Languages

Common, Hallit, Elven, Giant

Occupation

Bodyguard

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 14

About Lesska Thrice-shamed

Lesska Thrice-shamed
Female human samurai (yojimbo) 8
NG Medium humanoid (human)
Init +6; Senses Perception +5; XP N/A

DEFENSE

AC 23, touch 12, flat-footed 21
(+7 armor, +2 Dex, +1 shield, +2 enhancement, +1 ring)
hp 76 (10, +6 (half HD +1) x 7, + 16 Con + 8 Toughness, +8 FCB)
Fort +8, Ref +4, Will +3
Defensive Abilities Armor Training, Bodyguard, Challenge [ward], Resolve

OFFENSE

Spd 30 ft.
Melee +1 longspear +12/+7 (1d8+4/19-20) or +1 heavy mace +11/6 (1d8+4, x2)

[+8 BAB, +3 Str, +1 weapon focus/ 1d8 weapon + 4 THF Str]

Ranged +1 longbow +10/+5 (1d8/x3)

[+8 BAB, +2 Dex]

TACTICS
Before Combat Lesska attempts to discern the foe's weaknesses or obvious capabilities, and maneuvers to defend her designated ward. Given time and an obvious threat Lesska will wave her longspear and give a Kellid yell, looking to protect her ward and position herself to maximise her various class, archetype and Order abilities.

During Combat Lesska stays close to her ward and uses her reach capability to attack incoming combatants and utilises Resolve to maintain either her own or her ward's survival. If possible Lesska positions herself between her ward and any threats to take advantage of her Order's challenge ability.

Morale As a Kellid Horselord, battlefield honor is paramount to Lesska. Coupled with her professional integrity, Lesska will not abandon her ward nor those she considers her fellow warriors.

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +8; CMB +11; CMD 23

Favored Class Bonus: Hit Points

Feats

Spoiler:

(7 –1st level, 3rd level, 5th level, 7th level, +1 human, +1 samurai [combat feat], +1 yojimbo [Bodyguard])

Bodyguard
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Cleave

Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Improved Initiative

Power Attack

Toughness

Weapon Focus (Longspear)

Traits

Spoiler:

Armor Master - Benefit: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Horselord Ancestry – Your family bloodline traces back to the original Kellid horselords who settled northern Nidal. Though you may have ventured far away from your homeland in recent years, you’re still knowledgeable of your people’s traditions and history, as well as their skill-at-arms on horseback. Choose two of the following skills: Knowledge (history), Knowledge (nobility), Ride, or Survival. Your upbringing gives you a +1 trait bonus on those skills. In addition, you gain weapon proficiency with lances and spears.

Skills

Spoiler:

The samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

4 + ranks/level = 32 ranks

Appraise +1 (1 rank, +0 Int)
Bluff +6 (1 ranks, +3 class, +2 Cha)
Climb +x (2 ranks, +3 class, +3 Str, -x AP)
Diplomacy +7 (2 ranks, +3 class, +2 Cha)
Handle Animal +7 (2 ranks, +3 class, +2 Cha)
Intimidate +6 (1 rank, +3 class, +2 Cha)
Knowledge (history) +2 (2 ranks, +0 Int)
Knowledge (local) +1 (1 rank, +0 Int)
Linguistics +2 (2 ranks, +0 Int)
Perception +8 (4 ranks, +3 class +1 Wis)
Profession (bodyguard) +9 (5 ranks, +3 class, +1 Wis)
Sense Motive +8 (4 ranks, +3 class, +1 Wis)
Ride +x (1 rank, +3 class, +2 Dex, +1 trait, -x AP)
Survival +6 (4 ranks, +1 Wis, +1 trait)

Languages Common, Hallit, Elven, Giant

SQ Banner, Challenge (3/day), Resolve,

WBL calculations:

Of 33, 000:

Weapons (8250)
+1 longspear 2305
+1 longbow 2375
+1 heavy mace 2312
25 +1 arrows 1150
T: 8142

Armor/Protection (8250)
+1 banded mail 1400
+1 buckler of arrow catching 4155
+1 ring of protection 2000
T: 7555

Misc. Magic (8250)
zoic fetish 7500
flawed tourmaline sphere ioun stone 600
T: 8100

Consumables (4950)
5 x potions of cure moderate wounds 1500
4 x potions of bulls strength 1200
2 x potions of lesser restoration 600
2 x potions of neutralise poison 1500
T: 4800

