Almah Rovshki

Shiba Hokuto's page

33 posts. Organized Play character for Jayson MF Kip.


Race

| HP: 23/23| AC: 16 (15 Tch, 14 FF) | CMB: +6, CMD: 21 (19FF) | F: +6, R: +4, W: +8 (+1 v. death effects) | Init: +3 | Perc: +3*(+7), SM: +3

Classes/Levels

| Speed 30ft | Channelling (0/1) Used | Stunning Fist (0/1) Used | Honor Bound (0/6) Used | Active Conditions: None

Gender

LG Tian-Min Swordswoman 3

Size

Don't Ask

Age

Don't Tell

Special Abilities

Honor, Glory, Determination, Strength

Alignment

LG

Deity

Shizuru

Location

Absalom via Kalsgard via Kasai

Languages

Common, Tien, Minkaian

Occupation

Daughter of the Sun

About Shiba Hokuto

Statblock:
Shiba Hokuto
Human (Tian-Min) cleric of Shizuru 2/unchained monk 1 (Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +3; Senses Perception +3 (+7 to see through a disguise or find something that is hidden or concealed.)
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Defense
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AC 16, touch 15, flat-footed 14 (+1 armor, +2 Dex, +3 Wis)
hp 23 (3 HD; 2d8+1d10+3)
Fort +6, Ref +4, Will +8; +1 insight bonus on saving throws against death effects.
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Offense
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Speed 30 ft.
Melee +1 katana +4/+4 (1d8+5/18-20), mwk fighting fan -1 (1d4+2/×3) or
. . +1 katana +8/+8 (1d8+7/18-20) (two-handed)
. . +1 katana +8/+8 (1d8+5/18-20) (one-handed)
. . dagger +6 (1d4+4/19-20) or
. . mwk fighting fan +7/+7 (1d4+2/×3) or
. . unarmed strike +6/+6 (1d6+4)
Ranged cold iron shuriken +4/+4 (1d2+4)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 14), sun variant channeling 1/day (DC 11, 1d6 plus 1 channel bonus)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, divine favor, magic weapon, shield of faith[D]
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Glory (Honor[APG] subdomain), Sun (Revelation subdomain)
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Statistics
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Str 18, Dex 14, Con 13, Int 7, Wis 16, Cha 7
Base Atk +2; CMB +6; CMD 21
Feats Combat Reflexes, Crusader's Flurry[UC], Improved Unarmed Strike, Iron Will, Stunning Fist, Weapon Focus (katana)
Traits expert duelist, martial manuscript
Skills Knowledge (planes) +4, Knowledge (religion) +4 (+6 to identify undead and their special abilities), Perception +3 (+7 to see through a disguise or find something that is hidden or concealed.), Spellcraft +4
Languages Common, Minkaian, Tien
SQ guided eyes, honor bound
Combat Gear wand of cure light wounds, oil (4); Other Gear +1 katana[UC], cold iron shuriken (50), dagger, mwk fighting fan[UC], bracers of armor +1, cracked amethyst pyramid ioun stone, cracked dusty rose prism ioun stone, cracked tourmaline sphere ioun stone, backpack, bedroll, belt pouch, climber's kit, fishhook (2), flint and steel, grappling hook, hammer, hooded lantern, iron holy symbol of Shizuru[UE], mug/tankard, piton (8), sewing needle, signal whistle, silk rope (100 ft.), string or twine[APG], tattoo holy symbol of Shizuru[UE], thread (50 ft.), trail rations (5), trail rations (2), waterskin, whetstone, 275 gp
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Tracked Resources
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Cold iron shuriken - 0/50
Dagger - 0/1
Honor Bound (6/day) (Su) - 0/6
Stunning Fist (1/day, DC 14) - 0/1
Sun Variant Channeling 1d6 plus 1 channel bonus (1/day, DC 11) (Su) - 0/1
Trail rations - 0/5
Trail rations - 0/2
Wand of cure light wounds - 0/50
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Special Abilities
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Cleric Domain (Honor)
Cleric Domain (Revelation)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Guided Eyes (Su) +4 bonus to see through a disguise or find something hidden/concealed.
Honor Bound (6/day) (Su) Allow target to re-attempt a save vs. Compulsion or Charm.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Sun Variant Channeling (±1 Sacred) Bonus vs. blindnes & light effects/Dazzled
Sun Variant Channeling 1d6 plus 1 channel bonus (1/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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For Botting:

Hokuto's primary mode of positioning is to stay between enemies and friends- -cutting off charge lanes and the like whenever possible, even forgoing flurry attacks when better positioning would allow for better positioning. If she expects a fight, she casts shield of faith or divine favor before (or on the first round of) combat as appropriate.

Primary weapon attacks: +1 katana

[dice=+1 Katana]1d20+8[/ dice] for [dice=Damage]1d8+7[ /dice]
-or-
[dice=+1 Katana Flurry]1d20+8[/ dice] for [dice=Damage]1d8+7[ /dice]
[dice=+1 Katana Flurry]1d20+8[/ dice] for [dice=Damage]1d8+7[ /dice]

Hokuto fights at range if ground combat is impossible, or if an enemy is susceptible to cold iron.

[dice=Cold Iron Shuriken Flurry]1d20+4[ /dice] for [dice=Damage]1d4+4[ /dice]
[dice=Cold Iron Shuriken Flurry]1d20+4[ /dice] for [dice=Damage]1d4+4[ /dice]

Reactionary Stuff:

[dice=Fort Save]1d20+6 [ /dice] (+1 v. death effects)
[dice=Reflex Save]1d20+4 [ /dice] (+1 v. death effects)
[dice=Will Save]1d20+8 [ /dice] (+1 v. death effects)

[dice=Initiative]1d20+3[ /dice]

[dice=Perception]1d20+3[ /dice] (+4 v. disguise/+4 to find something hidden or concealed)
[dice=Sense Motive]1d20+3[ /dice]

[dice=Knowledge (Planes)]1d20+4[ /dice]
[dice=Knowledge (Religion)]1d20+4[ /dice] (+2 to identify undead)