Riftwarden

Mizu no Hana's page

652 posts. Alias of Jesse Heinig.


Full Name

Mizu no Hana

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Alignment

Lawful Good

Deity

Shizuru

Location

The Shackles

Languages

Tien, Aquan; Common (Taldane)

Occupation

Samurai-ko

Homepage URL

Picture

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 15
Charisma 13

About Mizu no Hana

Mizu no Hana
Female undine samurai (sword saint) 5
LG Medium outsider (aquatic, native)
Init +3; Senses Perception +7

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 39 (5d10, +5 Con)
Fort +6 (+4 base, +1 Con, +1 resistance), Ref +5 (+1 base, +3 Dex, +1 resistance), Will +3 (+1 base, +2 Wis, +1 resistance)

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Offense
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Speed 30 ft. (Swim 30 ft.)
Melee +1 katana with effortless lace +10 (1d8+4/18-20/x2, deadly)
Melee Wakizashi +8 (1d6+1/18-20/x2, deadly)
Melee Shortspear +6 (1d6+1/x3)
Melee Dagger +8 (1d4+1/19-20/x2)
Ranged Shortbow +7 (1d6/x3)

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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 15, Cha 13
Base Atk +5; CMB +6; CMD 19
Languages: Tien, Aquan; Common (Taldane)

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Feats
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Level 1
Weapon Focus: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Katana

Level 3
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Level 5
Slashing Grace (Combat): You can stab your enemies with your sword or another slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Chosen weapon: Katana

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Traits
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Get the Cargo Through (Campaign): Sea trade is never safe. Ever-present hurricanes blow many ships each year off course, into jagged rocks, or directly to the sea floor. Pirates wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo arrives safely—what form this cargo takes and the nature of your relationship to it are up to you and your GM.
Benefit: Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth.

Slippery Step (Race): You are used to walking on wet and slippery surfaces.
Benefit(s): You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.

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Adventuring Skills
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Total skill ranks: 30/10 (20 samurai, +5 Int, +5 favored class; 10 background skills)

Climb +5 [+4] (1 rank, +1 Str, +3 class skill)
Diplomacy +9 (5 ranks, +1 Cha, +3 class skill)
Intimidate +9 (5 ranks, +1 Cha, +3 class skill)
Perception +7 (5 ranks, +2 Wis)
Ride +7 [+6] (1 rank, +3 Dex, +3 class skill)
Sense Motive +10 (5 ranks, +2 Wis, +3 class skill)
Survival +3 (1 rank, +2 Wis)
Swim +17 [+16] (5 ranks, +1 Str, +3 class skill, +8 swim speed)

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Background Skills
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Artistry +9 (5 ranks, +1 Int, +3 class skill)
Handle Animal +5 (1 rank, +1 Cha, +3 class skill)
Knowledge (nobility) +5 (1 rank, +1 Int, +3 class skill)
Perform (string instruments) +9 (5 ranks, +1 Cha, +3 class skill)

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Untrained Skills
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Acrobatics +3 [+1] (+3 Dex)
Stealth +3 [+1] (+3 Dex)

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Gear
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Diving suit (free outfit)
Tattoo (20 gp)
• Color tattoo of eastern dragon running from right shoulder to left hip
+1 katana with effortless lace (4,835 gp, 6 lbs.)
Wakizashi (10 gp, 2 lbs.)
Shortspear (1 gp, 3 lbs.)
Shortbow (30 gp, 2 lbs.)
Durable arrows, 20 18 (20 gp, 3 lbs.)
Dagger (2 gp, 1 lb.)
Masterwork armored coat (200 gp, 20 lbs.)
Waterskins, 2 (1 gp ea., 4 lbs. ea.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteens, 2 (2 gp ea., 1 lb. ea.)
• Compass (10 gp, ½ lb.)
• Crowbar (2 gp, 5 lbs.)
• Efficient tent (150 gp, 15 lbs.)
• Grappling hook (1 gp, 4 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Handaxe (6 gp, 3 lbs.)
• Machete (10 gp, 2 lbs.)
• Masterwork biwa (100 gp, 3 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Shovel (2 gp, 8 lbs.)
• Trail rations, 10 (5 sp ea., 1 lb. ea.)
• Vermin repellent, 5 (5 gp ea.)
• Waterproof bag (5 sp, 1/2 lb.)
• Whetstone (2 cp, 1 lb.)
• 404 gp, 6 sp, 3 cp
]

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Special Abilities
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Undine

Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Energy Resistance: Undines have cold resistance 5.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Samurai (sword saint) 5

Weapon 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: 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: 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.

Order of the Warrior
Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai’s lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.
* Edicts: The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.
• Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
• Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.
• Honor in All Things (Ex): At 2nd level, the order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).

Sword Saint 1
Iaijitsu 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.
At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.

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.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. 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 count as fighter levels and stack.
Chosen weapon: Katana

Sword Saint 3
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 archer.

Sword Saint 5
Terrifying Iaijutsu (Ex): At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds.
This ability replaces banner.

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Backstory
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Description: Hana appears to be a Tian-Min woman, slight and wiry, with a clear golden Minkai complexion that occasionally sparkles like sunlight on still water when she is caught at just the right angle, and hair that is a startling blue-green dirty blonde color, very much unlike other Minkaians. She is very precise in her movements and often unusually still, in contrast with many water-aligned native outsiders.
Hana has a colored tattoo of an eastern dragon that runs from her right shoulder to her left hip.
Unlike many undine, Hana does not have blue or green skin.

Hair: Blue-green blonde
Eyes: Blue
Height: 5' 3"
Weight: 101 lbs.

Background: Hana is a child from out of a legend. According to the stories of her birth, she was a miracle granted by a water spirit to an elderly, humble couple who prayed day after day for a child. Amazingly, she was delivered to them by a powerful river spirit -- the river near their home one day was suffused with water lilies floating down the river, and one of the lilies opened to reveal a tiny child inside. Gratefully adopted by the old Tien-Min couple, Hana was raised in humility and piety by her parents.
As she grew older, Hana's unusual provenance and her extraordinary grace and patience brought notice, and she was summoned to visit one of the feudal lords of Minkai. Deciding that a child of a spirit like this must be an auspicious creature, the lord ordered one of his samurai retainers to take Hana under his wing for tutelage. As a teenager she met expectations in both artistry and swordplay, and when she became an adult, she was sworn into the service of the feudal lord.
By the time she reached adulthood, Hana's adoptive parents had become quite frail in old age, but as befit her station, the lord saw to their continued care -- quite an unusual "retirement" in Tien-Min society. Hana was given leave to visit her parents for a month in order to show her devotion and filial piety, then returned to service to perform an important task for her lord, one that would take her on a long sea voyage -- because who else would you send by sea, but a samurai-ko who can swim and breathe water like a fish?

Personality Traits: Serene, quiet, and disciplined -- for those familiar with the traits commonly associated with water-aspected children in the West, Hana is very unusual. Trained from a young age in the rigorous social discipline of the Minkai, she is a dedicated soldier, a swordswoman, and a servant of her feudal lord in all things. She has little time for frivolity and no patience whatsoever for disloyalty or what she considers dishonorable conduct.
Hana greatly enjoys oysters, crabs, clams, abalone, lobster, sea urchin, and all manner of seafood. She has a special fondness for oysters and clams.