Hirabashi Jiro

Uesugi Hideyoshi's page

1,653 posts. Organized Play character for Karmic Knight.

Full Name

Uesugi Hideyoshi


| AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4


Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges


Neutral | Human Male | Samurai 10






Common, Tien, Minkaian


Founding member of the Red Arm of Absalom

Strength 17
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Uesugi Hideyoshi

Male Human Samurai 10
XP: 26.5
Fame: 40
Prestige: 35
N Medium humanoid (human)
Init +3; Senses Perception +1
FC Samurai (1) +1 SP (2-10) +1 HP
AC 25, touch 15, flat-footed 21 (+9 armor, +3 Dex, +1 Dodge, +1 natural, +1 deflection)
hp 92
Fort +9 Ref +6 Will +4
Speed 20 ft.
Melee katana +15'2-handed' (1d8+5/16-20×2)(+2 confirmation)
Melee wakizashi +13 (1d6+3/18-20×2)
Range composite long bow (+2) +13 (1d8x3)
Str 17, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +10/+5; CMB +13; CMD 25
Feats Dodge, Power Attack, Weapon Focus (Katana), Quick Draw (Katana), Cornugan Strike, Surge of Success, Improved Critical (Katana)
Traits expert duelist - You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class against touch attacks or when you are denied your Dexterity bonus.
reclaiming your roots
Skills AC Penalty -6 +9 Craft (painting); +12 Diplomacy; +7 Handle Animal; +13 Intimidate; +7 Knowledge (Local); +7 Ride; +11 Sense Motive; +11 Survival; +7 Swim
Languages Common, Tien, Minkaian
Magic Items Crown of Swords, Wand of bless weapon (4 charges), Wand of Enlarge (40 charges), Wand of CLW (39 charges), Slippers of Spider Climbing
Potions: Shield of Faith, CSW, CMW x2, CLW, Resist Energy, Protection from Evil x2, See Invisible
Other Gear +1 adamantine katana, katana (cold iron), wakizashi (cold iron), composite long bow (+2 str), arrows, +2 tatami-do, ring of protection +1, amulet of natural +1, cavalier’s kit (includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, trail rations (5 days), and a waterskin), whetstone, 12 gp

Crown of Swords:
Price 6,000 gp; Aura faint evocation; CL 3rd; Weight 3 lbs.
This radiant crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped spiritual weapon that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the spiritual weapon; the spiritual weapon cannot be redirected and disappears if the target is killed or moves out of range. Multiple spiritual weapons may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.

Botting instructions:
Uesugi is never one to over react unless he feeds the need to save someone who he considers friend or an innocent (this includes kicking doors down hehe).
He will usually lead with his katana in power attack mode. That means he will slash, cut, slice, dice, stab, poke, eviscerate, carve, cut off, gash, shear, split, etc.
He will only wield his washizaki if he has no other choice.
His longbow he will use only if he feels that the distance between him and his foe is far enough that it will not put another of his party members in danger otherwise he will move to engage with his katana.
Also when fighting with the barbarian Uesugi will always position himself so that they are flanking an opponent

Surge of Success (feat):
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.

Cornugan Strike (feat):
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Current Conditions:

Challenge Target (+3 AC /+3 to Hit (Morale) vs Target)
AC 29 (+2 SoF +1 Haste -2 Enlarge +3 Challenge vs Target)
AC 24 (+2 SoF +1 Haste -2 Enlarge -2 Challenge vs Others)

Current Combat:

[dice=First strike CoS blade#1-2 NL]1d20+11-2[/dice]

[dice=Second strike CoS blade#1-2 NL]1d20+6-2[/dice]

[dice=First strike CoS blade#2-2 NL]1d20+11-2[/dice]

[dice=Second strike CoS blade#2-2 NL]1d20+6-2[/dice]

