Noburo

Mirasama Yoshimitsu's page

40 posts. Alias of Helikon.


Full Name

Mirasama Yoshimitsu

Race

Suli

Classes/Levels

Cleric (Herald Caller)2 of Shizeru/Samurai 1 (Order of the Dragon)

Gender

male

Spoiler:
AC 17/T10/FF17 HP 32/32 F+8 R+0 W+7 Init +0 Perception +8

Size

medium

Age

22

Special Abilities

Challenge, Channel 1d6/7day

Alignment

LG

Deity

Shizuru

Languages

Common

Strength 16
Dexterity 10
Constitution 17
Intelligence 11
Wisdom 18
Charisma 18

About Mirasama Yoshimitsu

Combat:

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Defense
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Armor Class: 17 FF 17 T 10 (10 + 0 Dex + 7 Armor)
Hit Points: 32 (2d8+1d10+6+2)
Fortitude: +8 (5 + 3 Con)
Reflex : +0 (0 + 0 Dex)
Will : +7 (3 + 4 Wis)
Situational Bonus:
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Offense
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Ini +0
Situational Bonuses:
Challenge 1/day:
+1 Damage & allies get +1 to attack
Base Attack Bonus: +2
Combat Maneuver Bonus: +5 (2BAB+ 3Str) CM DC: 15 (10+ 2 Base + 4 Str + 0 Dex)
Melee
•Katana MW atk: +6 / dam: 1d8+4 / crit: 18-20/x2 / deadly
•Wakazashi atk: +6 / dam: 1d6+3 / crit: 18–20/×2 / deadly
Ranged:
•C.-Longbow(+3Str) atk +2/ dam: 1d8 / crit: ×3 / range: 130ft

Suli:

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider:
Sulis are outsiders with the native subtype.
Medium:
Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Sulis have a base speed of 30 feet.
Low-Light Vision:
Sulis can see twice as far as humans in dim light.
Negotiator:
Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su):
Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance 5:
Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages:
Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

Samurai:

Challenge 1/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.
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).

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons and light armor. Clerics are also proficient with the favored weapon of their deities. Katana

Aura (Ex) Lawful Neutral
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su) 1d6 /6/day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Dedicated Summoner
A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity's list of domains, rather than the normal two domains, and she doesn't gain proficiency with medium armor or shields.

Call Heralds (Su)
A herald caller can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su)
A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity's alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template. Because of these summoned monsters' strong ties to the herald caller's deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other's spoken words as if they shared a common language (though this doesn't give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Bonus Languages
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domain Glory:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.


Feats, Traits &Skills:

Feats:
Selective Channeling
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Power Attack
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Traits
Fate's Favored
The fates watch over you.
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Armor Expert
Reduce acp by one
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Skills: Skillpoints gained/level (12) 3x (4)
(ACP -4)
Acrobatics: -4 (0 ranks; +0 trained; +2 Dex; -ACP)
*Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +4 (0 ranks; +0 trained; +4 Cha)
*Climb: -1 (0 ranks; +0 trained; +3 Str; -ACP)
*Diplomacy: +8 (1 ranks; +3 trained; +4 Cha)
Disguise: +4 (0 ranks; +0 trained; +4 Cha)
Escape Artist: -4 (0 ranks; +0 trained; +2 Dex; -ACP)
*Handle Animal +8 (1 ranks; +3 trained; +4 Cha)
*Heal: +8 (1 ranks; +3 trained; +3 Wis)
*Intimidate: +4 (0 ranks; +0 trained; +4 Cha)
*Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
Know (dungeoneering): +0 (0 ranks; +0 trained; +0 Int)
Know (engeneering): +0 (0 ranks; +0 trained; +0 Int)
Know (local): +0 (0 ranks; +0 trained; +0 Int)
Know (geography): +0 (0 ranks; +0 trained; +0 Int)
*Know (history): +0 (0 ranks; +0 trained; +0 Int)
Know (nature): +0 (0 ranks; +0 trained; +0 Int)
*Know (nobility): +4 (1 ranks; +3 trained; +0 Int)
*Know (planes): +4 (1 ranks; +3 trained; +0 Int)
*Know (religion): +4 (1 ranks; +3 trained; +0 Int)
*Linguistics: +0 (0 ranks; +0 trained; +0 Int)
*Perception: +8 (1 ranks; +3 trained; +4 Wis)
*Ride: +0 (1 ranks; +3 trained; +0 Dex; -ACP)
*Sense Motive: +8 (1 ranks; +3 trained; +4 Wis)
Stealth: -4 (0 ranks; +0 trained; +0 Dex; -ACP)
*Spellcraft: NA (1 ranks; +3 trained; +0 Int)
*Survival: +8 (1 ranks; +3 trained; +4 Wis)
*Swim: -0 (0 ranks; +0 trained; +3 Str; -ACP)
Use magic device NA (0 ranks; +0 trained; +4 Cha)
Languages: Common, Celestial

