Matsumoto Rokuro's page

85 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).

Full Name

Rokuro, Sixth Son of House Matsumoto


Human (Tien)


Sorcerer of Battle 3




M (5' 5")



Special Abilities

Strength of Heroes


Neutral Good




Common (Taldane), Minkaian, Varisian



Strength 15
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Matsumoto Rokuro

Rokuro was born the sixth son of a minor noble of the House of Matsumoto in Minkai. Destined for a life at court as an aide to more senior members of the household, he instead found a talent for the manipulation of certain arcane energies and practiced both it and the art of swordplay in private, not really paying any attention to his other studies.
When a foreign dignitary stayed at the family estate one night on his way to the capital of Kasai, Rokuro took a chance and stowed away with them, posing as a guard, when they departed.
He stayed in the employ of the dignitary, one Varish Elongian, even after he was found out. Varish saw a little of himself in the youth and when the time came to return to the city of Absolom Varish offered Rokuro the chance to come with him. Rokuro accepted and the next day they were both whisked by magic halfway around the globe to the City at the Centre of the World. There, Varish finally revealed that he was a member of the Pathfinder Society and sponsored Rokuro’s acceptance through the Lantern Lodge.
Varish is now a Venture-Captain stationed in Minkai and reporting directly to Amara Li and Rokuro has become a fledgling Pathfinder in his own right, stationed in Varisia. One day, he hears about the disappearance of a boy and vows to help find him for his father...

Rokuro is a short, broad shouldered handsome man with the yellow brown skin of the Minkai. His close cropped hair is slightly longer at the fringe and the beginnnings of a short mostache seem to perpetually be in the process of growing.
He wears the traditional dark blues of House Matsumoto and walks with a confidence that his small frame doesn't seem to warrant.
Sheathed across his back is a sword that is longer than he himself is tall but which he handles with practiced ease. A two foot long dark blue stitched hilt bears a four foot shiny silver blade, folded and honed to razor sharpness.


Male Human Sorcerer of Battle 3
Neutral Good, Medium Humanoid (Human)

Initiative +6; Senses Perception +0

Languages Common (Taldane), Tien, Varisian

AC 13, touch 11, flat-footed 12; (+2 armour, + deflection, +1 Dex, + dodge, + shield)
Shock Shield AC 15, touch 11, flat-footed 14; (+2 armour, + deflection, +1 Dex, + dodge, +2 shield)

CMD 15 (17)
hp 23
Fort +3, Ref +2, Will +3

Speed 30ft.
Base Attack +2 CMB +4 (+6)
Melee +5 (+2 BAB, +2 STR, +1 MW) Akari 1d10+1 18-20x2 (S/P) Brace
Melee +5 (+2 BAB, +2 STR, +1 MW) Overcompensated Akari 2d8+1 18-20x2 (S/P) Brace
Melee +5 (+2 BAB, +2 STR, +1 MW) Darkwood Hanbo 1d6+2 x2 (B) Trip
Melee +5 (+2 BAB, +2 STR, +1 MW) Overcompensated Darkwood Hanbo 1d8+2 x2 (B) Trip
Ranged Touch +3 (+2 BAB, +1 DEX) Ultrasonic Ray 1d3 x2 (Sonic) [30ft]
Special Attacks

STR 15, DEX 13, CON 14, INT 10, WIS 10, CHA 16
Strength of Heroes [ ][ ][ ][ ][ ][ ]
Armour Affinity

Rich Parents +900 Starting Gold - GM Tordek, see Secrets
Reactionary +2 Trait Bonus to Initiative

Martial Weapon Proficiency, Nodachi [Human]
Eschew Materials [1st Sorcerer]
Noble Scion (Scion of War) [1st Level] Initiative is calculated off Charisma instead of Dexterity
Toughness [3rd Level]

Acrobatics +1
Appraise +0
Bluff +3
Climb +2
Craft (Weaponsmithing) +1
Diplomacy +3
Disguise +3
Escape Artist +1
Fly +1
Heal +0
Intimidate +3
Knowledge (Arcana) +6
Linguistics +1
Perception +0
Perform (-) +3
Ride +1
Sense Motive +0
Spellcraft +6
Stealth +1
Survival +0
Swim +2
Armour Check Penalty 0


Caster Level 3
Spells per Day
1st Level/x4 [x][x][x][ ]

Spells Known
Arcane Mark
Simple Bed
Ultrasonic Ray

1st Level
Energy Weapon
Magic Missile
Shock Shield


Akari, Silversheen Nodachi (810gp)
Darkwood Hanbo (321gp)

Clothes & Armour
Explorer’s Outfit [Dark Blue Leather Pants, White Shirt, Dark Blue Vest, Grey Eelskin Boots, Dark Blue Hooded Cloak] (Free)
Masterwork Lamellar Cuirass (165gp)

