Valeros

Masamune Mitsuhide's page

348 posts. Alias of Void Dragon.


Full Name

Masamune Mitsuhide

Race

Human Loot

Classes/Levels

Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Gender

Male

Size

Medium

Age

23

Alignment

NG

Deity

Shizuru

Languages

Common, Minakian, Tien, Elven

Strength 13
Dexterity 17
Constitution 10
Intelligence 11
Wisdom 10
Charisma 16

About Masamune Mitsuhide

Background:

In the old lands of Tian Xia there lived a powerful warrior. His name was Kenshin and he was the strongest samurai in the land. He was a living legend, he was an aasimar, and he was arrogant. He constantly berated, and belittled the other samurai. He called them cowards, and weaklings just because they couldn't keep up with his strength. The only people Kenshin even showed the slightest reverence for was his Lord, and the daughter of his Lord. Lady Orichi, a woman who was as beautiful as Kenshin, and kind as Kenshin was strong. Kenshin decided that she would be his wife, and asked his Lord Akechi Mitsuhide for his daughter's hand in marriage, but his Lord had been watching Kenshin, and decided to send him on a quest to prove himself. He would have to guard a small bridge in the mountains from any and all trespassers for a year and a day. Only, when his quest was complete he would then be allowed to have Lady Orichi's hand. Kenshin went to the bridge without complaint and began to guard it. Unbeknownst to him a rival lord had come the day after he had left and destroyed his old lord's home. In the taking of the castle Lady Orichi was captured and forced to become the wife of this new lord's son. Mistuhide was distraught, and immediately sent samurai to get Kenshin back, but Kenshin simply thought that his jealous rivals were trying to make him fail. He refused to leave, so Mistuhide was forced to fight without his champion.

The war between lords continued for a year and a day. Mistuhide won almost every single one of his battles, but he could never press on to the castle. The other lord fearful of Mistuhide's righteous wrath had threated to kill his daughter if he approached. This led to an understanding where the lord would send out his army, and Mitsuhide would destroy it. It was to a stalemate that Kenshin finally came back down from the mountain pass.

Kenshin was shocked to find the land destroyed by fighting. Realizing that the others had been telling the truth, and that he had disobeyed a direct order from his lord Kenshin felt the first pangs of dishonor stain his soul. He went into a killing rage and almost destroyed the entire castle in one night. When morning came Mistuhide watched as Kenshin left the burnt out building calling for him to come back and serve with honor, but Kenshin simply looked at him with golden tear filled eyes and ran away carrying a small bundle in his arms. Mistuhide discovered that Kenshin had slaughtered everyone in the castle. The warriors, The lord and his son, the servants, and even the children, but his worst fear was confirmed when he found the dead remains of his daughter. She appeared to have been cut down guarding something, but Mitsuhide couldn't find what. He cried out in rage and swore that he wouldn't rest until Kenshin was dead.

Kenshin escaped and found a caravan that would take him far away from Tien. He joined this caravan with only his sword, some armor, and a newborn child. He passed the child off to a midwife while he fought, but he always made sure to return, and guard the child from harm. It took Kenshin 3 years before he found himself in a place he would call safe, and for a time he and the boy named Masamune Mitsuhide were happy. This didn't last as assassins sent by Mitsuhide came to kill Kenshin. It was easy for them to find the only aasimar in the town. During a dark night the silent killers approached the small cottage that Kenshin had bought. With them they brought silent death to any and all nearby. When they broke into the house they found it to be completely empty of people, until the bed in the corner raised up and Kenshin immediately attacked. With brutal sword strokes Kenshin slaughtered the ninjas who had dared to follow him. After he was done Kenshin opened up the trap door, and realized that Masamune had woken. Telling Masamune that he was being hunted due to his ancestry Kenshin lied to the boy about the assassins, and said that they had to leave immediately.

This next journey was shorter than the first, but much easier for Kenshin. He taught the boy how to fight with all of his weapons, and even let him wear some mock armor he had crafted. When Masamune had run up to him yelling a war cry and swinging with his 'sword' Kenshin felt a tear come to his eye. He brought the boy to a little town called Sandpoint and taught him everything he needed to know about honor, but Kenshin made sure to drill into him the importance of comrades and trusting them. He made sure Masamune wouldn't repeat his mistake. As the years passed, and Masamune learned the Minkaian language Kenshin decided that he wasn't they best person to teach a child about the bigger world. The only thing he knew was his sword, horse, and armor. Telling Masamune that he needed to be a good boy, and sending him to live with Madam Koya, Kensin left the village determined to die, so that Masamune would no longer be hunted.

Masamune has never seen his father since that day, but he listed to him and was a 'good' boy for Koya. He didn't like the lessons that his 'mother' taught him, but he listened well enough. He began to help out around the town, and even joined the guard for a while. Masamune had a few arguments with Koya about who his father was, but Masamune always apologized in the end. Masamune and Koya get along well together with their rivalry, and even though he is an adult he still follows Koya around protecting, and helping her whenever she is in trouble. Masamune still asks Koya about where his father came from, and all she would ever say is the 'east'. Masamune wants to learn more about Kenshin, so he keeps his eye out for any job that might lend a clue to his search for his father.

