Trinia Sabor

Lifah Vhasso's page

27 posts. Alias of Madcaster.


Race

Inactive

About Lifah Vhasso

Init +6; Senses: Perception +5, SM +5

Defense
AC: 17 =10 +6 armor, +1 trait
Touch: 10 =10 +0 dex
Flat-footed: 17 =10 +6 armor, +1 trait

HP: 36 (3d10+3*2)

CMD: 17 =10 +3(BAB) +0(Dex) +4(Str)

Fort: +6 =+3(class) +2(Con) +1(resistance)
Ref: +2 =+1(class) +0(Dex) +1(resistance)
Will: +4 =+3(class) +0(Wis) +1(resistance)

Offense
Speed: 30 ft. (20 in armor)

CMB +7 =+3(BAB) +4(Str)

BAB: +3
Melee: +9 Ikazuchi (1h:1d10+4 / 2h:1d10+6, 19-20/x2, S, 6 lbs.)
Ranged: +3 Longbow (1d8/x3, 110 ft., P)

Other:
Power Attack - -1 atk, +2 dmg (+3 if 2h).
Ancestral Blade
Kenki
Bushido

Statistics
Str 18 (10 +6 PB +2 race)
Dex 11 (10 +1 PB)
Con 14 (10 +4 PB)
Int 10
Wis 10
Cha 14 (10 +4 PB)

Traits:
Defender of the Society - You were trained as an heir to the clan, which included armor training. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Rich Parents - You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.

Feats:
1[character]: Weapon Focus (Katana)
1[hume]: Power Attack
3[character]: Improved Initiative

Skills:
3 per level =2(class) +0(Int) +1(hume)
+1 favored class @ lvl 1-3
+2(background) per level
12+6 total

+8 Climb* 1 +4(str) +3(class)
+8 Diplomacy 3 +2(cha) +3(class)
+7 Intimidate 2 +2(cha) +3(class)
+5 Perception 2 +0(wis) +3(class)
+4 Ride 1 +0(dex) +3(class)
+5 Sense Motive 2 +0(wis) +3(class)
+8 Swim* 1 +4(str) +3(class)

Background:
+4 Kn. (geography) 1 +0(int) +3(class)
+5 Kn. (history) 2 +0(int) +3(class)
+5 Kn. (nobility) 2 +0(int) +3(class)
+4 Profession (mercenary) 1 +0(wis) +3(class)

*ACP -6

Languages: Common

Racial features:
Ability Score Racial Traits: Hume characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humes are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humes are Humanoid creatures with a hume subtype.
Base Speed: Humes have a base speed of 30 feet.
Languages: Humes begin play speaking Common. Humes with high Intelligence scores can choose any languages they want. See the Linguistics skill page for more information about these languages.
Bonus Feat: Humes select one extra feat at 1st level.
Skills: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Samurai class features:
1[samurai]: Kenki Technique, Ancestral Blade (Ashura), The Forces of Sen, Limit Breaks
2[samurai]: Action Without Thought, Bushido
3[samurai]: Ancestral Blade (Kotetsu)

Limit Breaks:
Meikyo Shisui (Su): This Limit Break grants a +2 bonus to all attack and damage rolls made by the samurai while wielding a katana. This bonus increases by 2 every four samurai levels after 1st. Furthermore, he gains a point of Sen each round he spends in this Limit Break. If he drops a foe below 0 Hit Points while under the effects of this Limit Break, he gains a point of Sen. He can only gain a point of Sen this way once per round. This limit break requires only a swift action.

Bonecrusher (Su): This Limit Break allows the samurai to make a terrifying strike against a single target as a standard action. This target is considered flat-footed, as the samurai gains his second wind and unleashes his fury, cleaving through armor and bone alike. If the strike hits, the target suffers additional damage to a total of the samurai's hitdice. This additional damage is not multiplied on a critical hit. Multi-classing samurai only use samurai levels for this Limit Break.

Ancestral Blade (Ex): Starting at 1st level, a samurai can channel the spirits of his blade and the blades before it. By spending Sen, the samurai may invoke a named blade. He may only spend his Sen this way once per round. He gains 1 Sen point per defeated target that has at least 1/2 his hitdice, up to a maximum of his Charisma bonus. Opponents defeated by invocations do not generate Sen points. All invocations have a range of Close (25 +5 ft/2 levels) and are a standard action to activate. Below are the available name invocations:

1st lvl: Ashura: The samurai sheaths his blade and calls out for Ashura to inhabit the weapon temporarily. When he draws it, he causes an unseen specter-sword to slash at targets. The Samurai may make a touch attack using his highest base attack bonus against all enemies in range. This attack affects ghosts and is treated as a force attack. "Legendary sword that kills freely! Ashura!"

