About Toriiko Xi-FingFortitude Saves: +25 (+12 base, +6 Con, +5 Rst, +1 luck, +1 competence)
Hp: 192/192 Hit Dice: 7d10+11d8 Initiative: +11 (+7 Dex, +4 Improved Initiative) Armor Class: 37 (+5 def, +7 Dex, +1 dodge, +1 insight, +4 monk, +9 Wis)
Feats: Spoiler:
Bleeding Critical, Clustered Shot, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Improved Critical (longbow), Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Opening Volley, Opportunity Shot, Perfect Strike, Point Blank Master, Point Blank Shot, Power Attack, Precise Shot, Shot on The Run, Stunning Fist, Vital Strike, Weapon Focus (longbow), Weapon Focus (unarmed strike), Weapon Specialization (longbow) Skills: Spoiler:
Acrobatics 14 base + 7 abil arm +2 misc +3 class = 26 Appraise 0 base + 3 abil arm +2 misc class = 5 Bluff 0 base + 2 abil arm +2 misc class = 4 Climb 2 base + 7 abil arm +2 misc +3 class = 14 Craft (bows) 9 base + 3 abil arm +2 misc +3 class = 17 Diplomacy 15 base + 2 abil arm +2 misc class = 19 Disable Device 0 base + 7 abil arm +2 misc class = - Disguise 0 base + 2 abil arm +2 misc class = 4 Escape Artist 0 base + 7 abil arm +2 misc +3 class = 12 Fly 0 base + 7 abil arm +2 misc class = 9 Handle Animal 1 base + 2 abil arm +2 misc +3 class = 8 Heal 1 base + 9 abil arm +2 misc class = 12 Intimidate 15 base + 3 abil arm +2 misc +3 class = 23 Know (Arcane) 0 base + 3 abil arm +2 misc class = 5 Know (Dungeon) 3 base + 3 abil arm +2 misc +3 class = 11 Know (Engineer) 3 base + 3 abil arm +2 misc +3 class = 11 Know (History) 3 base + 3 abil arm +2 misc class = 11 Know (Nobility) 0 base + 3 abil arm +2 misc class = 5 Know (Religion) 3 base + 3 abil arm +2 misc +3 class = 11 Linguistics 2 base + 3 abil arm +2 misc class = 7 Perception 18 base + 9 abil arm +2 misc +3 class = 32 Perform 0 base + 2 abil arm +2 misc class = 4 Profession 0 base + 0 abil arm +2 misc class = 0 Ride 1 base + 7 abil arm +2 misc +3 class = 13 Sense Motive 14 base + 9 abil arm +2 misc +3 class = 28 Sleight of Hand 0 base + 7 abil arm +2 misc class = 9 Spellcraft 0 base + 2 abil arm +2 misc class = - Stealth 18 base + 7 abil arm +2 misc +3 class = 30 Survival 5 base + 9 abil arm +2 misc +3 class = 19 Swim 3 base + 7 abil arm +2 misc +3 class = 15 Use Magc Device 0 base + 2 abil arm +2 misc class = - Melee
Ranged
Equipment Spoiler:
gaki buredo (+1 katana, mw tanto, mw yumi (+2 Str), 20 arrows, peasant's outfit, traveller's outfit, hemp rope, bedroll and blanket, 10 candles, 5 pieces colored chalk*, flint and steel, ink, quillpen, common lamp, 2 pints of oil, 4 pieces parchment, 5 days' rice, backpack, sack, sealing wax*, signet ring*, 3 empty vials, whetstone, 3 torches, 3 sunrods, obi of mighty constitution (+2 Con), jingasa of disguise, haori of resistance +2, ring of protection +2, ring of protection + 1, 2 potions of cure light wounds,+1 mithral chain shirt, 20 shuriken, necklace of fireballs (Type 1: 3d6 OO), 2 vials black adder venom (injury, DC 11, 1/rd for 6 rds, 1d2 Con, 1 save), 2 vials of Shoto poison (injury, DC 13, 1/min for 2 min, unconscious for 1 min/2d4 hours), contents of "Scarecrow's" belongings: 1 wand of Fireball (14 charges remaining, CL10) 1 wand of Scorching Ray (18 charges remaining, CL10) 1 wand of Cure Moderate Wounds (5 charges remaining, CL6) 1 rod of Metamagic, Maximize 1 walking stick, which does not appear to have any magical properties at all. 1 scroll of Greater Teleport 1 scroll of Dimension Door 1 scroll of Planar Binding 1 scroll of Water Breathing 1 Ring of Protection, +2 1 Ring of Sustenance The amulet of The Uniter, which does not appear to have any magical properties at all. 3 potions of Cure Light Wounds 1 potion of Disguise Self 1 potion of Polymorph , 31 platinum koku*, 8 gold koku *secret compartments in backpack an sack, 5 gp to install Appearance Spoiler:
Shoto Imuri is handsome and well-groomed. Born of combined Shoto and Hotima stock, he is agile and strong, but also sports the beautiful black hair and deep green eyes of the latter Crane family. He most often wears a black kimono with red and dark green trim. His family mon, a green spider ruling a golden web on a black background, is sported just over the mon of his dojo, which depicts a green katana cutting through a white scroll. Imuri is tall and lanky for a stealthy person, but his gait is graceful and confident. Background Information Spoiler:
The Shoto family in the Empire of Mists is a large and wealthy clan. They surround themselves with mystery and secrets, and employ shrewd judgment and clever forethought in business and military dealings. Though some view the Shoto with suspicion and even accusations of dishonor, it is difficult to deny their acumen, and their friendship and loyalty is defended by many as reliable and genuine. It is said that a Shoto is the best friend and worst enemy you can have in the Empire. Among the young lords of this infamous people is Shoto Imuri. Imuri practices with every weapon available to one of the samurai caste: martial weapons, battlefield tactics, courtly intrigue, seduction and poison are arts he pursues at the demand of his ruthless, but proud sensei. At his gempukku, he was hailed as the top student of the Broken Promise dojo. His reputation is marked by occasional controversy, being the son of celebrities. His mother was an Imperial gunso, but in times of peace occupies herself as a well-known butei actress. His father is an honored diplomat and respected Shogi player. The rigors of the three Shoto family dojos are well-known, and it is tradition that the graduates of these schools spend one year in pilgrimage to assert themselves in an Empire that will judge them based on future success and adherence (or lack thereof) to honorable conduct. Imuri travels on errands for his parents and dojo, seeking to solidify an identity and reputation. He can choose any path - honorable businessman, respected shireikan, or ignoble assassin. In the coming year, he will set firmly upon the road to adulthood and work to intertwine both his legacy and destiny.
Special Rules Spoiler:
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 whenever the attacks are 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. 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 that surrenders or f lees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, a 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 these conditions have a duration longer than 1 hour or are 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 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, Imuri selected the katana, which he can draw 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 stack with any fighter levels he possesses for the purposes of meeting the prerequisite for feats that specifically select his chosen weapon, such as Weapon Specialization. Samurai Order Imuri belongs to the Broken Promise Dojo, a school where classes in courtesy are held just after classes in poisoning one's rivals. He gains a number of benefits as a student of the school: [/i]Challenge (Ex)[/i] Imuri gains a +2 bonus on CMD when the object of his challenge attempts a combat maneuver against him. Skills: A Broken Promise samurai gains Knowledge (nobility) and Stealth as class skills. If he has ranks in Stealth, he gains a bonus equal to half his samurai level, so long as his use of the low skill is in service to his dojo or the Shoto family. Order Abilities: Strike With No Thought (Ex) Imuri may reroll an Initiative check once per day. Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon. Sneak Attack: +2d6. If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool. Ninja Tricks: Vanishing Trick (Su): The ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The ninja can use this ability once per day for free. Each additional use of this ability uses up 1 ki point. No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least one round. Favored Class: Spoiler:
Monk (zen archer)
Favored Class Choices: monk 1-11: +2.75 ki points |