The Scribbler

Seijii Okamura's page

2 posts. Alias of Kryzbyn.


Full Name

Seijii Okamura

Race

Garuda Blooded Aasimar

Classes/Levels

Mys 3/Nja 3| HP:33/33 | Ki 3/3 Animus 3/3 | AC: 17 (+1 vs spells) / T: 13 / FF: 14 Energy resistance 7 vs. Acid, Cold, Electricity | Fort: +6, Ref: +7, Will: +6; | M. Atk +6, R. Atk +5 |CMB: +2, CMD: 15 | Init: +3, Perception: +8

Gender

Male

Size

M

Age

16

Alignment

LN

Languages

Common, celestial, aklo

Occupation

Caravan Guard

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 15
Charisma 15

About Seijii Okamura

Seijii stands about 5'11" and weighs around 185 lbs. His most distinct feature is his hawk head with black feathers, which he keeps hidden as much as possible.
He wears lamellar leather when on guard duty, a simple kimono if not, and carries a daisho.

He excels at scouting, and as a flanker in combat.
He has a wide variety of skills to offer the group, and through his elemental glyph ability can provide element-based buffs to the group.

10 minute background:

Concept and Background
1) When he was young, he was regarded as a well-mannered young man and promising ninja yamabushi, with a natural grace and connection to the elements.
2) When he hit puberty, his latent celestial heritage changed his appearance over a week’s time.
3) He was tended until the change was complete. He was deemed “cursed” and forced to leave the village.
4) He is now “irritated” with his appearance (wears a veil), and has a chip on his shoulder about taboos.
5) Since his banishment, he’s found work where he can, mostly as a vravan guard, while he tries to keep his skills honed.
6) "Are you a tengu?" is a question he grows tired of.
Goals
1) He wants to make a name for himself, so that his actions and reputation get back to his village and reminds them of their shame.
2) He wants to keep his arts focused and master the way of shadow…
Secrets
1) Known: He’s heard voices in his head since he was banished, urging him to embrace the shadows…
2) Unknown: An entity from the shadow plane caused his transformation, and seeks to use him and his skills as an agent on the material plane. It is the cause of the voices, and is the source of the power for his eventual Umbral Blade and Shadowdancer skills/powers.
Three people tied to him:
1) Shuji Kipigami – hermit who took him in for a while after his banishment. His sage advice pulled him out of his self-pity, and got him back on his feet. He looks upon him as an older brother and honored elder.
2) Lokai Shijii – Friendly rival during childhood, he has now taken it upon himself to track down and destroy the “abomination”, seeing his banishment and transformation as a sort of betrayal. Lokai sees it as a matter of honor.
3) Miko Hajimura – A blind inn keepers daughter that he’s interested in courting, but won’t because of his appearance. They’d have a budding romance if he’d let it happen.
Three memories:
1) His father’s praise at completing his first contest, and being accepted to be trained as a yamabushi.
2) His father’s disgust at his appearance, and the shame he caused his family.
3) Meeting Miko.

Character Crunch:

