Hayato

Naruhito Ichimonji's page

234 posts. Organized Play character for neodam.


Full Name

Naruhito Ichimonji

Race

| HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4

Classes/Levels

| Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

Gender

Male N Human Samurai (Sword Saint) 6

Size

M

Strength 20
Dexterity 15
Constitution 13
Intelligence 9
Wisdom 9
Charisma 9

About Naruhito Ichimonji

Naruhito Ichimonji
Samurai 6
N Medium humanoid (Human)
Init +4; Senses Perc +5, SM +4,

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Defense
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AC 21, touch 12, flat-footed 19 ((+1 O-yoroi) +9 armor, +2 dex)
HP 52
Fort +7, Ref +5, Will +3

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Offense
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Speed 20 ft.
Melee
+2 Adamantine Katana +13/+8 - 1d8+9/1d8+9(two hands) 18–20/×2 Deadly
+2 Adamantine Katana (Furious Focus) +13/+6 - 1d8+9+6/1d8+9+6(two hands) 18–20/×2 Deadly

Ranged
Sling +8/+3 1d4+5/1d4+5

Space 5 ft.; Reach 5 ft.
Special Attacks
Brutal Slash (Ex): At 3rd level
Terrifying Iaijutsu (Ex): at level 5
Challenge 2/day
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Statistics
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Str 20, Dex 15, Con 13, Int 9, Wis 9, Cha 9

Base Atk +6; CMB +11; CMD 23

Feats
Power Attack - attack roll -1 / damage +2
Weapon Focus (katana)
Cleave
Furious Focus - not suffer Power Attack’s penalty on 1st attack
Vital Strike

Traits
Reactionary: +2 init
Indomitable Faith - +1 Will

Languages Common, Tien

SQ

Skills

Acrobatics -4
Appraise -1
Bluff +4
Climb +3
Diplomacy +6
Disguise -1
Escape artist -4
Fly -4
Handle Animal
Heal -1
Intimidate +7
Know (Local) +3
Linguistics
Perception +5
Perform () -1
Ride -4
Sense motive +4
Spellcraft
Stealth -3
Survival +3
Swim +3
Armor Check Penalty –6

Combat Gear
+2 Adamantine Katana
Sling
+1 O-yoroi

Other Gear
Backpack
Kikko
Oil
Rop silk
Flint and steal
Torch
Potion of CLW
Wand of CLW (46 charges)
Cloak of Resistance +1
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Special Abilities
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Challenge (Ex): 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.

Iaijutsu Strike (Ex): 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.

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.

This ability replaces mounted archer*.

Editor’s note: The original text of the Brutal Slash ability states that it replaces “mounted charge”, which doesn’t exist.
There are two possibilities: brutal smash either replaces mounted archer (in which case it was a typo that was never caught), or weapon expertise (based on the level at which brutal smash is gained). There has never been an official answer or FAQ on this, so GMs are encouraged to choose the option that makes the most sense to them.

Order: Ronin

While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on. Note that cavaliers can select this order, but they are typically called knights errant instead of ronin.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex): At 8th level, the ronin's fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn't kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. 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.

Terrifying Iaijutsu (Ex)

At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds.

This ability replaces banner.
Roaring Iaijutsu (Ex)

At 14th level, a sword saint’s iaijutsu strike deafens foes upon impact. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Fortitude save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Str modifier) or be deafened for 1d4 minutes.

This ability replaces greater banner.

BotMe:

Standard action

[dice=+2 Adamantine Katana- vital strike]1d20 +13 [/dice] [dice=damage]2d8 + 9[/dice]
[dice=sling]1d20 +8 [/dice] [dice=damage]1d8 + 5[/dice]

Full attack

[dice=melee =+2 Adamantine Katana- vital strike – Furious Focus – power attack]1d20 +13[/dice] [dice=damage]2d8 + 9 + 6[/dice]

[dice=melee =+2 Adamantine Katana- vital strike – Furious Focus – power attack]1d20 +6[/dice] [dice=damage]2d8 + 9 + 6[/dice]

Saves:

[dice=Fortitude Save]1d20 + 7[/dice]
[dice=Reflex Save]1d20 + 5[/dice]
[dice=Will Save]1d20 + 3[/dice]

Skills:

[dice=Climb]1d20 + 3[/dice]
[dice=Knowledge Local]1d20 + 3[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Survival]1d20 + 3[/dice]
[dice=Swim]1d20 + 3[/dice]