Subtotal: 28597

Other items/coins: 4403
spiked gauntlet - 5
masterwork backpack - 50
bedroll - .1
belt pouch x6 6
caltrops - 1
dagger x2 - 4
flint and steel - 1
hammer - 5
hooded lantern - 7
iron pot - .8
manacles - 50
oil x2 - .1
sack - .1
shovel - 2
silk rope -10
trail rations x6 - 3
cold weather outfit - 8
waterskin - 1
whetstone -.02
winter blankets - .5

heavy combat trained horse - 300
military saddle - 20
Total 474.62

Combat Gear +1 ring of protection, flawed tourmaline sphere ioun stone*, zoic fetish (bird), 2 x potions of bulls strength, 3 x potions of cure moderate wounds, 1 x potion of lesser restoration, 1 x potion of neutralise poison; Other Gear 25 +1 arrows, masterwork backpack, +1 banded mail, bedroll, 6 x belt pouch, +1 buckler of arrow catching, caltrops, dagger (2), flint and steel, hammer, +1 heavy mace, hooded lantern, iron pot, +1 longbow, +1 longspear, masterwork manacles, oil (2 flasks), sack, shovel, silk rope 50', spiked gauntlet, trail rations (6 days), cold weather outfit, waterskin, whetstone, winter blanket, 3900 in gems, 28 gold, 38 silver in coins.

* Treat your Con score as 2 higher for negative hit points needed to cause death, but -1 penalty to stabilize checks

BACKGROUND

Spoiler:

"Where the Atteran clan will it, the ground must accept the hoof".
New Kellid proverb.

And where a Tamskar maiden shames an Atteran chiefling, doom is her payment. For Lesska, the price of a pretty face and open mien was the attention of an Atteran chief's son, the handsome and proud Avdal. Avdal was clever, and cunning, and not unkind, but when Lesska did not bear a child not once, not twice but three times she was cast out. The tribal shaman, little more than an urban Kellid more bureaucrat than wiseman (the supercilious Orval) assessed Lesska by the ancient tribal dictates and found her wanting. So, Lesska was shamed thrice and thrice thrice. Thrice in childbirth. Thrice in the eyes of her family, clan and people. And thrice by the lore - forced out of her clan, exiled from the land and forbidden that which had been her most cherished birthright - the right to ride the wild chiardmars or dark nidarrmars - on pain of death.

Her father Nagor wept, for she was the last child yet living, while her mother Reeva bore her sadness stoically, as did Lesska herself - for though she did not love Avdal as he had loved her (had loved being the operative word after many, many meetings with clan and father) she nevertheless cared for her people. That she had failed to produce an heir she could own, but charges of barrenness and worse - hints of long-dead familial corruptions of Sarkoris god-calling resurfaced, and more debased whispers found her ears even after she left.

So, Lesska walked away, her shame evident by the footprints, not hoofprints, that told the story of her leaving. In time, Lesska utilised the one remaining teaching that her people had bestowed upon her - the lance and spear. Lesska hired herself out as a guard, first on caravans throughout Avistan, and then, sometimes, as a bodyguard to those clients that could pay her price and keep their hands to themselves.

At first, mostly she strayed not far from the Lake Encarthan region, where her ancestral people had once held sway, and even found herself for a time on the edges of Kyonin, working for brave or foolhardy travelers that would pierce that verdant kingdom. Not liking the heat of the south, Lesska drifted north to Irrisen and the Realm of the Mammoth Lords, but there she found the people too similar, too clannish to those who had left her bereft of their filial love. In Varisia she found adventure and for a time a group of companions, the feisty witchwarrior Evestra and her sorcerous tiefling partner Kovoss; the proud centaur druid Addern and Vanto the smiling assassin - they broke the Harridan slaver's ring outside of Riddleport, evaded capture in Ustalav and even took a ship to Absalom. It was in that great city that their fellowship disbanded and Lesska drifted back north.

But ever her heart was left in the northern reaches of Nidal, on the wild grassy plains of her heart and soul's hearth. Where the eagle soared, that she now wore as a zoic fetish about her neck. Where her mother still yet lived, her father having died not long after she was banished, the loss of three sons in death and his daughter by exile leaving him a broken man.

Time softens all wounds, but betimes they ache as new. Lesska still yearns for her birthright, and finds herself less scared of the ways of faux-Kellids and their lies and deceits. For she is a warrior truly, her history marked in her eyes and in the battle she has won, the trophies she has earned. She would see her mother before her mother too dies of shame and sadness, and she would ride - that which has been forbidden to her - let those that try to prevent her suffer that which was promised to her, the pain of death, but by her hand.

