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About 'Ronin'Character Sheet::
[spoiler=Character Sheet Template:] ‘Ronin’ Tiefling (Oni-Spawn)/ Samurai 4 (Sword Saint) / Ranger 2(Tanglebriar Demonslayer/Divine Tracker) LN Medium Native (Outsider) Init +2; Senses: Darkvision 60' : Perception +12; Sense Motive +3 --------------------
AC 26, touch 13, flat-footed 24 (+7 armour, Shield +3, +2 Dex, +3 Natural Armour, Deflection +1 ) HP 48 Fort +10, Ref +10, Will +5 ;+ 1/2 favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders --------------------
Speed 30ft.
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Str 20, Dex 14, Con 14, Int 12, Wis 16, Cha 5 Base Atk +6 /+1 ; CMB +10 ; CMD 23 Feats: Armour of the Pits, Weapon Focus (Katana), Weapon Specialization (Katana), Power Attack (Combat Style) Traits: Bruising Ego, Rice Runner (+1 Acrobatics, Class skill)
Languages: Common, Infernal, Abyssal, Tien SQ : Combat Gear:+1 Mithral Agile Breastplate, +1 Heavy Darkwood Shield, ‘Oni-Kiba’ (M/W Cold Iron Katana), ‘Akuma-Tsume’ (+1 Silver Katana), Ring of Protection +1, Amulet of Natural Armour +1, Cloak of Resistance +1, Ring Of Protection +1, Belt of Physical Might +2 (Strength), Spring loaded wrist sheath w/Wand of CLW (17), Wand of Longstrider (44), 5x Cold Iron Chakram, Alchemist's fire x3, Acid flask x3, Anti-toxin x1, Anti-plague x1, 3369gp --------------------
Bruising Ego: Use Intelligence for Intimidate, rather than Charisma. Fiendish Sprinter: Tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Soul Seer: They can use deathwatch at will as spell-like ability Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5 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. Order (Ronin): Self Reliant (Ex): 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. Challenge (2/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. 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 +2 morale bonus on attack rolls made against the target of his challenge and a +2 dodge bonus to his AC against attacks made by the target of his challenge. 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. Resolve (2/day): 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. 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. Weapon Expertise (Katana): The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization. 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 charge. At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. Favored Enemy (Ex): At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Combat Style: Two-Handed Weapon |