Seijii Okamura
Male Aasimar (Plumekith) Mystic 3/Ninja 3/gestalt 3
LN Medium outsider (native)
Init +3; Senses: Darkvision 60', Perception +8
Daily Abilities:
Ki Pool: 3/3
Per encounter:
Animus: 3 +1 /rnd
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Armor, +3 Dex, +1 dodge)
hp 33 (3d8+6+3 FCB)
Fort +6, Ref +7, Will +6
Defensive abilities: Acid, Cold, and Electricity resistance 7
Arcane defense +1
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Offense
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Speed 30 ft.
Melee
. .MWK Katana +6 (1d10+3) [Slashing]
. .MWK Wakizashi +6 (1d8+3) [Slashing]
Ranged
. .Shuriken +5 (1d3) [Piercing]
Special Attacks
Sneak attack +2d6
Maneuvers Known:
Veiled Moon – 1st: dimensional strike (strike), ghost hunting blow (boost), inner sense (counter), disturbing blow (strike), leaping spirit dance (stance)
2nd: fading strike (strike)
Elemental Flux – 1st: eldritch shield (counter), fluctuation movement (boost), spark strike (strike), variable flux (strike), embrace the elements (stance)
Spell Like Ability - see invisibility 1/day
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Statistics
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Str 10, Dex 17, Con 14, Int 13, Wis 15, Cha 15
Base Atk +2; CMB +2; CMD 14
Feats: Dodge, daisho expertise, deadly agility
Traits: Disillusioned, Unscathed
Skills: Acrobatics +11, Autohypnosis +8, Craft (Arms and Armor) +6, Disable Device +7, Disguise +7, Escape artist +7, Knowledge (Local) +5, Knowledge (Local) +5, Knowledge (Nobility) +5, Knowledge (Martial) +7, Perception +8, Perform (Dance) +7, Profession (Guard) +8, Sense Motive +9, Stealth +10, Survival +5
Racial Modifiers: +2 Acrobatics and Fly
Languages: Common, Celestial, Aklo
SQ poison use, fast stealth
Other Gear: horse, saddle, bedroll, saddlebags, 2 weeks rations.
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Special Abilities
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Animus (Su): Wisdom +1 points, +1 per round; Per encounter, spend on the following:
Enhance Maneuver: For each point of animus spent,
the mystic adds a cumulative +2 insight bonus to
all d20 rolls made (including attack rolls, CMB rolls,
and skill checks) when initiating that maneuver
(maximum of three animus may be spent on this
augmentation); if the maneuver allows the user to
make multiple attacks, then this bonus only applies
to the first attack.
Increase DC: For each point of animus spent, the
Difficulty Class for all saving throws against that
maneuver increases by 1.
Elemental Attunement (Su): Select an element to attune to. Spend an animus to have a maneuver do energy damage instead.
Arcane Defense (Ex): Add +1 to AC and saves vs. spells
Elemental Glyph (Su): Bestow bonuses on Wis mod allies. Benefits:
Air: The glyph of air fills the mystic’s allies with
energy and speed.
At 3rd level, each of the movement speeds of
affected allies increases by 10 feet and they may
make up to one 90 degree turn while making
charge attacks. This adjustment is treated as an
enhancement bonus.
Darkness: Though darkness often connotes evil,
for the mystic its shroud offers both protection and
insight, allowing the mystic’s allies tactical avenues
that they would otherwise be unable to access.
At 3rd level, allies affected by the glyph of darkness
gain concealment (20% miss chance).
Earth: The dour, steadfast nature of earth allows
the mystic’s allies to better stand their ground and
weather assaults.
At 3rd level, this glyph makes allies more difficult
to move against their will; affected allies gain a bonus
to their CMD equal to the mystic’s Wisdom modifier.
Fire: The unquenchable flames of passion drive the
mystic’s allies to feats of glory.
At 3rd level, affected allies gain a circumstance
bonus to attack rolls equal to 1/4 the mystic’s class
level (minimum +1).
Illumination: The light of the universe reveals truth
wherever it hides.
At 3rd level, affected allies’ attacks ignore the miss
chance granted to targets by anything less than total
concealment
Metal: Sturdy and unyielding like the forged iron
from which it takes its name, the glyph of metal
imparts resolute strength to the mystic’s allies.
At 3rd level, affected allies increase their natural
armor bonus to AC equal to 1/4 the mystic’s class level
(minimum +1).
Water: Fluid and changeable, the glyph of water
grants allies flexibility in both their movement and
their thinking.
At 3rd level, affected allies gain a circumstance
bonus to their CMB and to Swim checks equal to the
mystic’s Wisdom modifier.
Blade Meditation (Su): When a mystic finds that
her martial power is beginning to wane or that few
options remain available for use, she can pause
in battle, drawing on her inner well of animus to
reinvigorate her body and mind. As a full round
action, a mystic can spend one point of animus to
grant herself all her remaining withheld maneuvers,
then immediately expend them in a raging cadence of
arcane power. As there are no remaining maneuvers
to be granted, a new set of maneuvers is granted to
the mystic at the end of her turn, as normal.
In addition, until the start of her next turn,
creatures that target the mystic with melee attacks
are engulfed in the explosion of energy, taking 1d6
points of damage of your active energy type, plus an
additional 1d6 points of damage for every two points
of animus remaining in the mystic’s animus pool.
No trace (Ex): The DC to track a ninja using the Survivalskill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

Progression:

1. Mystic | Ninja (Dodge)
2. Mystic | Ninja (Daisho Expertise)
3. Mystic | Ninja (Deadly Agility)
4. Mystic | Ninja
5. Mystic | Ninja (Mobility)
6. Mystic | Ninja (Combat Reflexes)
7. Mystic | Ninja (Discipline Focus: Veiled Moon, Veiled Moon Style)
8. Umbral Blade (Prc) | Shadowdancer (Prc)
9. Umbral Blade (Prc) | Shadowdancer (Prc) (Dimensional Agility)
10. Umbral Blade (Prc) | Shadowdancer (Prc)
11. Umbral Blade (Prc) | Shadowdancer (Prc) (Dimensional Assault)
12. Umbral Blade (Prc) | Shadowdancer (Prc)
13. Umbral Blade (Prc) | Shadowdancer (Prc) (Dimensional Dervish)
14. Umbral Blade (Prc) | Shadowdancer (Prc)
15. Umbral Blade (Prc) | Shadowdancer (Prc) (Dimensional Savant)
16. Umbral Blade (Prc) | Shadowdancer (Prc)
17. Umbral Blade (Prc) | Shadowdancer (Prc) (TBD)
18. Mystic | Ninja
19. Mystic | Ninja (TBD)
20. Mystic | Ninja

Hopes:

It is my intention for the PrC's to act as the point in which Seijii embraces the shadow and learns from it, hoping to eventually gain control and conquer it. The umbral blade PrC is pretty neat for shadow stuff, and the shadowdancer rounds out the shadow theme with movement options, more shadow themed things, and a shadow pet. The umbral blade levels are delayed so that they happen at the same levels with shadowdancer for story reasons. His mystic abilities will have small, but meaningful shadow things to set the stage for them later, along with his Veiled Moon maneuvers.