Hirabashi Jiro

Mamoru Zhao's page

19 posts. Alias of Doomed Hero.


Lawful Good


Tian, Draconic


Noble, unemployed bodyguard

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

About Mamoru Zhao


Lineage is everything. Mamoru was the fifteenth of his name. He could recite his ancestors back more than three hundred years, each a devoted servant of the Eternal Emperor. His great grandfather earned his place at the Emperor's side. He had been a foreigner from Minkai. An exile. A ronin samurai who had abandoned his oaths when he found out that the family he had served was corrupt and deceitful. Mamoru the first had wandered in search of a great lord worth serving, and had found it in the Eternal Emperor.

He was disdained by the nobility. Sneered at. Disrespected. He fought many duels over stained honor, but this land was not the one he had come from. Killing his detractors did not stop the disrespect. It only caused it to spread and grow. In this land, honorable death was not considered a form of justice. By the time he realized this he had killed many young nobles and made many enemies.

It was the war that distinguished him. He fought with abandon and precision, the way of his people. He also sought to save as many as he could. He built a reputation as a commander who brought his soldiers back alive. In one battle he saved the Emperor himself. His unit was assigned as the Emperor's personal guard for the duration of the campaign, and once the war was over the Emperor made Mamoru his personal bodyguard. That prestige was what earned Mamoru the First a marriage into the noble family of Zhao.

Since that time ten times has the line of Mamoru stood by the Emperor's side. Six times has the line of Mamoru died taking a blow or bolt meant to end the Emperor's life.

Some of the bad blood earned so long ago remains, but now there are none who question the honor or the loyalty of the line of Mamoru.

Now, there is no Eternal Emperor on the throne and the line of Mamoru is restless. The latest Mamoru is a man reaching the end of his youth, still feeling purposeless, feeling the weight of his ancestry and longing for a ruler worth serving. He spends his time training endlessly, standing in ceremony, listening to speeches and honors and toasts, and knowing that he is meant for more than endless political pageantry.

He is about to learn that he should be careful what he wishes for.


Mamoru is long of leg and arm, and broad of shoulder. His long dark hair is drawn up in a topknot and his facial hair is short and neatly groomed.

He wears wide legged pants and a sleeveless tunic in white with a golden rising dragon embroidered on the back. He is almost never without the dual swords of his ancestors riding his left hip.

Mamoru's manor of dress is an odd amalgam of two cultures. He seems to be very respectful of both, though some would disapprove of the blending. To him, it is a representation of the two sides of his ancestry.

Male Gestalt Human
Phalanx Fighter 1 / Yojimbo Samurai 1 (Order of the Dragon)

Init +3

Perception +4

HP: 12 (10, +2 dex)

===== Defense =====


AC: 19 (+3 dex, +6 armor)
FF: 16
Touch: 13

CMD 17 (+1 bab, +3 str, +3 dex)

+4 Fort (+2 fighter, +2 con)
+3 Ref (+3 dex)
+0 Will (



BaB +1, CMB +1

+4 Hooked Lance,

+4 Katana,

+4 Wakasashi

=====Traits and Feats=====



Child of Changdo: You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you (appraise)

Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Noble Scion (Zhao)
Combat Reflexes



4 class, +1 human, +2 background**
7 total


+6 Intimidate (1 Rank, +2 cha, +3 class)
+6 Diplomacy (1 rank, +2 cha, +3 class)
+4 Sense Motive (1 rank, +3 class)
+4 Knowledge: Nobility (1 rank*, +3 class, +1 trait)
+5 Perception (1 rank, +3 class, +1 trait)
+5 Appraise (1 rank, +3 class, +1 trait)

=====Class Abilities=====


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.

Whenever an order of the dragon cavalier issues a challenge, his allies 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 (Ex) 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.

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.




  • Katana (50 gp)
  • Wakizashi (35 gp)
  • Hooked Lance (3 gp)

Armor: Lamellar Cuiraiss w/ armor kilt
Head: Helmet
Waist: Belt Pouches
R. Hand:
L. Hand:

Flint and Steel
bed roll
Food and water
armor and clothing repair kit
50' rope


Scar Record