Tsukiyo, Prince of the Moon

Toska's page

511 posts. Alias of Rysky.


Race

Skills:
Perception+22 Sense Motive+16 Survival+26 Stealth+29

Classes/Levels

Darkvision 60ft | Ghost Hunter 2/2 Willing Death 1/1 Survivor 1/1

Gender

Native Outsider HP 108/108 | AC 21/13/18| F+9 R+10 W+6

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

About Toska

HD: 10d10 ⇒ (7, 5, 7, 7, 9, 5, 10, 10, 10, 8) = 78
Con +20
Toughness + 10

Fort 7+2
Ref 7+3
Will 3+3

Feats: Toughness, Endurance, Die Hard, Fight On, Skill Focus (Perception), Skill Focus (Stealth), Power Attack, Furious Focus, Quick Draw, Willing Death (1), Ghost Hunting Team(3), Survivor (5), Blind Fight(7), Blinded Blade Style (9)

Equipment:

Gold 915

Sun Blade

+2 Mithril Mountain Pattern +6/+5/-1

Cloak of Elvenkind

Special Abilities:

Skilled
Duskwalkers gain a +2 racial bonus on Knowledge (religion) and Heal checks.

Ghost Hunter (Su)
In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.

Ward against Corruption (Ex)
Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.

Languages: Duskwalkers begin play speaking Common and one of the following: Abyssal, Celestial or Infernal. Duskwalkers with high Intelligence scores can choose from the following bonus languages: Abyssal, Celestial, Draconic, Dwarven, Elven, Halfling, Infernal, or Protean.

Ranger (Yojimbo)

Class Skills
The yojimbo’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (noble) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Ranks per Level
The yojimbo gets 4 + Int modifier skill ranks per level.

Weapon and Armor Proficiency
A yojimbo is proficient with all simple and martial weapons and with the katana, naginata and wakizashi. He is proficient with light and medium armor but not with shields.

Enemy Clan (Ex)
At 1st level a yojimbo chooses an enemy clan. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against foes from this enemy clan. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. This damage stacks with any bonus gained from favored enemy. At 5th level and every five levels thereafter, a yojimbo gains another +1 bonus against an enemy clan. He may choose a new enemy clan or apply the bonus to one enemy clan he already possesses. A yojimbo may select Humanoid (human) as a favored enemy at 1st level, regardless of alignment.

Honor Bound (Ex)
As a free action, by concentrating on a single individual within 30 feet, the yojimbo can sense whether the individual has Honor and whether it is negative or positive. When interacting with anyone with equal or less Honor than himself, the yojimbo can add his Honor score to any Charisma-based skill check as a bonus modifier. The yojimbo may possess an amount of Honor equal to half his yojimbo character level (minimum 1). He may gain Honor by defeating a challenge with a CR 1 greater than his character level in the name of his lord (in the case of a ronin yojimbo he must defeat this challenge in the name of a community). The yojimbo is under no obligation to defeat this challenge alone but he must contribute significantly to the success of the endeavor. If the yojimbo ever fails at a challenge than his character level, he loses 1 Honor.

Tough to Kill (Ex)
The yojimbo gains Toughness as a bonus feat at 1st level. He gains Endurance as a bonus feat at 2nd level, Die Hard as a bonus feat at 4th level and Fight On as a bonus feat at 7th level.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Iaijutsu
If the ranger selects iaijutsu style, he can choose from the following list whenever he gains a combat style feat:
Cleave, Power Attack, Quick Draw, Vital Strike.
At 6th level, he adds Furious Focus and Improved Vital Strike to the list.
At 10th level, he adds Deadly Stroke and Improved Critical to the list.

Ancestral Bond (Su)
At 3rd level, the yojimbo becomes more attuned to the wisdom and knowledge of his ancestors. He gains Skill Focus as a bonus feat. He gains another Skill Focus bonus feat again at 8th, 13th and 18th levels.

Swift to Act (Ex)
Beginning at 3rd level, the yojimbo gains a bonus to his initiative modifier equal to 1/2 his yojimbo character level. Once per round, as a swift action, the yojimbo can choose to place himself between an adjacent character and a single melee or ranged attack, so that the yojimbo himself takes any damage dealt by the attack. This ability must be used after the attack roll succeeds, including critical confirmations, but before damage is rolled. This ability can be used against magical attacks requiring an attack roll. Any bonus damage that would have been rolled against the original target, including sneak attack damage and damage from a critical hit, is rolled as normal against the yojimbo.

Warrior’s Bond (Ex)
At 4th level, instead of forming a hunter’s bond, a yojimbo forms a bond with either his weapon or his mount.
If the yojimbo chooses his mount, the animal becomes an animal companion. This ability functions like the druid animal companion ability except that the yojimbo’s effective druid level is equal to his yojimbo class level -3. The yojimbo gains a +2 bonus on Handle Animal and Ride checks with his animal companion mount.
If the yojimbo chooses to form a bond with his weapon, he chooses a specific individual weapon (not a weapon type) with which to bond. When using this weapon he gains a competence bonus to attacks and damage with the chosen weapon equal to 1/4 his yojimbo class level. When using this weapon against a favored enemy, its critical threat range is increased by one step. If the yojimbo decided to bond with a new weapon, he must forgo the bonus for one month before transferring the bond. Likewise, if the chosen weapon is lost or destroyed, the yojimbo may not form a new bond for a period of 1 month.

Ancestral Discourse (Su)
Beginning at 4th level, the yojimbo is able to directly attune himself to his ancestors. By meditating for ten minutes, the yojimbo may gain one of the following benefits:
+1 to attacks, damage and saving throws, lasting 1 hour
A yes/no answer to a single question concerning events not in the future, otherwise as an augury, with an 80 + character level percent chance to be right
+2 ancestral bonus to a single skill, lasting 1 hour
+2 ability increase to one ability, lasting 1 hour
+2 dodge bonus to AC, lasting 1 hour
A yojimbo may use ancestral discourse a number of times per day equal to 1/5 his yojimbo character level +1. This means he may use it 1/day at 4th level and 2/day at 5th level. At 12th level, all numerical bonuses gained from ancestral discourse are doubled and the time the yojimbo must spend in meditation is halved. At 20th level the yojimbo may gain the benefits of ancestral discourse without meditation, as a swift action.

Soft Footfall (Ex)
Beginning at 7th level, the yojimbo gains a bonus to his Stealth skill equal to his Wisdom bonus, if any. At 12th level, he gains an additional bonus to Stealth equal to 1/4 his yojimbo class level.

Evasion (Ex)
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.