Shoanti Fighter

Ukagi, Ryushi's page

163 posts. Alias of Azih.


Full Name

Ryushi Ukagi

Race

|♥️ 136/140| AC 29 (31 w/ shield raised Hardness 8+1 BT 16) | Resistances: none | Fortitude (**) +19| Reflex (**) +18 | Will (***) +21 (w/ Resolve) | Perception (**) +18 (standard w/ incredible init +2 to init w/ pilgrim token win ties) | Speed 30

Classes/Levels

Conditions: none | Focus: (□) | Spell Slots @ 6th (□□), 5th (☑☑□), 4th (□□□), 3rd (☑□□), 2nd (□□□), 1st (☑☑□) @ Divine DC (**) +28 | Divine Font (☑☑☑☑☑) | Staff of Healing Greater (☑☑☑☑☑□)| Explore: Detect Magic

Gender

NG, Human Versatile, Squire, Cleric of Shizuru (Warpriest) w/ Marshall, Level 11| ◆◇↺

About Ukagi, Ryushi

https://pathbuilder2e.com/launch.html?build=163908

Ryushi's looks are very much modelled after Mitsurigi in Soul Calibur: Source

Ugaki, Ryushi Crunch:

General
Ugaki, RyushiCleric 11
NG Medium Human Versatile Heritage Humanoid
Perception +18 (+2 initiative);
Languages None selected
Speed 30 feet

Skills
Skills Acrobatics +13, Athletics +21, Deception +17, Diplomacy +23, Intimidation +19, Lore: Warfare +13, Religion +16, Society +15, Survival +16

Ability Scores
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +4

Items and Gear
Items Breastplate of Command, Adventurer's Pack, Caltrops (2), Religious Symbol (Wooden), Religious Symbol (Silver), Slippers of Spider Climbing, Staff of Healing (Greater), Boots of Bounding, Alchemist's Fire (Moderate) (2), Acid Flask (Moderate), Healing Potion (Moderate), Antidote (Moderate), Antiplague (Moderate), Force Shield (Hardness 8, HP 32, BT 16)

Defense
AC 29 (+31 with shield raised), Fort +19, Ref +18, Will +21; Resolve
HP 140
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Offense
Melee +1 Striking Grevious Katana +20 (Deadly d8, Two-Hand d10, Uncommon, Versatile P, Enchantment, Magical), Damage 2d6+4 (S)
Melee Cold Iron (Low-Grade) Wakizashi +17 (Agile, Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4+4 (S)
Melee Silver (Low-Grade) Wakizashi +17 (Agile, Deadly d8, Finesse, Uncommon, Versatile P), Damage 1d4+4 (S)
Melee Warhammer +17 (Shove), Damage 1d8+4 (B)
Ranged Composite Longbow +15 (Deadly d10, Propulsive, Volley 30 ft.), Damage 1d8+2 (P)

Actions
Courteous Comeback ◇ (Fortune, Human) Access regional requirement Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. Trigger You critically fail a Diplomacy check. Reroll the triggering Diplomacy check, using the second result.

Inspiring Marshal Stance ◆ (Open, Stance) Prerequisites Marshal Dedication, trained in Diplomacy You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute.

Evangelize ◆ (Auditory, General, Linguistic, Mental, Skill) Prerequisites master in Diplomacy, you follow a deity or philosophy You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success The target is stupefied 2 for 1 round. Success The target is stupefied 1 for 1 round. Failure The target is unaffected.

No Cause for Alarm ◆◆◆ (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.

Breastplate of Command ◆ (Enchantment, Invested, Magical) Activate Command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus tp saves against fear effects for 1 minute. When you activate this ability, each affected ally who's frightened reduces their frightened value by 1.

Force Shield ◆ (Evocation, Force, Magical, Uncommon) Activate command; Frequency once per day; Effect The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield.

Slippers of Spider Climbing ◆ (Invested, Magical, Transmutation) Activate command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces.

Spells
Divine Prepared Spells DC 28, attack +18 6th Heal, Heal, Heal, Heal, Heal; 5th ; 4th ; 3rd ; 2nd ; 1st ; Cantrips
Divine Prepared Spells DC 28, attack +18 6th Scintillating Safeguard, Blade Barrier; 5th Summon Dragon, Breath of Life, Blessing of Defiance; 4th Reflective Scales, Freedom of Movement, Air Walk; 3rd Neutralize Poison, Positive Attunement, Warding Aggression; 2nd See Invisibility, Remove Fear, Water Walk; 1st True Strike, Mending, True Strike; Cantrips Stabilize, Detect Magic, Bullhorn, Know Direction, Guidance

Focus Spells ◆ (1 points) Perfected Mind You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once.

Feats
Additional Feats Armor Assist, Clever Improviser, Communal Healing, Cooperative Nature, Cooperative Soul, Domain Initiate, Emblazon Armament, Hardy Traveler, Healing Hands, Incredible Initiative, Intimidating Prowess, Marshal Dedication, Multilingual, Natural Skill, Pilgrim's Token, Rapid Mantel, Student of the Canon, Toughness, Untrained Improvisation

Class Special Features
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest), Domain Initiate (Perfection), Marshal Dedication Skill (Diplomacy), Skilled (Deception), Skilled (Intimidation)
***
To become a samurai, a full paladin/champion of Shizuru, is hard.

Yet that is all young Ryushi wanted. At his own insistence his village parents apprenticed him to nearby warrior temple and the enthusiastic boy become a diligent young man.

He did most everything his masters could have asked of him. He made friends easily and worked hard. The touch of Shizuru's approval was obvious in him thanks to the sparks of the divine he exhibited.

But he was not the smartest, or the wisest in his studies, and the heaviest of armors made him clumsy.

So it was that his acceptance into the order came down to one final trial. A duel in heavy armor against his friend who had ascended to the order a year prior. All he had to do was land one hit in three tries.

*Whap*
*Whap*
*Whap*

The final attempt went so badly that his attack was side stepped and he was struck on the back, falling on his face.

Hisao Aida, who had shattered his dreams with her performance, helped him up and commiserated in low words as he walked stony faced to the side where the failed aspirants sat, sitting motionless as the rest of the trials were conducted as honour and duty demanded.

He became a guard and trainer at the temple while Hisao moved on to great exploits. His village parents were convinced he was a full member of the order as he went back to visit in his fancy medium armor, and katana, sharing his salary with them. His insistence he was not fell on deaf ears and worse was the polite applause from those who knew what had happened but did not want to harm the family pride.

Ironically Shizuru's favour of him grew and the temple masters roped him into studying to be a cleric. His heart was never really in it though. Finally, hearing of Hisao's exploits and seeing his first students ascending to full order, he decided to leave. He took monster slaying jobs to ensure his parents were set for life and then went wandering to prove his worthiness to himself. Mixing well paying jobs for honourable merchants and trade caravans of repute with protecting and then training isolated villages to hold off bandits or monsters.

I went with the simpler gear buying to get

Breastplate of command (10)
+1 striking grevious katana (9)
Force Shield (Uncommon) (9)
Greater staff of healing (8)
Boots of Bounding (7)
Slippers of spider climbing (7)

Might buy some other stuff but mostly well stocked with alchemy and side weapons as well.

Hisao is his rival. Not really antagonistic but she reminds him of the core failure of his life that drives him on. Her politeness and consideration are honestly kinda irritating to him.