Magic Items
Ioun Torch (125gp)
Goblet of Quenching (180gp)

Wayfinder (500gp)

    -Cracked Dusty Rose Prism Ioun Stone (500gp)

2x Cure Light Wounds (100gp; 50gp each)


Adventurer’s Sash (20gp)
Flint and Steel (1gp)
Whetstone (2cp)
2x Sacks (2sp)
Small Steel Mirror (10gp)
Silk Rope, 50’ (10gp)
Grappling Hook (1gp)

Map Case (1gp)
Scroll Case (1gp)

Pathfinder Pouch (1,000gp)
Pathfinder’s Journal (10gp)
pp, 2gp, 10sp, 28cp



This section is for various GM related topics.

Secret Questions:

3 or more things feared
  • Rokuro fears capture and return to his father for punishment.

  • Rokuro has a fear of scorpions after his brothers locked him in a closet one day and one started to crawl over him. They only let him out when his screams became truly hysterical.

  • Because of his brothers prank, he also fears confined spaces. Not simple things like being underground and such, but actual tight enclosed spaces like closets, coffins, tight tunnels, etc...

2 or more things loved dearly

  • Rokuro loved his Grandfather dearly and used to sit on his knee all the time to hear stories of his old military days and days of adventure.

  • He loves his Grandfather’s Nodachi, Akari and would practice with it every day in the family dojo once he was old enough.

1 or more things embarrassed by

  • He is embarrassed by his irrational fear of enclosed spaces. He knows the reason for it, but thinks that because of his warrior training he should be able to put it aside.

1 thing most proud

  • That he is out adventuring and doing good using Akari like his Grandfather used to, instead of it gathering dust in a display case.

1 secret you will do anything to hide

  • Rokuro stole his Grandfather’s blade from the family dojo before he fled the family estate. He is not proud of this fact, but he knows that were his father to catch up to him, it would mean severe punishment and possible death from the dishonour.

I have given him the Rich Parents Trait in order to signify this Blade. The Trait makes a character’s starting gold 900gp at first level. I only spent the 810gp I needed for the Nodachi and didn’t bother about the other 90gp, since I took it purely for back story and technically not to gain the extra gold. All other equipment was purchased from the regular starting gold.

Spell Descriptions:

Simple Bed
School: Transmutation; Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Area: Ground where caster will sleep
Duration: 8 hours
Saving Throw: None; Spell Resistance: None
Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night. The caster gains a bonus of 1 hp to his normal healing rate for bed rest over eight consecutive hours.

Ultrasonic Ray
School: Evocation [Sonic]; Level: Brd 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: S
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
You fire from your fingertip a focused beam of sonic energy too shrill to hear at a single creature or object. On a successful ranged touch attack, you inflict 1d3 points of sonic damage.

Energy Weapon
School: Transmutation (See text); Level: Drd 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S, F
Range: Touch
Target: 1 weapon
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No
Casting this spell sheaths one weapon in one of five energy types of the caster’s choice (acid, cold, fire, electricity, or sonic). For the duration of the spell, the enchanted weapon deals an additional 1d6 damage of the energy type chosen on a successful hit. The elemental energy imbued does not harm the caster, or the weapon, but it may affect surrounding objects (for example, a flaming sword could be used to ignite a pool of oil).

School: Transmutation; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (object, harmless); Spell Resistance: Yes (object, harmless)
This spell causes the weapon touched to grow to the next smallest size that would normally make it impossible to wield. The damage dealt by the weapon increases as though it were one size category larger, but the weapon can be wielded as though it were its original size.
This effect does not stack with other magic effects that increase size, such as enlarge person or righteous might.

Magic Item Descriptions:

Aura faint evocation; CL 5th
Slot none; Price 500gp; Weight 1 lb.
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a non-magical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
Requirements Craft Wondrous Item, light; Cost 250gp
containing a...
Cracked Dusty Rose Prism:
This stone grants a +1 competence bonus on initiative checks.
When inserted into a Wayfinder, this also confers a +2 insight bonus on CMB checks and to CMD.
Price: 500gp.

Goblet of Quenching
Aura faint conjuration (creation); CL 3rd
Slot none; Price 180gp; Weight 1 lb.
At your command, this simple clay goblet fills itself with cool, fresh drinking water. The goblet can create up to 2 gallons of water per day. The water evaporates normally if left exposed, and is completely normal water; you can store it, use it to create holy water, and so on.
Requirements Craft Wondrous Item, create water; Cost 90gp

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000gp; Weight 1 lb.
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500gp

Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.
They are always masterwork weapons; the listed price includes the cost of the masterwork bonus.
Aura None (non-magical property); CL
Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp.