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About Teminkar TavuusQuick View Stats for Combat:
Initiative: +2 (Dex +2)
Background:
When Sandru offered Teminkar a job as a caravan guard, the young Tavuus saw this as a way out of his past, and a way to a better future. His family, the Tavuus clan, scattered on the outskirts of Sandpoint's farming belt own a reputation for petty larceny, are mostly drunks or worse and by most Sandpoint citizen's universal experience are all mean-spirited and, by the clan's own estimation, faultless - its always "someone else's fault." Teminkar couldn't be more different. Somehow, by his exploration of Sandpoint's lanes, alleys, taverns, markets and docks, the young lad formed a different view of life. Perhaps it was always in his nature, or perhaps a spark of intelligence or emotional maturity lacking in his kin, Teminkar found the world a dangerous place to be sure, but also a place of honor, and light and compacts between kindred souls, bonds of friendship.
Sandru could see the glint of promise in Teminkar's soul, and took the young lad under his wing, finding the boy a teacher in the way of the eastern blade, showing him how to survive the cold nights and long days of boredom and constant travel on the mercantile road. Always the boy impressed the caravanner with his personal sense of honor, the way he challenged himself to be more than he currently was, and his faultless dedication to protecting those weaker than himself, in stark contrast to his family of ne'erdowells and thuggish bullies. For now, Teminkar has disowned his family, try as they might to entice him with wheedling promises or cajole him with empty threats. His sights are set higher, to a greater purpose, no longer a mere bodyguard, but an honorable protector...
STATS:
Ability Scores Score (bonus) [20 point buy] [racial] [level up] Str : 14 (+2) [5] Dex: 14 (+2) [2] [+2 Human] Con: 14 (+2) [5] Int: 11 (+0) [1] Wis: 12 (+1) [2] Cha: 14 (+2) [5] DEFENSE:
AC: 18, touch 12, , flat-footed 16 (+ 5 armor, +2 dex, +1 shield, +0 size) HP: 13 (Full first level = 10, +2 Con, +1 Favored Class) Fort +4 (2 + 2), Ref +2 (0 + 2), Will +1 (0 + 1) OFFENSE:
Initiative: +2 (+2 Dex) Speed 30 ft (20 ft in armor) Base Atk: +1 Melee:
Dagger +3, 1d4 +2, 19-20 x2 (+2 str, +1 BAB,) (+2 Str) Ranged:
CMB: +3 (+1 BAB, +2 str) CMD: 15 (10, +1 BAB, +2 str, +2 dex)
Favored Class Bonus Hit points Feats:
[2 – 1 1st level, 1 human] Weapon Focus: Katana Point Blank Shot Traits:
[2 – 1 campaign, 1 other] Caravan Guard (Campaign): You recently hired on to Sandru’s caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn’t help assuage your urge to seek adventure. You’ve just told Sandru that you’re quitting the job in order to try your hand at adventuring— he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. Cynical Ear (Social): Benefit(s): Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC of all Diplomacy checks against you by 2.
SKILLS:
The samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier. Skills: (5 ranks – 4 x Samurai 1, +0 int, +1 human) Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) Acrobatics (Dex)/No/0/+xx = +xx *#
Languages: RACIAL TRAITS:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS ABILITIES
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. Resolute Defense (Ex):
At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself. Order (Ex):
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 Guard:
Edicts: An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order’s code or a previously agreed upon contract. Challenge: At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses. Skills: An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1). 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. GEAR:
Weapons: Katana, 1d8, 18-20 x2, S; 50 gp. 6lbs Longbow, 1d8, 100 ft, P, 75 gp, 3lbs, Arrows (20), 1gp, 3 lbs., 2 javelins, 1d6, 30 ft, P, 2 gp, 4 lbs., Dagger, 1d4, 19-20/x2, 10ft, P or S, 2 gp, 1 lbs., 130 gp., 17 lbs. Armor: xx
55 gp., 35 lbs. Skill Equipment:
24 gp., 8 sp., 3 cp, 21 lbs. Total equipment cost: 209 gp, 8 sp, 3 cp.
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