Tayacet Tiora

Nidashi Omo's page

26 posts. Alias of G-unit.


Race

Hp 09/18 | AC 18/12/16 | Fort +6 Ref +2 Will +4 | CMD 15 | Init +2 | Per +5

About Nidashi Omo

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Nidashi Omo ;
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Male, Human, Occultist 1, Harbinger 1
N, Medium Humanoid (Human),
Initiative: +2 (+2 dex) Move: 40 (30 in Armor)
Senses Perception +5
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DEFENSE
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AC: 18, touch 12, flat footed 16 (+2 Dex, +6 Armor)
HP: 18 (13 class, +4 con + 1 FC)
Fort +6, Ref +2, Will +4 (+1 tenacity)
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OFFENSE
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Melee
Sorrow (Katana +1) +6 (2d6 / 18-20) (bab +0, str +3, insight +2, +1 enchant)
Hope (Wakizashi, MW) +6 (1d8 / 18-20)
Dagger +5 (1d3/ 20)
Ranged
Dagger +2 (1d4 /19-20) range 10
Special Attacks: Dark Claim,

Harbinger Maneuvers Known (IL 1st)
Stances-Scarlet Einhander
Strikes-Red Zephyr Strike,Copy Cat Cut
Boosts- Minute Hand, Ghost Hunting Blow
Counters - Inner Sence

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STATISTICS
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Str 16, Dex 15, Con 14, Int 18 Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 15
Feats
Martial Tradition (1st level, Race),
Daisho Expertise (1st level)
Traits
Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Armor Expert (Combat): Reduce AC penalty by 1.

Skills
Acrobatics +7 2 rank, 2 dex, 3 class
Autohypnosis +5 2 rank, 0 wis, 3 class
Knowledge (Arcana) +8 1 rank, 4 int, 3 class
Knowledge (History) +8 1 rank, 4 int, 3 class
Knowledge (Planes) +8 1 rank, 4 int, 3 class
Knowledge (Religon) +8 1 rank, 4 int, 3 class
Perception +5 2 rank, 0 wis, 3 class
Sense Motive +5 2 rank, 0 wis, 3 class
Spell Craft +9 2 rank, 4 int, 3 class
Stealth +7 2 rank, 2 dex, 3 class skill
Use Magic Device +10 2 rank, 4 int, 3 class, 1 feature
Backgound skills
Craft (Painting) +9 2 rank, 4 int, 3 class
Knowledge (Nobility) +9 2 rank, 4 int, 3 class
11 ranks/level (4 class, +4 int, +1 race) +2 background
ACP: -4

Languages Common, Tian

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SPECIAL ABILITIES/CLASS FEATURES/RACIAL TRAITS
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Special Abilities/Class features:

Harbinger
Accursed Will +2: Gain an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1).

Dark Claim: As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.

Inherent Talent: At first level, a rogue gains one of the following (see rogue talents below): armor expertise, esoteric scholar, fleet footed, survivalist, trap spotter, weapon finesse, weapon training, or the Shadow Strike feat.

Maneuvers: Begin with knowledge of five martial maneuvers. The disciplines available are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon. A harbinger’s initiation modifier is Intelligence. Can ready three of her five maneuvers known at 1st level. Begin with knowledge of one stance from any discipline open to harbingers.

Ill Tidings: Gain a +10-foot competence bonus to movement speeds.

Occultist
Spell Casting: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows.

Focus Powers: Learn the base focus power from implement schools and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus. Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier.

Implements: At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement schools more than once in order to learn additional spells from the associated school.

Each implement schools is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement schools multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect.

This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement schools also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement schools (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus:

An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.

An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost.

Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.


Race:

Standard Racial Traits

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. +2 Dex
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.
Feat and Skill Racial Traits

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.

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Implements
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Mental Points: 5 Allocated: Transmutation 4, Conjuration 1

TRANSMUTATION
Resonant Power: Physical Enhancement (+2 to STR when you have 3 point allocated)

Base Focus Power Legacy Weapon (As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess)

Focus Power Size Alteration (As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. This effect lasts for 1 round per occultist level you possess.)

CONJURATION
Resonant Power: Casting Focus (add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement [to a maximum bonus equal to your occultist level]). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell's duration, such as Extend Spell.)

Base Focus Power: Servitor (Sp) As a standard action, you can expend 1 point of mental focus to summon a servitor. (This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute.)

Spells
Knacks - Mage Hand, Create Water
1st - Cure Light Wounds, Lead Blades
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EQUIPMENT
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Armor
Lamellar, steel (MW), 300gp (35lbs)

Weapons
Sorrow (Katana), free (6lbs)
Wakizashi (MW), 335gp (2lbs)
Dagger (2), 4gp (1lbs)

Equipmet
Horse (Heavy, Combat trained), 300gp
Bit, bridle, and military saddle, 22gp
Slotted items

Coins & Gems
GP: 39gp,

Encumbrance
light: 24.75 lbs medium: 49.5 lbs heavy 75 lbs
Carried: 34 lbs

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BACKGROUND
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Background:
Nidashi Omo was born into the warrior caste and was pleased when he was selected, six months ago, to apprentice with the renowned swordsman Hiro Takidomi. Takidomi wielder of the Katana Sorrow and one of the guardians of Sword of Kings. Realizing the honor he had been given as Takidomi’s third, and most junior apprentice, Nidashi threw himself into his training like a man possessed. Although he was the least experienced of the three apprentices he aspired to be Master Takidomi’s best apprentice.

His training began in earnest and he learned the forms of his masters various styles. The days were long and the training hard but Nidashi was a quick learner and after a few months he could hold his own sparing against the senior apprentices. It seemed as if every spare moment was spent in the dojo training and that was where Nidashi was the day the Sword of Kings was stolen and his master was killed. Nidashi heard the commotion as he as in the dojo and rushed to his master’s side. Unfortuneately he was not in time, he stumbled onto the bodies of the other two apprentices first, and eventually came upon his master’s decapitated corpse.

Nidashi knew his duty, and reluctantly, he took the Katana know as Sorrow from his dead master’s hand. To his surprise he could feel Master Takidomi’s presence in the katana and he knew all would be well. With a heavy hart he went forward to find the other six sword masters.


Appearance:
Nidashi is well muscled like a race horse and stands a little over six feet tall, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is bronzed from constant exposure to the elements and is covered in scars that accentuate the hard, dangerous lines of his body. Although he is a big man, Nidashi moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering dark eyes which are set below a low and broad brow. His dark, scarred, almost sinister face is that of a warrior, with a clean shaven head and face. He usually wears lamellar armor made from the finest steel and lacquered a deep bronze color which is worn over a dark silk shirt. He has a large sword strapped to his back. Nidashi has a loud booming voice like stone breaking.

Sorrow, (the sword):

Menacing in appearance the Katana Sorrow is as long as a tall man’s arm with a slightly curved, slender, single-edged blade the color of smoke. Along the length of the flat of the blade three runes are etched in an ancient tongue. The Katana has a squared guard and long, bronze and black glazed, grip to accommodate two hands with a blood red gem shaped like a tear protruding from the grip.

Like most weapons Sorrow has one purpose; to kill. In this task it has excelled over the past millennia leaving a host of dead in its wake. Sorrow was created in the dawn of time and legend holds that is was gifted to the General Yoshidomo Kawari by the Gods.