Hayato

Tannithil Adachi's page

18 posts. Alias of Gizmoh4.


About Tannithil Adachi

Tannithil Adachi
Male Elf Samurai 1
LN Medium Humanoid (Elf)
Init +4
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Hp 11 (1d10+1)
Fort +2, Ref +2, Will +1
Offense
Speed 30 ft.
Melee Katana +4 to hit (1d8+2/18-20x2), +3 to hit Wakizashi (1d6+2/18-20x2)
Ranged Shortbow +3 to hit (1d6/20 x 3)
Special Attacks Challenge.
Statistics
Str 14, Dex 14, Con 10, Int 13, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD +5
Feats Weapon Focus (Katana). +1 Base Atk when using Katana.
Skills Climb +4 (+1 rank/+2 Str/+3 cs/-2 ac pen), Intimidate +5 (+1 rank/+1 Cha/+3 cs), Sense Motive +5 (+1 rank/+1 Wis/+3 cs), Swim +4 (+1 rank/+2 Str/+3 cs/-2 ac pen), Bluff +5 (+1 rank/+1 Cha/+3 cs), Diplomacy +3 (+1 Cha/+2 trait), Knowledge Geography +2 (+1 rank/+1 Int), Craft Calligraphy +5 (+1 rank/+1 Int/+3 cs).
Traits Best Friend (Ameiko) (Page 12 of Jade Regent), Warrior of Old (+2 Bonus on Ini)
Languages Common, Minkaian and Elvish.
SQ
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.
Order (Warrior) (Ex) 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.
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.
Iajitsu 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.

Combat Gear; Other Gear lamellar leather armour, haramaki, shortbow, 10 arrows, Pack, Winter Blanket, Candles (10), Flint and Steel, Rations (12 days), Hemp Rope (100 ft), Sack, Torch (20), Waterskin, Tent, 6 vials of Oil.
Money 6 gp/27 sp/70cp
Racial Low-Light Vision, Elven Immunities, Keen Senses