Petrune

Mitsui Soichiro's page

54 posts. Alias of Mowque.


About Mitsui Soichiro

Crunch Mitsui Soichrio:

Rogue (Sanctified)7
CG Medium humanoid (human)
Init +4; Perception +7
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Defense
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AC 20, touch 13, flat-footed 11 (+3 armor, +5 Dex, +1 Dodge, +1 Ring of Protection)
HP 38 (1d8, 0 Con)
Fort +4 (+2 base, +1 Life of Toil, +1 Sanctified Rogue), Ref +11 (+5 base, +5 Dex, +1 Deft Dodger), Will +3 (+2 base, +0 Wis, +1 Sanctified Rogue)
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Offense
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Speed 30 ft.
Melee Short Sword +10 (1d6+5/19-20/x2; slashing;)
Melee Short Sword +10 (1d6+5/19-20x2; Slashing; )
Melee Dagger +0 (1d4)
Ranged Cross bow (1d8/ 18-20 x2, piercing)
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Statistics
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Str 10, Dex 20, Con 10, Int 12, Wis 10, Cha 14
Base Atk +5; CMB +5; CMD 20 (+5 BAB, +5 Dex)
Languages: Common, Tian, Ulfen
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Feats
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Human
Dodge:
Rogue Bonus Feat
Weapon Finesse (Short Sword): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Feat Level 1- Combat Reflexes
Feat Level 3- Nimble Moves
Feat Level 5- Two Weapon Fighting
Feat Level7- Combat Expertise

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Traits
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Traits:
Life of Toil- You gain a +1 trait bonus on Fortitude saves.
Deft Dodger- You gain a +1 trait bonus on Reflex saves.

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Adventuring Skills
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Total skill ranks:70 (8 ninja, +1 Int, +1 human* 7 Level),
Acrobatics +15
Appraise +5
Bluff +12
Climb +4
Craft +1
Diplomacy +12
Disable Device +17
Disguise +10
Escape Artist +5
Intimidate +12
Knolwedge (Dungeoneering) +9
Knowledge (local) +8
Linguistics +5
Perception +10
Sense Motive +10
Stealth +15
Swim +4
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Background Skills
Total Background Skills: 14 (2 background*7 levels)
Perform (Fiddler) +12
Sleight of Hand +20
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Gear
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Total starting wealth: 12000 gp

Short Sword (2): 20 gp
MasterWork Studded Leather: 175
Dagger (10): 20 gp
Crossbow (light): 35 GP
Spring-Loaded Wrist-Sheath: 5 GP

Sleeves of Many Garments: 200 GP
Belt of Incredible Dexterity (+2): 4,000 GP
Ring of Protection +1: 2,000 GP
Boots of the Cat: 1,000 GP
Gloves of Larceny: 2,500 GP
Iron Rope: 750 gp

Entertainer's Kit: 5 SP
Rogue’s Kit: 50 GP
Masterwork Thieves Tools: 100 GP
Potion of Undetectable ALignment: 300 GP
Wand of Cure Light Wounds (50 Charges): 750 GP
Water Purification Sponger: 25 GP

Spending Money-
169 gp
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Rogue Talents (3):
1. Terrain Mastery (Ex)- Benefit: A rogue with this talent gains a favored terrain(Cold), as the ranger class feature of the same name, but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.

2. Certainty (Sense Motive) (Ex)-Benefit: The rogue chooses one of the skills she selected with rogue’s edge. Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent.

3. Positioning Attack (Ex)- Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Rogue Stuff:

Trapfinding:A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Weapon Finesse (Short Sword- At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion- At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense- At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)- At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Rouge's Edge (Sense Motive)- At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. (5 Ranks Sense Motive: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.)

Archetype (Sanctified Rogue) Stuff:
At 4th level, the favor of a deity or religious institution grants a special blessing on a sanctified rogue, shoring up some of her weaknesses. She gains a +1 sacred bonus on Fortitude and Will saving throws.
This ability replaces uncanny dodge.

Backstory:
Mitsui Soichrio is the last of his kind. A hunted man.

His family were once well-trusted and loyal servants of the Minkai Emperors, sworn to uphold Imperial honor from time immemorial. While only the lowest caste of nobles, they prided themselves on service to the Empire and Emperor, with whole generations serving as valuable magical and martial agents. It was a point of pride in the Soichrio home to have a shrine dedicated to the many who had fallen in proud service.

