Ercinee

Otakch Tchetekza's page

235 posts. Alias of Oceanshieldwolf.


Race

HP 28/20 | AC: 18/T 13/ FF 15 | Fort: +4; Ref: +3; Will: +3 | Init: +7 | Per +10 ; SM: +4 | Spd 30 ft. |

Classes/Levels

Stealth: +0 |CMB: +5 CMD 16 | Resolve: 2 |Current Ward: Ques

Gender

Male Tengu Samurai (Yojimbo) [Order of the Guard] 3

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 11

About Otakch Tchetekza

Male tengu samurai (yojimbo) 3
NG Medium humanoid (avian)
Init +7; Senses Perception +10; XP N/A

DEFENSE

AC 18, touch 13, flat-footed 15
(+5 armor, +2 Dex, [+1 shield], +1 dodge)
hp 28 (10, 6, 6, +3 Con, +3 FCB)
Fort +4, Ref +3, Will +3
Defensive Abilities Challenge [ward], Resolve

OFFENSE

Spd 30 ft.
Melee

[+3 BAB, +2 Str]

Ranged

[+3 BAB, +2 Dex]

STATISTICS

Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 11

Base Atk +3; CMB +5; CMD16

Favored Class Bonus: Hit Points

Feats:

Improved Initiative

Dodge
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits:

Tactician
Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Campaign:
Restless Wayfarer
You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Skills:

The samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

4 + ranks/level +6 Int = 18 ranks

(Background) Appraise +5 (3 ranks, +2 Int)
Bluff +6 (3 ranks, +3 class)
Knowledge (history) +3 (1 rank, +2 Int)
Knowledge (local) +9 (3 ranks, +3 class, +2 Int, +1 trait)
(Background) Linguistics +4 (2 rank, +2 Int)
Perception +10 (3 ranks, +3 class +2 Wis, +2 racial)
Sense Motive +4 (2 ranks, +2 Wis)
Survival +5 (3 ranks, +2 Wis)

Languages Common, Tengu, Hallit, Sylvan, Giant

SQ Challenge (1/day), Resolve,

Equipment:

300 gp

Weapons (xx)
No dachi 60
Naginata 35
Sansetsukon 8
Tekko-kagi 2
Double Chained Kama 8
Longbow 75
20 arrows/quiver 1
10 thistle arrows 10
T: 199

Armor/Protection (xx)
Scale Mail 50
T: xx

Misc. Magic (xx)

Consumables (xx)

Subtotal: xx

Other items/coins: xx
spiked gauntlet - 5
backpack - 2
bedroll - .1
belt pouch x6 6
caltrops - 1
dagger x2 - 4
flint and steel - 1
iron pot - .8
oil x2 - .1
sack - .1
shovel - 2
silk rope -10
trail rations x6 - 3
cold weather outfit - 8
waterskin - 1
whetstone -.02
winter blankets - .5

Tengu Racial Traits:

Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.
* Type: Tengus are humanoids with the tengu subtype.
* Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
* Speed: Tengus have a base speed of 30 feet.
* Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
* Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
* Carrion Sense Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).
Offense Racial Traits
* Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons (double chained kama, naginata, no dachi, sansetsukon, tekko-kagi).
* Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits
* Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Samurai Abilities:

Class Features
The following are the class features of the samurai.

Weapon and Armor Proficiency
Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

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.

Order (Ex)
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Resolve
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.

Armor Expertise At 3rd level, a yojimbo selects one type of armor, such as chain shirt or scale mail. The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.

This ability replaces weapon expertise.

Banner (Ex)
At 5th level, a samurai’s banner becomes a symbol of inspiration to his allies and companions. As long as the samurai’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or his mount to function.

Bonus Feat
At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The samurai must meet the requirements of these bonus feats.

Yojimbo Abilities:

Resolute Defense (Ex)
At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.

This ability replaces mount.

Armor Expertise (Ex)
At 3rd level, a yojimbo selects one type of armor, such as chain shirt or scale mail. The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.

This ability replaces weapon expertise.

Intercept (Ex)
At 4th level, a yojimbo learns to better disrupt the attacks of his enemies. He gains Bodyguard as a bonus feat, even if he does not meet the prerequisite.

In addition, whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1.

This ability replaces mounted archer.

Order of the Guard:

Edicts: An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order’s code or a previously agreed upon contract.

Challenge: At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses.

Skills: An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities: An order of the guard cavalier gains the following abilities as he increases in level.

Prepared for the Journey (Ex)
At 2nd level, the cavalier can prepare for the terrain through which he will be traveling with 48 hours of study and customization of his equipment. He can select any terrain type from the list available to a ranger for his favored terrain class feature.

While in the selected terrain, the cavalier gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival skill checks. At 8th level and every 6 levels thereafter, this bonus increases by 1. Additionally, when calculating overland movement speed in the selected terrain, the cavalier and his mount treat trackless terrain as though it contains a road or trail, and terrain with a road or trail as though it were a highway. If traveling along a highway, the cavalier and his mount can travel for 10 hours before needing to attempt Constitution checks for a forced march.

Close at Hand (Ex)
At 8th level, when the cavalier is within 30 feet of his ward, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws. If his ward is captured, stolen, or otherwise in the possession or control of the cavalier’s enemies, the cavalier loses these benefits. In their place, he gains the effects of a locate object or status spell (depending on the nature of his ward) targeting his ward and lasting 24 hours. When moving toward his ward, the cavalier and his mount increase their speed by 10 feet. At 12th level and every 4 levels thereafter, the bonus on attack and damage rolls and on saving throws increases by 1 and the bonus to speed increases by 5 feet.