PHYSICAL DESCRIPTION

Spoiler:
Lesska is a comely woman in her late twenties, with the brown skin and black hair common among her people. Her hair is worn long and held back with a band at her brow. Everything about her feels somewhat stiff - her posture is erect, her manner is somewhat abrupt and her gaze direct. She stands somewhat taller than most Kellid women, though that could just be her high held head and shoulders.

Preferring to wear furs over her armor in colder climates, Lesska sheds the thick layers when employed as a bodyguard. Her zoic fetish hangs around her neck on prominent display - while this might be tempting for others to steal it is her overcompensation for the loss occasioned by her outcast status that compels her to wear it thus and she is fiercely protective of it.

Lesska pays little heed to deportment or the finer details of civilised hygiene - her rough, horseborne Kellid upbringing and the demands of her profession keep such fussing to a minimum.

PERSONALITY

Spoiler:
As a person of outcast status, Lesska bears remarkably well the pain of losing her family, her clan and her culture. Coupled with the accusations of barrenness and witchery Lesska understands all too keenly the power of public opinion and the damage lies can cause. As such, Lesska is slow to trust, and slower to divulge her past - she is polite and fair to others but entertains little levity or outward shows of emotion.

She is however a professional, and as such has had to deal with all manner of clients and customers - in her dealings she is personable and direct. It would not be fair to say that Lesska is humorless, more that her life experiences have left her a little wry and sardonic - the only time she truly shines in unrestrained happiness is in dealings with animals or children - beings she considers truly innocent of the harm and opprobrium that has been directed (unfairly to her mind) at her own soul.

Lesska's Path/Character Roadmap:

Essentially, Lesska seeks to reclaim all that she has lost, family, clan, land, honor and rights. A fairly tall order given that everything is set against her. Lasska has mastered her fighting arts, made a life for herself, but is integrally still broken - she seeks the honor she has been denied, the fulfillment of her equestrian desires, rapprochement with Avdal, and a reckoning on those who have cursed her. As for her mother, she is truly unsure how she will be accepted - for to return is tantamount to treason and she knows she will place her mother in a difficult position.

What Lesska has found occasionally is acceptance, and she will hope to find that with the adventuring party -as she did once before. But that is really up to them, and how she reacts and responds to their actions.

*************************************************************************** ******

Samurai Abilities:

Class Features
The following are the class features of the samurai.

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.

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 Classes 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
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.

Banner (Ex)
At 5th level, a samurai’s banner becomes a symbol of inspiration to his allies and companions. As long as the samurai’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or his mount to function.

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.

Yojimbo Abilities:

Resolute Defense (Ex)
At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.

This ability replaces mount.

Armor Expertise (Ex)
At 3rd level, a yojimbo selects one type of armor, such as chain shirt or scale mail. The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.

This ability replaces weapon expertise.

Intercept (Ex)
At 4th level, a yojimbo learns to better disrupt the attacks of his enemies. He gains Bodyguard as a bonus feat, even if he does not meet the prerequisite.

In addition, whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1.

This ability replaces mounted archer.

Order of the Guard:

Edicts: An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order’s code or a previously agreed upon contract.

Challenge: At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses.

Skills: An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities: An order of the guard cavalier gains the following abilities as he increases in level.

Prepared for the Journey (Ex)
At 2nd level, the cavalier can prepare for the terrain through which he will be traveling with 48 hours of study and customization of his equipment. He can select any terrain type from the list available to a ranger for his favored terrain class feature.

While in the selected terrain, the cavalier gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival skill checks. At 8th level and every 6 levels thereafter, this bonus increases by 1. Additionally, when calculating overland movement speed in the selected terrain, the cavalier and his mount treat trackless terrain as though it contains a road or trail, and terrain with a road or trail as though it were a highway. If traveling along a highway, the cavalier and his mount can travel for 10 hours before needing to attempt Constitution checks for a forced march.

Close at Hand (Ex)
At 8th level, when the cavalier is within 30 feet of his ward, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws. If his ward is captured, stolen, or otherwise in the possession or control of the cavalier’s enemies, the cavalier loses these benefits. In their place, he gains the effects of a locate object or status spell (depending on the nature of his ward) targeting his ward and lasting 24 hours. When moving toward his ward, the cavalier and his mount increase their speed by 10 feet. At 12th level and every 4 levels thereafter, the bonus on attack and damage rolls and on saving throws increases by 1 and the bonus to speed increases by 5 feet.

Armor Training: Armored Juggernaut:

Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.