Valeros

Tahei Asawa's page

67 posts. Alias of Oceanshieldwolf.


Full Name

Tahei Asawa

Race

Human

Classes/Levels

Barbarian (Urban) 6; HP 61/61/ 73/73; AC 19 T 13 FF 16; Fort +7; Ref +5; Will +2; Init +5; Per +7; CMB +8; CMD 21; Spd 30 ft.

Gender

Male

Size

5'10

Age

24

Special Abilities

Crowd Control, Controlled Rage, Auspicious mark, Intimidating Glare, Improved Uncanny dodge, Power Attack, Cleave, Trap sense.

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Tahei Asawa

Quick View Stats for Combat:
Status:
HP: 61/61 / 73/73
AC:19, 13 touch, 16 flat-footed (+6 armor, +3 Dex, +0 shield, +0 size)
(With Buckler:
AC: 20, touch 13, flat-footed 17) (+6 armor, +3 Dex, +1 shield, +0 size)
Saves: Fort: +7, Reflex: +5, Will +2
BAB +6
CMB +8 CMD 21

Initiative: +5 (+3 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: +2 Leather Lamellar
Items in Hand: +1 naginata, buckler

Rage Rounds/Day: 16

During Controlled Rage: Strength:

STR 16; CMB +9; CMD 22.

During Controlled Rage: Dexterity:

DEX 18; AC 20/T 14/FF 16; Ref +6 ; CMD 22.

During Controlled Rage: Constitution:

CON 16; HP 67/67; 79/79 Fort +8

After Rage:

STR 12; Dex 14; AC 18/T 12/FF 16; Ref +4; CMB +7; CMD 21

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Tahei's Tale:

When the floating world ebbs,
The cherry blossoms do not provide succour;
When the streets turn to crimson
Is it petals or the edge of the blade
that is to blame?

- attributed to Tahei Asawa

Descended from petty nobility turned bandit lords, Tahei's father Toda is, according to Tahei an ignominious wreck. Today has failed at farming, carting, shoemaking and soldiering. Tahei's mother is a quiet withdrawn woman overshadowed by her drunken husband and mostly abandoned by her remaining son. Tahei's sister left the family long ago, and any loyalty to the family that remains is held together by Tahei's love for his mother…

Tahei has waited tables and worked the bar in his father's sake house, been a guard for iron smelters, a bouncer in a illegal gambling den and a constant lounger in every chess house in the capital. Through all of his adventures, Tahei maintains his own code, wielding his familial +1 merciful naginata Valor Lost, and trying to regain a modicum of honor and respect for the Asawa name.

He returns home from time to time to bestow gifts upon his mother and endure the usual exhortations and empty arguments of his father. Tahei truly loves his parents, but he yearns for a greater existence than theirs, and wishes to see them living in a better station, as did their antecedents.

Tahei fancies himself a poet and cultivated man of arms like the great samurai of yore - he disdains haiku as a populist and restrictive medium and attempts ikebana wherever and whenever possible.

Personality and Appearance:

Humble and personable, Tahei is neither smart nor particularly wise. His strength is rather in his personality and his strong sense of who he is, and who he is not. Tahei gravitates toward men of honor, though his background and father's station allows him to easily tap into the common milieu - he has the common touch.

Tahei is open face is kind, and he is quick to smile or share a joke or careful quip. He is clean shaven, his long hair is tied back with dark leather thongs. Tahei's clothing is well kept, though not immaculate. Tahei's lamellar armor is russet brown and equally well maintained. Only his naginata is immaculate, honed and lovingly cared for - despite its age the weapon shines and radiates power, at least to Tahei...

STATS:

Ability Scores
Score (modifier) (point buy - 20 pts) (racial bonus) (level up)
Str : 14 (+2) (5)
Dex: 16 (+3) (3) (+2 Human) ( +1 4th level)
Con: 14 (+2) (5)
Int: 12 (+1) (2)
Wis: 10 (+0) (0)
Cha: 14 (+2) (5)

DEFENSE:

AC: 19, touch 13, flat-footed 16 (+6 armor, +3 Dex, +0 shield, +0 size)

(With Buckler:
AC: 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield, +0 size)

HP: 63 (Full first 12, average (5.5) x 6 = 33), +12 Con, +6 Favored Class)

Fort: +7 (5 + 2) Ref: +5 (2 + 3), Will +2 (2 + 0)

OFFENSE:

Initiative: +5 (+3 Dex, +2 trait)
Speed 30 ft. (30 ft. Human) / 35 ft. when Raging

Melee:
+1 naginata +10/+5, 1d8 + 3, x4 [6 BAB, +1 enchantment, +1 weapon focus, +2 strength]