[dice=katana 1st strike '2hand'+p.a+haste+challenge-2 NL] 1d20 + 15 - 3 + 1 + 3 - 2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20 + 12 - 2[/dice]
[dice=damage]1d8 + 5 + 9 + 10[/dice]

combat macros:

[dice=katana 1st strike '2hand'+p.a]1d20+15-3[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 2nd strike '2hand'+p.a]1d20+10-3[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 1st strike '2hand'+p.a+ic+haste]1d20+15-2+2+1[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 1st strike '2hand'+p.a+ic+haste]1d20+10-2+2+1[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 1st strike '2hand'+p.a+a.a+i.c]1d20+15-2+3+2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]
[dice=damage (enlarge)+p.a+i.c]2d6+7+6+2[/dice]

[dice=katana 2nd strike '2hand'+p.a+a.a+i.c]1d20+10-2+3+2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]
[dice=damage (enlarge)+p.a+i.c]2d6+7+6+2[/dice]

[dice=katana 1st strike '1hand'+p.a]1d20+15-2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 2nd strike '1hand'+p.a]1d20+10-2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 1st strike '1hand'+p.a+i.c+flank]1d20+14-2+2+2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=katana 2nd strike '1hand'+p.a+i.c+flank]1d20+9-2+2+2[/dice]
[dice=If hit=True Cornugan Strike (demoralize)]1d20+12[/dice]

[dice=crown of swords 'first strike']1d20+11[/dice]

[dice=crown of swords 'second strike']1d20+6[/dice]


[dice=long bow (comp+2)]1d20+12[/dice]

[dice=long bow (comp+2)]1d20+7[/dice]

[dice=Yurei bite+p.a]1d20+9-2[/dice]
[dice=damage] 1d4+5+7[/dice]

[dice=Yurei hoof+p.a]1d20+4-2[/dice]

Little Dragon (aka Longjing):

Longjing delays to attack just before Uesugi, his noble steed.
"Rawwwwwwwwk! Get them, noble steed!"

[dice=Dragon Attack, aid another Uesugi]1d20+12[/dice]


[dice=Dragon Attack, Inspire, aid another Uesugi]1d20+12+2[/dice]

These will provoke an attack of opportunity. If 10 or more, Longjing successfully aids and Uesugi gets +2 Aid Another bonus and +1 Luck bonus.


“Mighty Dragon Inkspray!”
DC12 Reflex negates or blind

Coup de grace:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Yurei, Horse companion:

N Large animal (Horse)
Init +3; Perception +6; low-light vision, scent
AC 25, touch 13, flat-footed 22 (+2 armor, +3 dex, +10 natural, +1 dodge, -1 size)
hp 72(9d8+32)
Fort +10, Ref +9, Will +4
Speed: 50 ft
Bite +11 1d4+5, 2 hooves +9 (1d6+2)
Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 6
BAB +6; CMB +13; CMD 26
Feats: Endurance, Light Armor Proficiency, Power Attack, Evasion, Dodge, Blind-Fight, Multiattack, Improved overrun
Skills: Perception +6 (3), Swimming +11 (3), Acrobatics +9 (3)
Tricks: Attack, Come, Defend, Down, Guard, and Heel

Special Abilities
Challenge (4/day) (Ex) 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: Ronin Edicts He must advance the objectives of the Soverign Court by any means. He must protect his own teammates with his life. He must be courageous.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Resolve (4/day) (Ex) 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.

Self Reliant (Ex) At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Weapon Expertise: Katana (Ex) At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon 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 count as fighter levels and stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.

Banner (Ex) 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.

Without Master (Ex) At 8th level, the ronin's fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn't kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Greater Resolve (Ex) At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.
Age: 25 Height: 5'5" Weight: 165 lbs.
Uesugi Hideyoshi is a former retainer of Lord Ishida Takamori. Having lived to the fruitful age of 110 years, Lord Takamori assembled the last of his students on his death bed and gave them each a specific task as his final request to them. To Uesugi, Lord Takamori said that there was debt he must pay off to another and that Uesugi must travel to Absalom to seek out Lady Gloriana Morilla. Once he was given audience with her, Uesugi was to pledge his life not to her but rather to her cause. He would tell Uesugi that all men and women are corruptable but a higher virtue could be found in championing a worthy cause.