3rd lvl: Kotetsu: The samurai sheaths his blade and calls out for Kotetsu to inhabit the weapon temporarily. When he draws it, he causes a wave of howling dark spirits to torment his enemies. The Samurai may make an attack using his highest base bonus against all enemies in range and enemies struck must make a Will save of 10 + 1/2 the Samurai's level + the Samurai's Charisma modifier or become cursed. Cursed targets receive a -4 penalty to all d20 rolls for 1d4 rounds. "Evil souls of the dark, gather here! Kotetsu!"

5th level: Osafune: The samurai sheaths his blade and calls out for Osafune to inhabit the weapon temporarily. When he draws it, he sends the whispering dead to feed on the target's MP. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck take the damage as MP damage instead of hitpoints. The Samurai adds his Charisma modifier as well as Strength to damage and targets without MP take hitpoint damage. "Nihilistic sky, inhale magic power! Osafune!"

7th lvl: Murasame: The samurai sheaths his blade and calls out for Murasame to inhabit the weapon temporarily. When he draws it, he causes it to rain tears of an enlightened soul to restore hitpoints. The Samurai may roll damage for all of his attacks and the total is given to each ally, including the Samurai, within range. The Samurai adds his Charisma modifier instead of Strength to these damage rolls. Allies and the Samurai gain temporary hitpoints for 1d4 rounds equal to the Samurai's Charisma modifier + 1/2 the Samurai's level. "No more loss of precious life! Murasame!"

9th lvl: Ame-no-Murakumo: The samurai sheaths his blade and calls out for Ame-no-Murakumo to inhabit the weapon temporarily. When he draws it, he causes phantoms of pure mist to attack his targets. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a Reflex save equal to 10 + 1/2 Samurai's level + Charisma modifier or become Slowed (-1 to attack, -1 to Reflex saves, moves at half-speed, and may only take 1 standard action) for 1d4 rounds. "Yagumo rising, all who know god! Ame-no-Murakumo!"

11th lvl: Kiyomori: The samurai sheaths his blade and calls out for Kiyomori to inhabit the weapon temporarily. When he draws it, he bestows the protection of its effervescent life force. Each ally, including the Samurai, gains the Samurai's Charisma modifier to AC, saves against magical effects, and as DR/- for 1d4 rounds. The Samurai may make an attack against all enemies within range using his highest attack bonus and enemies struck must make a Fort save equal to 10 + 1/2 the Samurai's level + Charisma modifier or take the Samurai's Charisma modifier as a penalty to AC, saves against magical effects, and to any existing DR. "Innocent sword, slash evils and protect! Kiyomori!"

13th lvl: Muramasa: The samurai sheaths his blade and calls out Muramasa to inhabit the weapon temporarily. When he draws it, he causes his blade to turn shades and hungrily consume the departing souls around it. Only a living soul will quell its tumult. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a Will save equal to 10 + 1/2 Samurai's level + Charisma modifier or become Confused for 1d4 rounds and Doomed for 2d4 rounds. "Summon all ghosts of the sword! Muramasa!"

15th lvl: Kiku-ichimonji: The samurai sheaths his blade and calls out Kiku-ichimonji to inhabit the weapon temporarily. When he draws it, red rain pours down, wreaking havoc with its all-consuming hatred. The Samurai may make an attack using his highest base attack bonus against all enemies in range and enemies struck must make a save of the Samurai's choice equal to 10 + 1/2 Samurai's level + Charisma modifier or become Berserk for 1d4 rounds. Berserk enemies receive the Samurai's Charisma modifier to attacks and damage when targeting other enemies.

17th lvl: Masamune: The samurai sheaths his blade and calls out Masamune to inhabit the weapon temporarily. When he draws the blade, spirits embrace his allies bestowing physical healing and increased speed. The Samurai and allies receive fast healing equal to double the Samurai's Charisma modifier and the effects of Haste for 1d4 rounds. "Sword of fury, inject power! Masamune!"

19th lvl: Chirijiraden: The samurai sheaths his blade and calls out Chirijiraden to inhabit the weapon temporarily. When he draws it, a blue flame erupts from the blade pursues the living evil. The Samurai may make an attack using his highest base attack bonus against all enemies in range. Evil enemies struck by the attack lose all DR and Spell resistance for 1d4 rounds and if they are slain, they are banished forever in cleansing blue fire. The Samurai adds his Charisma modifier to attack and damage rolls during Chirijiraden's effect. "Flame-eating sword, swipe away the evils! Chirijiraden!"