This ancient legacy collapsed however, when the Jade Regent took the throne. Looking to cement his own power he cast out the Soichrio family, exiling them forever. The new struck the family so hard that Mitsui’s grandfather, the family patriarch, committed seppuku rather than face the dishonor. The rest of the family escaped, fleeing to Hongal, hoping to escape the wrath of the Jade Regent, who sought to expunge this family who would surely back an Imperial restoration. So the Regent sent agents to kill off the family, one by one. Mitsui grew up watching his family die from seemingly unfortunate accidents, unlucky fights or random acts of nature. But he knew, it had all been planned by the Regent. So, at the tender age of 16 he fled north, to the Crown of the World, a place so distant and wild, no one could find him.

He made a living among the caravans in those years, crisscrossing the Crown a dozen times. Sometimes he was a mere vagrant, following in the wake of a merchant, living off scraps, other times he earned his keep as fiddler or porter. Mitsui grew up to be a small, jittery man always convinced the next caravan would hold an agent to kill him, or that any accident was part of an evil plan. So it was common for him to simply vanish one night, leaving a caravan and striking on his own and meeting up with another one. His movements were random, erratic. What first had been a defensive mechanism became a lifestyle and Mitsui soon became known in towns all throughout the Crown and at both ends of the Path of Aganhei.

For all of his paranoid fears and rather elaborate precautions (Mitsui would never drink from an unattended cup or eat untested food) the young rogue was a social man. Genial, and loving to laugh, he was often the life of the caravan, making jokes or playing his fiddle. At night he would tell ghost stories or even act out small plays himself. It was this entertainment, far more than anything else that got him hired. That said, he taught himself how to fight, how to protect himself. He picked up formal training from old retired knights, dirty tricks from waggoners and tricks of the thieves trade from various scoundrels. A natural curiosity often led him to be instructed from surprising people in unusual ways.

As time has gone however, he wishes to stop running, to turn and confront the evil he knows lurks in Minkai…

Questions:

1. What does your character look like? What kinds of clothes do they wear? What weapons and armor do they carry? Mitsui is a small wiry man, with a dark face and roving searching eyes. He is rarely still, a foot always tapping or fingers drumming. Even asleep, his legs jerk more than most people. Mitsui favors clothes that can easily be hidden, reversed or otherwise changed quickly. A bright yellow shirt turned inside out to be brown is a personal favorite and the like. It is rare to see him without his fiddle, strapped to his back. He has two short swords, at the ready and has a comical amount of well-hidden daggers scattered all over his person. Mitsui also has a small stone monkey around his neck, showing his devotion to his god, Sun Wukong.

2. How is your character acquainted with Ameiko Kaijitsu? Why would he care about traveling with her across the world? He doesn’t know Ameiko Kaijitsu but he has long been searching for a caravan or group heading East to Minaki, wishing to see the fate of the remains of his family as well as perhaps do something about the evil there.

3. Alternately, is there another reason they want to join the caravan? Perhaps they just want to travel to a faraway land, or perhaps they're from Minkai and wish to see its rightful ruler reinstated. I think it is stated above? He does have more than a taste for wanderlust at this point however, and enjoys traveling. He also knows the Crown well and considers himself an expert on it (although he really isn’t).

4. How did they become whatever class they are? Were they trained? Did it come to them magically one day? Mitsui became a rogue over time as he honed his body for fast escapes and paranoid fears. Later he augmented this by training with everyone and anyone, getting a fighting style fitting his fast and agile frame. He has had many tutors over the years, most of them informal.

5. What is your character like? How do they treat people? Mitsui is a friendly, genial person who enjoys social interactions and views them as a good way to keep control of the situation. No one assinates you when you are the life of the party. He enjoys jokes, games and riddles. He worships the Tian god of Sun Wukong, a god of trickery, wit and lies. All of which he uses a good deal but in his own self-defense. He doesn’t hurt anyone if he has a chance and prefers to negotiate or simply flee before violence. But he has no real friends as he finds it very hard to trust anyone or simply stay in one place long enough to build those relationships.

6. Why is your character whatever alignment they are? Explain what their own ideas of ethics or morality mean to them.
Mitsui is Chaotic Neutral, who follows his own whims and instincts. A obsession with self-security and more than a bit of cowardice keep him from being a do-gooder but a solid sense of morality keep him from being evil. He is perfectly willing to argue long and loud against something he views as evil but often lacks the stern moral quality to take action. Used to living at the margins of the rough caravan crowd, he is more than a bit free with material goods and usually feels theft is a contest of skill between the thief and the owner. If you get away with it, you won and deserve your reward. Mitsui would never steal from someone in need however, as he would judge it. He has spent too many nights out in the cold to be that cruel.

7. If you have a character with a Code, like a paladin, be explicit about what that Code means.- N/A