Relationships:

Ameiko: 5 (Competition)
Koya: 7 (Competition)
Sandru: 4 (Associate)
Shalelu:4 (Associate)

Appearance/Personality:

Appearance
Masamune stands at 6 ft. tall, and has black hair with storm grey eyes. He appears to be very serious and stern when first viewed. His eyes seem to go over everybody looking at them like they are a threat. It's when he smiles that his natural warmth breaks through and makes people feel at ease. While he carries a lot of weapons he doesn't seem to be fully versed in their use. The only thing he seems to carry with confidence is his bow, and sword. His armor, sword, and bow are well worn with practice and age. They all bear markings of honor, and loyalty in his native Tien language. His armor is dyed red, as is the hilt of his katana. Each of his arrows are feathered with red dyed goose feathers.

Duty is quite small for a horse. Looking like he can barely carry the items on him. He quite often get an apple from sympathy when he tries. He is a deep chestnut color that only makes him look smaller, and weaker. His eyes are a deep mournful green, and his mane is a beautiful golden brown. His tail is well groomed and has a bow on it (at least until Duty can get it off that is).

Personality
Masamune views friendship as the best honor, and is kind to everybody he meets. He is still trying to discover any word about his father and has spent many sleepless nights thinking about him. He does blame himself about his father leaving thinking that the assassins would have left Kenshin alone if he hadn't been born. He tries to do what he thinks is right most of the time, but has listened to Koya about listening to other people. He isn't quite confident in himself yet, and hopes some adventuring would help him out. He views all of his friends as valuable people, and would give his life to protect any of them. He hasn't felt truly at home in Sandpoint, and thinks that this caravan is the adventure he needs to get started on his path to discovery. He cares deeply for his horse, but refuses to give into Duty's love of apples.

Duty seems to want one thing and one thing only. Apples! Whenever Duty can he is constantly trying to sneak an apple here and there. Duty tries to play nice and innocent, and for some reason he can play it beautifully. He always looks at new people with wide eyes seeming to beg for some food. His favorite pastime is following people around until they feed him. His goal in life is to get fat and happy off of munching the gods' gift to this earth. While Duty does care about his master he wishes that he would feed him more apples. Due to this Duty sometimes tries to get Masamune to lighten up. Usually pulling a prank that ends up with Masamune embarrassed and somebody angry, but who can blame the horse?

Masamune Mitsuhide
Male Smaurai 3
NG Medium Humanoid
Init +3; Senses
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Defense
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AC 18, Touch 13, Flat 15
HP 26
Fort +3; Ref +4; Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged Longbow Attack +6 Damage 1d8 (x3) Type P Range 100 ft. Ammunition 17/20 arrows

Melee Wakizashi Attack +6 Damage 1d6+3 (18-20/x2) Type S Special Deadly

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Statistics
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Str 13; Dex 17; Con 10; Int 10; Wis 10; Cha 16

BAB +3; CMB +4; CMD 17

Feats: Weapon Finesse; Skill Focus (Survival); Deadly Agility

Traits
•Foster Child (Knowledge Geography)

•Adopted (Speech of the Wilds)

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CLASS ABILITIES
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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.

Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability. A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

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.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. 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.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

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Order
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Order of the Dragon

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: 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.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex)

At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex)

At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex)

At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

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HUMAN TRAITS
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+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Sills
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Trained Skills: (4 class, +1 FC, +1 skilled)

•Intimidate* +9 (3 rank, 3 class, 3 Cha)
•Handle Animal* +9 (3 rank, 3 class, 3 Cha)
•Linguistics +3 (3 rank)
•Perception* +6 (3 rank, 3 class)
•Sense Motive* +6 (3 rank, 3 class)
•Survival* +9 (3 rank, 3 class, 3 Skill Focus) (+10 if trying to find food, or water for allies, and when trying to protect allies from harsh weather)

Spoken Languages: Common, Minkaian, Tien, Elven, Sign Language

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Equipment
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Cavalier's Kit 23 GP 112 lbs.
•This includes animal feed (5 days) w/Duty,
•a backpack,
•a bedroll w/Duty,
•a belt pouch,
•a bit and bridle w/Duty,
•a flint and steel,
•an iron pot,
•a mess kit,
•a riding saddle w/Duty,
•rope,
•saddlebags w/Duty,
•soap,
•torches (10),
•trail rations (5 days) w/Duty,
•a waterskin (full).
Long bow 75 GP 3 lbs.
Wakizashi 35 GP 2 lbs.
20 Arrows 1 GP 3 lbs.
Parade 25 GP (+3 AC; +5 Max Dex; –1 ACP; 30 ft.; 20 lbs.)
28 GP

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WEIGHT LOAD
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Light: 0-76 lbs.
Medium: 77-153 lbs.
Heavy: 154-230 lbs.
Lift: 230 lbs.
Staggered Lift: 460 lbs.
Push/Pull: 1150 lbs.
Current: 64.5 lbs.

Mount's Stats:

'Duty' aka Sir Eats Alot

HP 20, (3d8+6)
AC 18 Touch 12 FF 16

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

3 HD; +2 BAB; +3 Fort +3 Ref +1 Will; 3 Skills; 2 Feat; +2 NAB; +1 Str/Dex Bonus; 1 Tricks; Link; Evasion

Feats: Run, Power Attack

Skills: Perception* +7 (3 ranks, 3 class, 1 Wis)

Tricks: Attack (2)