Kenki Techniques (Ex): At 1st level, a samurai can utilize these techniques to enable bushidos (see below). Kenki (Warrior Spirit) techniques are special katana attacks which can be used in place of a normal attack that start a combo. These techniques only function while wielding a katana.
Falling Slash (Ex): A samurai who uses this kenki technique deals normal weapon damage.
Heavy Slash (Ex): A samurai who uses this kenki technique suffers a -2 penalty to this Attack roll but deals normal weapon damage –2 and a foe struck by this, must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or be staggered for 1 round.
Rising Slash (Ex): A samurai who uses this kenki technique suffers a -2 penalty to this Attack roll but deals normal weapon damage +2 and has a chance to knock a foe prone. The samurai can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this kenki technique. If the attempt fails, the samurai is not tripped in return.
Slash (Ex): A samurai who uses this kenki technique deals normal weapon damage.
Sweeping Slash (Ex): A samurai who uses this kenki technique suffers a -2 penalty to this Attack roll but deals normal weapon damage +2 and has a chance to knock a foe prone. The samurai can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this kenki technique. If the attempt fails, the samurai is not tripped in return.
Thrust (Ex): A samurai who uses this kenki technique suffers a -2 penalty to this Attack roll but deals normal weapon damage and has a chance to sunder armor. The samurai can attempt to sunder his opponent as a free action without provoking attacks of opportunity if he hits with this kenki technique.

Action Without Thought (Ex): Having mastered the tenets of battle, the samurai is able to act instantly and without consideration of the consequences, confident his actions are correct. At 2nd level, the samurai gains a +2 competence bonus to all Initiative rolls and may not be deprived of his Dexterity bonus in any circumstance.

The Forces of Sen (Su): At 2nd level, the samurai begins to master the art of Sen and it’s three forces: Setsu (Snow), Getsu (Moon) and Ka (Flower). When the samurai successfully performs a bushido, he opens one of the forces of Sen. When the samurai performs a bushido, he gains a Sen point. He may only ever have up to his Cha modifier points of Sen. When he is knocked unconscious or takes an 8-hour rest, he loses his gained Sen. He begins the day with zero Sen.

Bushido: Also at 2nd level and every 2 levels thereafter, a samurai gains a bushido which allows him to put the kenki techniques into good use by starting and finishing combos. Each bushido requires a certain amount of kenki techniques used in order and must be completed by the end of his next turn or the samurai must start over. In addition, once the samurai is able to use a bushido, he must activate it before the end of his next turn or its lost. All bushido are swift actions, unless indicated on the ability.

Bushidos:
Oblivion (Ex): (Requires Heavy Slash > Rising Slash > Falling Slash) This bushido allows the samurai to make a 30-foot movement dash that doesn’t provoke attacks of opportunity and makes a melee attack against a target, the attack deals normal damage, and if the target is dropped below 0 HP, the samurai can move another 5-feet and make another attack upon an enemy within range. The samurai can keep moving and attacking this way if each target he attacks drops below 0 HP against his attack.

Automatic Bonus Progression:
1st - -
2nd - -
3rd - Resistance +1

Gear/Possessions 900
Breastplate (AC+6, MDB+3, ACP-4, ASF 25%, 30 lbs.)
Ikazuchi (1d10, 19-20/x2, S, 6 lbs.) - Katana, mw
Longbow (1d8/x3, 110 ft., P, 3 lbs.)
Arrows (20) (3 lbs.)

Traveler's Outfit (5 lbs.)

Kit, Fighter’s (29 lbs.): This kit includes 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), and a waterskin.

Carrying Capacity: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 47 lb. (76 lb. with backpack)

Money: 536 GP

Description
Lifah Vhasso is the last member of the Vhasso clan. The Lion War wiped out the entire Vhasso clan. All that's left is their family sword Ikazuchi and a burned estate. She's been on the road since the end of the war, never staying in one place for too long, taking on guard and monster hunting jobs. Before that she rarely left too far from his home.

Lifah is a Hume of average height with light skin and short brown hair.

Ikazuchi:
The family katana which Lifah wears on her side with pride. It was forged for the founder of the Vhasso clan. The legend says that when the smith presented the sword, a lightning stroke into it, leaving an intricate pattern on the katana's blade. It was passed from a former leader of the clan to the future one since then.