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About Mirasama YoshimitsuCombat:
-------------------- Defense -------------------- 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: -------------------- Offense -------------------- 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)
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:
Weapon and Armor Proficiency
Aura (Ex) Lawful Neutral
Channel Energy (Su) 1d6 /6/day
Spells
Chaotic, Evil, Good, and Lawful Spells:
Orisons
Dedicated Summoner
Call Heralds (Su)
Divine Heralds (Su)
Bonus Languages
Domain Glory:
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:
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 ----------------------------------------------------------------- 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 ---------------------------------------------------------- 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)
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:
He was adopted as a young boy by his uncle, a venerable Samurai of the Celestial Dragon order.
His sect teaches the four elemental truths of Shizuru the Empress of Heaven
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.
Outlook:
Steed:
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