Hirabashi Jiro

Matsu Anfial's page

447 posts. Organized Play character for Helikon.


Full Name

Anfial of Clan Matsu,

Race

Aasimar (Angelborn)

Spoiler:
AC 24/26)/T13/FF23 HP 48/67 F+8(10) R+4(6) W+4(6) Init +1 Perception +0

Classes/Levels

Samurai Sword saint (Order of the Warrior) 8

Gender

Male

Size

M Picture of Anfial

Age

28

Special Abilities

Alter self

Alignment

LG

Deity

Shizuru

Location

Absolom, born in Minkai

Languages

Common, Tien, Celestial, Draconic

Occupation

"The golden Leaf" a shop selling Ikebana flowers in the Ascendant court in Absolom

Homepage URL

Anfial

Strength 22
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 14

About Matsu Anfial

Combat:

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Defense
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Armor Class: 24 FF 23 T 13 (10 + 2 Dex + 11 Armor + 1Defl+1insight)
hp 67 (7d10+14+7FCB)
Fortitude: +8 (6 + 2 Con+1R)
Reflex: +5 (2 + 2 Dex+1R)
Will: +4 (2 +0Wis+1trait+1R)
Situational Bonus:
Honor in all Things: +4 on ST or Skillcheck /1day
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Offense
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Ini +2
Situational Bonuses:
Challenge 3/day:
+8 Damage & DR /2
Base Attack Bonus: +8
Combat Maneuver Bonus: +14 (8BAB+ 6Str) CM DC: 26 (10+ 8 Base + 6 Str + 2 Dex)
Melee
• Fallen Cherryblossom (Katana +1)- atk: +15 /+7 / dam: 1d8+19 / crit: 18-20/x2 / deadly
• Wakazashi - atk: +12 / dam: 1d6+5 / crit: 18–20/×2 / deadly
• Tonfa atk: +12 / dam: 1d6+5 / crit: 20/×2
Ranged:
• C.-Longbow(+4Str) MW atk +9/ dam: 1d8+4 / crit: ×3 / range: 130ft

--------------------
Statistics
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Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 12
Base Atk +6; CMB +11; CMD 23
Hit Points: 67
Initiative: +1
Armor Check Penalty: -4
Speed: 30 feet (20 in armor)
Saves:
Fort: +7 Ref: +4 Will: +3


Sword Saint:

Challenge 2/day
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.

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.

Iaijutsu Strike (Ex) (3d6)
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit. After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day. At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.

Weapon Expertise (Ex)
At 3rd level, a samurai gains an unparalleled expertise with the Katana. The samurai can draw the 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.

Brutal Slash (Ex)
At 3rd level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.


Order of the Warrior:

Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai’s lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.

Edicts:
The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.

Challenge:
Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Skills:
An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.

Order Abilities:
A samurai who belongs to the order of the warrior gains the following abilities as he increases in level.

Honor in All Things (Ex)
At 2nd level, the order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).

Way of the Samurai (Ex)
At 8th level, the order of the warrior samurai’s sense of honor and loyalty drives him to accomplish seemingly impossible tasks. The samurai can, as a standard action, focus his mind and will. Once during the next minute, he can choose to roll an attack roll, skill check, or saving throw three times and take the best result. He must decide to use this ability before the roll is made. Using this ability expends one daily use of his resolve.

Strike True (Ex)
At 15th level, the order of the warrior samurai can use his years of training and focus to make the perfect strike. When he uses this ability, the samurai makes an attack as normal. If the attack hits, it is a critical threat. The samurai must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the samurai’s choice). Making this attack is a standard action. The samurai can use this ability once per day.


Aasimar Racial Traits:

Ability Score Racial Traits:
Angel-Blooded (Angelkin) +2 Str, +2 Cha Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Type: Aasimars are outsiders with the human subtype
Size:
Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Aasimars have a base speed of 30 feet.
Languages:
Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits:
Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled
Spell-Like Ability (Sp):
Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Skills,Feats & Traits:

Skills 30 (6x4+1Int)
ACP (-5)
• Climb 4[1rank+3inclass+5Str-5ACP]
• Craft (Ikebana) +11 [5rank+3inclass+1int+2MWT]
• Diplomacy +13 [8rank+3inclass+2chr]
• Intimidate +20 (18) [8rank+3inclass+2chr+5Str+2 MWT]
• Knowledge (Nobility) +7 [3rank+3inclass+1int]
• Knowledge (History) +7 [3 rank+3inclass+1int]
• Linguistics 5 [1rank+1int+2 Racial]
• Sense motive +13 [8rank+3inclass+2racial]
• Swim +9 [1rank+3inclass+4str]
Feats:
Power Attack
Substract 2 from your attack to gain 6 damage
Intimidating Prowess
Add your Strength Modifier to Intimidate skill check
Weapon Focus (Katana)
Cornugon Smash
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Furious Focus
Traits:
Indominatable Faith:
+1 Will save
Armor Expert:
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Equipment:

Full Plate +1 0 5650
Katana +1 0 1762,5
Belt of Strength 0 4000
Wakazashi CI 0 350
Tonfa Alchemistical Silver 0 21
Cloak of Resistance +1 0 1000
MW Ikebana tools 0 55
Potion CLW 0 50
Wand CLW 2 0
Artisan´s Shop 5 0
Ring of Protection +1 0 2000
Potion of bless weapon x4 0 200
Potion of Heroism x2 4 0
Scroll of Restoration, lesser 1 0
Masterwork tool Intimidate 0 55
Talisman of Freedom, lesser 0 900
Wand of enlarge person 2 0
2 potions of Antiplague
2 potions of gravelly voice
Dusty rose cracked Ioun stone
20 Cold iron durable arrows 22gp
20 arrows with Weapon Blanch Silver 11 gp
10 arrows with Weapon Blanch Adamantine 100,5
10 arrows with Weapon Blanch ghost salt
Wodden holy symbol
Light Load 133 Medium 266 Heavy 400

Appearance:

Height: 5'8"
Weight: 160 lbs
Hair: white
Eyes: Crystal blue when calm, violet when agitated.
Skin: Creamy white coloured scin. Well muscled.
Tattos: A huge golden Dragon IseZumi on his back. The dragon is coiled around a woman playing an instrument, listening to her, but also protecting her.
Voice: A very deep smooth pearly tone
Mannerism: He is rather helpful, but also very determined.
Colours: Azur Blue and white
Clothing Style: Blue silken Kimonos, embroided in silverthread and white silken obi, functional boots, a headband with the Tien word for Honor stitched in golden on the white silken cloth.
Heraldry: a white Tiger´s head on a Azure field.

Background:

To be Done

PFS:

The Confirmation 2PP/2PP Cure light wounds wand 430 GP
The Devil we know2PP/2PP Darkwood Comp.Longbow(+4Str) 538 GP
The Disappeared 2PP/1PP Wayfinder 525 GP
Many Fortunes of GMT 2PP 466
The Segang Expedition 2PP 519
Way of Kirin 2PP 0 Boon used to reduce Weapon by 25%
DotS1 2PP 522
DotS2 2PP 1240
DotS3 2PP 1292
DotSS 1PP 2252
WBGF1PP 1600
SoS2PP 1900
TJaS2PP 2319
11284
Confirmed Field Agent:
Having successfully completed and documented your Conirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix:
The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
House Thrune’s Favor
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary
essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round
(or as long as it takes to complete a skill check modiied by the feat), you gain the beneits of the mythic version
of that feat as if you had also expended one use of mythic power. When you use this boon, cross it of your
Chronicle s heet.
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the
attention of some creature from beyond the stars. The haunting certainty that the someone is watching you
leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add
5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact
you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer
with the aberrant bloodline, you ignore these efects and instead gain an additional daily use of your acidic
ray bloodline ability. You may cross this boon of your Chronicle sheet if you are the target of a heal spell while
under the efects of nondetection.
New Recruit (J. Dacilane):
Your team of Pathinders sponsored J. to join the Pathinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it of your Chronicle Sheet.
Subtle Revenge
True Ally of Lantern Lodge
Mythis Legacy
Legacy of the stars
Antagonized by Avlexy
Resources of Redemption
New Recruit (J. Dacilane):
Blessing of Maliken
Ley Line Scholar

Silver CrusadeS7:

SOLDIER OF PEACE (2+ goals):
You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if
you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure
before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a
goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
ANOINTED (4+ goals): You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving
throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you
wield the benefits of bless weapon for one round.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce
the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating
either the Soldier of Peace or Anointed boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
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[X][]Defeat an outsider that has the evil subtype and whose Challenge Rating is at least equal to your character level.
[X][]Defeat an undead creature whose Challenge Rating is at least equal to your character level.
[][]Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You
may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC.
[X]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair
treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an
enemy combatant with no means of escape to flee without further harm.
[X]Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype.
Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as
defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[]Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Silver Crusade by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Diplomacy, Heal, Knowledge (planes), or Knowledge (religion).
[]Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award.
[][][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Silver Crusade S8:

PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%.
--------------------------------------------------------------------
[][]Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
[][]Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
[][]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
[]Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[X]Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
[]While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals

[Dice=IniMatsu]d20+1[/dice]
[Dice=PercMatsu]d20+0[/dice]
[Dice=DayjobCraftIkebana]d20+13[/dice]

Introduction:

Matsu Anfial is a rather average sized young man with a small frame, hiding his strong muscles. He has white skin and very long hair in the colour of freshly fallen snow, and usually wears blue kimonos and a white obi.
This gives him a very androgynous look.
In battle he wears a full plate armor stylished a Tian-Xa style, completed by a fearsome halfmask, showing a raging demon.
His voice is a very deep, yet smooth pearly tone.
He will only in the most dire instances leave his trusted Katana and rarely does his hand not touch it. Often just absentmindly stroking the hilt.