Uesugi was warily accepted into the ranks of the Sovereign Court, and has now pledged his life to fulfill dreams of the Sovereign Court. Believing that there was little value in Uesugi, Lady Morilla has ordered him to prove his worth to the cause so now Uesugi finds himself working small jobs to advance the objectives of the Sovereign Court. To any that ask him of his purpose he does not mention anything about the Sovereign Court instead positioning himself as a sword-for-hire that sees the Pathfinder Society as an ends to a means.

Uesugi comes from Minkai the eastern region of Tian Xia.
Uesugi is a founding member of the Red Arm of Absalom.

This group was formed following the successful Sky Key mission where the group was forced to fight several clones of Lady Arodeth to save Absalom and their own lives. (Mission: 7-00 - Sky Key Solution - Oct 11, 2016)


7-00 - Sky Key Solution (GM Red): 1 XP; 2 PP; 505 gp
6-08 - The Segang Expedition (Gm Kuey) 1 XP; 2 PP; 509 gp
Gallows of Madness Pt 1 (GM Red) 3 XP, 4 PP; 1436 gp
Gallows of Madness Pt 2 (GM Red) 3 XP, 4 PP; 1536 gp
Gallows of Madness Pt 3 (GM Red)
Gallows of Madness Bonus (GM Red)
The Solstice Scar (GM Red) 1 XP; 2 PP; 2510 gp


Composite Long Bow (+2) (-300 gp)
Arrows x20 (-1 gp)
Wakizashi, cold iron (-70 gp)
Potion of cure light wounds (-50gp)
Potion of shield of faith (-50gp)
Potion of shield of faith (-50gp)
Lamellar (leather) (+30gp)
Ttatami-do (-1000 gp)
Katana (+25gp)
Crown of Swords (-6000 gp)
Cold Iron Katana (-100gp)
Wand of Bless Weapon (-150 gp)
Wand of Enlarge (2pp)
+1 Adamantine Katana (5040 gp)
Oil of bless weapon x3 (-150gp)
Potion of shield of faith x3 (-150gp)
Aquatic light crossbow (-70gp)

(As of March 2, 2018)
Tatami-do +2 (-5150 gp)
Amulet of Natural Armor +1 (-2000 gp)
Ring of Protection +1 (-2000 gp)
Slippers of Spider Climbing (-4800 gp)
Potions of Protection from Evil x2 (-100 gp)

Selling the following:
Tatami-do (+575 gp)
Gallows boon (+100 gp)

Cost = 14050 - 575 - 100 = 13475 gp
Current funds = 14155 gp
New Total = 780 gp

Runecarved Key= +3917 gp

Solstice B = +5384 gp

Raid on Cloudborne Keep=
2 potion see invis (-600gp)
1 potion of flying (2 pp)
1 wand of clw (-750)

Remaining Funds from Scenarios: 10, 081 gp

PFS Details:

Player Name: Karmic Knight
Character Name: Uesugi Hideyoshi
PFS#: 58328-4
Faction: Sovereign Court
Initiative Bonus: +3
Perception Bonus: +1


Azlanti Wonders: (One Time Use)
Timelost Chronicler: +1 Permanent Bonus to Knowledge History check; Once per scenario +1 morale bonus to single die roll

Faction Card season 8:

▲▲ Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). (3)

▲ Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.(1)(Completed)

▲▲ Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or prospective member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal. (2)(Completed)

▲▲ Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.(2)(Completed)

▲ Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check (DC = 15 + your character level).(2)

Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.(1)

▲ Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).(1)

Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.(3/2)