Mirror Universe Hayato CR 3
XP 9000
Human (Tian-Min) Samurai (Order of the Black Daimyo) 4
Lawful Evil Medium Humanoid (Human)
Init +3;
Senses Perception +5
----- Defense -----
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 42 (4d10+12)
Fort +6, Ref +5, Will +2
----- Offense -----
Speed 20 ft.
Melee mwk katana +10 (1d8+6), mwk naginata +9 (1d8+6)
Ranged composite longbow +5 (1d8+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day, +6 damage against target of the challenge, DR 2/- against attacks made by the target of the challenge, -2 AC against other targets.
----- Tactics -----
Before Combat Hayato mounts his black steed Kuro and challenges the enemy who appears to be the most dangerous.
During Combat Hayato charges on the first round of combat and attacks with his naginata, then dismounts and switches to his katana, while Kuro gets in position to flank. He focuses solely on the target of his challenge and doesn't stop until they're dead.
Morale If ordered to do so, Hayato will fight to the death. If that's not the case, Hayato knows that it is foolish to continue a fight if he knows he is outmatched, and will attempt to retreat.
----- Statistics -----
Str 19, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Mounted Combat, Power Attack, Weapon Focus (Katana)
Skills Climb +6, Handle Animal +6, Intimidate +6, Perception +5, Ride +3 (+5 when riding Kuro), Sense Motive +8;
Traits Reactionary, Hellknight Aspirant (order of the Nail)
Languages Common, Infernal, Minkaian, Tien
SQ Challenge 2/day, Mount (horse named Kuro), Resolve 3/day
Other gear mwk katana, o-yoroi +1, cloak of resistance +1, composite longbow (STR +4) with 20 arrows, 10 trail rations, mwk naginata, mount (combat trained horse named Kuro), leather lamellar barding, bit and bridle, military saddle (on Kuro).
----- Special Abilities -----
Challenge (Ex)Twice per day, Hayato can challenge a foe to combat. As a swift action, he choses one target within sight to challenge. Hayato's attacks deal extra damage when made against the target of the challenge. This extra damage is equal to Hayato's samurai level. Hayato 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 Hayato's concentration. He takes a -2 penalty to his Armor Class, except against attacks made by the target of the challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Mount (Ex) Hayato 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. Hayato 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. Hayato's mount does not gain the share spells special ability. Hayato's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should Hayato's mount die, he 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 Hayato gains a level.
Mounted Archer (Ex) At 4th level, Hayato becomes skilled at firing ranged weapons while mounted. He 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.
Order (Ex At 1st level, Hayato must pledge himself to a specific order. The order grants him a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts he must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours.
Order of the Black Daimyo (Ex) While samurai who follow the order of the warrior typically adhere to the principles of bravery and duty in order to live a life that emphasizes honor, there exist others who are motivated by more selfish goals. These evil samurai follow the order of the Black Daimyo, and may be vicious warlords or warriors in the service to some ruthless lord.
They usually worship General Susumu, the patron god of sadistic samurai, and they uphold the virtues of violence and pride above all other things.
Challenge - Whenever an order of the Black Daimyo samurai declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
Skills - An order of the Black Daimyo samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list ofclass skills. An order of the Black Daimyo samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.
Honor in All Things (Ex) At 2nd level, the order of the Black Daimyo samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).
Resolve (Ex) Starting at 1st level, Hayato 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 Hayato 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, Hayato can spend one use of his resolve to remove the fatigued, shaken, or sickened 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 Hayato 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 Hayto 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.
Weapon Expertise (Ex) At 3rd level, Hayato gains an unparalleled expertise with his chosen weapons. At 3rd level, Hayato selected the katana. He 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 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.