[Power Attack =
+1 naginata +8/+3, 1d8 + 8, x4 [6 BAB, +1 enchantment, +1 weapon focus, +2 strength, -2 Power Attack]

During Controlled Rage: Strength:
+1 naginata +11/+6, 1d8 + 4, x4 [6 BAB, +1 enchantment, +1 weapon focus, +3 strength]

[Power Attack =
+1 naginata +9/+4, 1d8 + 10, x4 [6 BAB, +1 enchantment, +1 weapon focus, +3 strength, -2 Power Attack]

When Fatigued
+1 naginata +9/+4, 1d8 + 1, x4 [6 BAB, +1 enchantment, +1 weapon focus, +1 strength]

[Power Attack =
+1 naginata +7/+2, 1d8 + 7, x4 [6 BAB, +1 enchantment, +1 weapon focus, +1 strength, -2 Power Attack]

Ranged:

Base Atk: +6/+1

CMB: +8 (+6 BAB, +2 str) CMD: 21(10, +6 BAB, +2 str, +3 dex)

Favored Class Bonus Barbarian: Hit points

Feats:
[4: 1 Human, 1 1st level, 1 3rd level, 1 6th level]
Power Attack: Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Cleave: Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Focus: Naginata 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.

Dazzling Display (Naginata): Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

SKILLS :

Skills: (4 ranks x Barbarian 6, +6 Int = 30)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/Yes, +3/2/+3 = +8 * #
Appraise (Int)/No/0/+1 = +xx
Bluff (Cha)/No/0/+2 = +2 (+4 with headband)
Climb (Str)/Yes, +3/1/+2 = +6 *
Craft (calligraphy) (Int)/Yes, +3/1/+1 = +5
Diplomacy (Cha)/Yes, +3/1/+2 = +6 (+8 headband)
Disable Device (Dex)/No/1/+3 = +4 * #
Disguise (Cha)/No/1/+2 = +3 (+5 headband)
Escape Artist (Dex)/No/1/+3 = +4 *
Fly (Dex)/No/0/+3 = +3 *
Handle Animal (Cha)/No/1/+2 = +3 # (+5 with headband)
Heal (Wis)/No/0/+0 = +0
Intimidate (Cha)/Yes, +3/6/+2 = +11 (+13 with headband)
Knowledge (arcana)/No/0/+1 = +1 #
Knowledge (dungeoneering)/No/0/+1 = +1 #
Knowledge (engineering)/No/0/+1 = +1 #
Knowledge (local)/Yes, +3/3/+1 = +7 #
Knowledge (nature)/No/0/+1 = +1 #
Knowledge (nobility)/Yes, +3/2/+1 = +6 #
Knowledge (planes)/No/0/+1 = +1 #
Knowledge (religion)/No/0/+1 = +1 #
Linguistics (Int)/Yes, +3/1/+1 = +5 #
Perception (Wis)/Yes, +3/4/+0 = +7
Perform (Cha) /No/0/+2 = +2 (+4 with headband)
Profession (innkeeper) (Int) /Yes, +3/3/+1 = +7 #
Ride (Dex)/Yes, +3/1/+3 = +7 *
Sense Motive (Wis)/No/0/+0 = +0
Sleight of Hand (Dex)/No/0/+3 = +3 * #
Spellcraft (Int)/No/0/+1 = +1 #
Stealth (Dex)/No/0/+3 = +3 *
Survival (Wis)/No/0/+0 = +0
Swim (Str)/Yes, +3/1/+2 = +6
Use Magic Device (Cha)/No/0/+2 = +2 # (+4 headband)

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages:

CLASS ABILITIES

Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Controlled Rage:

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Rage:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Uncanny Dodge:
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Trap Sense +2:
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge:
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Rage Powers:

Auspicious Mark: The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Intimidating Glare: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Swift Foot: The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.

GEAR:

Weapons:
+1 naginata (cost: 2035 + mwk gp) Damage 1d8, ×4, 9 lbs (reach)

Armor:
+2 lamellar, leather (Cost 4460 gp) ACB +4, Max. Dex Bonus +3, ACP, –2 ASF 20% Spd 30 ft. Wt. 25 lbs.

Buckler (Cost 5 gp) ACB +1, Max. Dex Bonus —, ACP –1, ASF 5% Wt. 5 lbs.

Skill Equipment:

Miscellaneous:
Bedroll, 1 sp; 5lbs.
Lamp, 1 sp, 1 lb
Tindertwig, 1 gp
Backpack, common 2gp, 2lbs.

headband of alluring charisma +2 (Cost 4000 gp)

Total equipment cost: 12098 gp, 2 sp
Misc Eqpt Weight: 7 lbs.
Weapons 9 lbs.
Armor 30 lbs.
Total Weight: 46 lbs.

Capacity: 175 lbs; 58 lbs or less = light load. Load: light