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About Otakch TchetekzaMale tengu samurai (yojimbo) 3
DEFENSE AC 18, touch 13, flat-footed 15
OFFENSE Spd 30 ft.
[+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
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:
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)
Languages Common, Tengu, Hallit, Sylvan, Giant SQ Challenge (1/day), Resolve, Equipment:
300 gp Weapons (xx)
Armor/Protection (xx)
Misc. Magic (xx) Consumables (xx) Subtotal: xx Other items/coins: xx
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.
Samurai Abilities:
Class Features The following are the class features of the samurai. Weapon and Armor Proficiency
Challenge (Ex)
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)
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
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)
Bonus Feat
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)
This ability replaces weapon expertise. Intercept (Ex)
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)
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)
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