About Lifah VhassoInit +6; Senses: Perception +5, SM +5 Defense
HP: 36 (3d10+3*2) CMD: 17 =10 +3(BAB) +0(Dex) +4(Str) Fort: +6 =+3(class) +2(Con) +1(resistance)
Offense
CMB +7 =+3(BAB) +4(Str) BAB: +3
Other:
Statistics
Traits:
Feats:
Skills:
+8 Climb* 1 +4(str) +3(class)
Background:
*ACP -6 Languages: Common Racial features:
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:
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.
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:
Automatic Bonus Progression:
1st - -
2nd - - 3rd - Resistance +1 Gear/Possessions 900
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.
Money: 536 GP Description
Lifah is a Hume of average height with light skin and short brown hair. Ikazuchi:
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