Prepared Spells:

Orisons:
Create Water, Detect Magic, Enhanced Diplomaty, Mending
Level 1:
(D)shield of faith, Bless; Divine Favor,

Equipment:

Weapons: (521gp)
Katana MW 350
Wakazashi 35
Naginata 35
Composite Longbow 100
20 Arrows 1
Armor: (350)
Lamellar (iron) MW 350
Misc:
Adventure Gear: (25gp, 2sp, 7cp )
Back Pack 2 (2)
Jade Holy Symbol 25
Bed roll 5 (0,1)
Candle * 5 (0,05)
Chalk * 10 (0,1)
Flint and Steel (1)
Mess Kit 1 (2)
Mirror 1/2 (10)
Pouch, Belt 1/2 (1)
Sewing Needle *2 (1)
Spell Component Pouch (5)
String of prayer beads (1)
Book of ancient wisdom (1)
40 Arrows (2)
Wand of Cure light wounds 17/20 charges 300gp
Scroll of lesser rest. 150gp
Wand of bless 10 charges 150gp

--Weight: 18

--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
0 Gold
27 Silver
3 Copper


Appearance:

Height: 5' 6"
Weight: 160 lbs
Hair: Black
Eyes: golden orbs
Skin: light brown.
[spoiler=Description]
Yoshimitsu is not a big man, but his skin is well muscled.
From behind if the upper part of his face is hidden, it is easy to see him as an ordinary man. The moment his eyes are seen, it is clear that he is not. He is deeply connected to the elemental planes and the otherworldly fire is plain in his eyes. He dresses in crimson robes with a dragon stitched in gold over his heart. A simple holy symbol of his goddess is in his sleeve pocket. He usually wears his daisho in his belt and if dressed for battle a well made plate armor, a present from a nobleman whose daughter he has saved.

Backstory:

Silent snowflake falls on mountain,
blades cut through winter wind,
a fountain of crimson showers the victor

Backstory:
Yoshimitsu has been in three major battles and a handful lesser engagements, always on the losing side.
Not that he didn´t fight valiantly, he did.
Neither was he the first to run. No, he wasn´t.
But one simple man does not decide a war or a battle.
No matter how strong his faith is, no matter how many lives he saves with prayers and the grace of his goddess.
But those things can decide if he lives... or dies.

He was adopted as a young boy by his uncle, a venerable Samurai of the Celestial Dragon order.
Raised in the monastery fortress on the top of the silver mountains he was raised with other childrens to one day join the armies of the Mithral Daimyo, the ruler of this part.
He trained all day long with bow and blade, horse and polearm.
But he never really lost himself in his katas. There were always… voices speaking to him.
Telling him of the glorious deeds of heroes past. One day one of the monks living with the other samurais in the fortress saw the young man and his problems to focus. Using his long walking stick he invented the young man to sit next to him under a cherry tree and join him in meditation.Together they sat next to each other the whole afternoon and talked.
And the monk understood. The young boy was a well of faith waiting for a spark of divinity.
For a samurai there is just one fitting goddess, Shizuru, the goddess of honor, swordsmanship, the faith of all honorable Samurai. A few days later Yoshimitsu was cleaning the floor in the monastery fortress temple, learning humility and another form of obedience. The well was filled with the radiant truth.

His sect teaches the four elemental truths of Shizuru the Empress of Heaven
Let your faith shine like the flaming sun!
Let your actions be guided by the whispers of the ancestral winds!
Let your honor stay pure as a mountain spring.
Let your blade be a mirror of your soul, only by training and taking care of it can your metal aid you.
He stays true to his teachers!

A few months ago he was joining a legation, escorting a lesser niece of the daimyo to her husband to be, an influential trader in Greywater. The journey was long and dangerous and in the end of 20 men and 4 women only 5 survived. And one blinded forever.
In the end they all stayed in Greywater.

Outlook:
Yoshimitsu is a young suli, well muscled, but without the graceful movements of a true samurai.
His long black hair is braided.
He looks human, until you look into his eyes. Those silver pale orbs showing his true heritage. A faint scar follows his cheekbone and the tip of his left ring finger is missing.
His clothes and armor hide the rest of a few more scars, by blade, arrow, tooth and claw.
On the back and on half of his chest is a tattoo of a silver dragon surrounded by stars around a golden sun.

Steed:
He also has a loyal steed. He named it Maelstrom.
The vendor said it was strong as stone, swift as the wind, enduring as the sea and spirited as fire.
Well actually the nag is only loyal if feed regulary with apples, is slow as stone, has almost no wind for long battles, is mean as the sea, and riding it sets your ass on fire.
But still Yoshimitsu likes it. He thinks the nag is fitting to him. And sometimes, sometimes the nag is a mean son of a hellhorse, biting in battle like a demon.