About TamiroTamiro
Banner - Banner:
At 5th level, a samurai’s banner becomes a symbol of inspiration to his allies and companions. As long as the samurai’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or his mount to function. 3/Day - Challenge (ex):
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. Mount (ex):
A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability. A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level. Order (ex) - Ronin Resolve (ex):
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. Companion: Kino:
Horse
STR: 20 DEX: 15 CON: 18 INT: 2 WIS: 12 CHA: 6 HP: 40
Init: +2 FORT: +10
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Personality:
Background:
Tamiro was born to an honorable family of samurai, his father serving a lord in the government of Minkai, where he spent most of his childhood. His father spared no expense in his training, and upbringing. He was taught the way of the sword from a young age, learning the ideals of bushido, and the old ways that his father followed. He took his duty and his honor very seriously. That changed when the government of Minkai did.
When the Emperor went missing, many lords began to be hunted by ninja, and creatures beyond explanation. Many nobles fled, many others stayed to try and fight. Tamiro’s father was in the service of one of the last group. Before the bledshed began though, he gave his wife, and his son all that remained of their belongings, and wealth, sending them off with other caravans fleeing over the crown of the world. Tamiro knows not what happened to his father, but in those weeks and months of travel, his sense of duty, and honor degraded. He saw little necessity of lords or their courts, for in the wilds of the crown of the world, they were little more than scared and helpless men, honor got men nothing more than a fair death. So he travelled, on, doing what he could to protect his aged mother. When finally they arrived in Varissia, half of the caravan was dead. Tamiro had successfully looked after and protected his family though, and they quickly found a home in Riddleport, a port of pirates and thieves. Using the remainder of their wealth, his mother constructed a bakery, and he stayed to protect against the thieves and pirates of the city. This is how they have lived for the last several years, making a healthy living and surviving in a city that is very different and very far from their original home. Tamiro in his boredom has turned over the last year to drinking and gambling in his off hours, when the house becomes quite and the premise locked down, he would go off to the gambling halls. This has given him a substantial gambling debt. The gambling tournament, in the Gold Goblin Gaming Hall, interested him greatly. With the earnings he could finally pay off the debt he had accrued and start over with a fresh start, using much wiser investments. |