| Full Name |
Veilblade |
| Race |
LN Wayang |
| Classes/Levels |
Samurai/2 - HP 20 - AC 18/T:14/FF:15 - Perception: +7, Darkvision - Fort: +4, Ref: +3, Will: -1; +2 vs. Shadow school spells - CMB: +5, CMD 18 - Speed 20 ft. - Init. +3 |
| Gender |
Male |
| Size |
Small |
| Alignment |
LN |
| Deity |
Abadar?? |
| Languages |
Common, Wayang, Draconic |
| Strength |
18 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
8 |
| Charisma |
7 |
About Veilblade
#137974-14
First Steps, part 1 (1xp, 2pp, 417gp, 10gp day job)
The Confirmation (1xp, 2pp, 430gp, 20gp day job)
Murder's Mark (3xp, 4pp, 1398gp, 20gp day job)
"I am Veilblade. bring order in shadow, my honor is kept in the darkness."
5XP
"Veilblade"
Male LN Wayang Samurai 2
Dark Archives
LN Small humanoid (wayang)
Init +3; Senses Perception +7 Darkvision
STR 18
DEX 16
CON 12
INT 12
WIS 8
CHA 7
Speed 20ft.
Space 5ft., Reach 5ft.
DEFENSE
AC 18, Touch 14, FF 15 (10 + 4 Chain Shirt + 3 Dex + 1 Size)
CMD 18
HP 20 (16 Samurai + 2 Con +2 favored class)
Fort +4, Ref +3, Will -1; +2 vs. Shadow school spells
OFFENSE
Naginata +8 (1d6+6, x4, slashing, reach)
Katana +8 (1d6+6, 18-20/x2, slashing, +4 coup-de-grace DC)
Sling +6 (1d3+4, x3, 50ft., bludgeoning)
CMB +5
FEATS
Combat Reflexes
TRAITS
Seeker: +1 Perception and it is always a class skill
Highlander: (+1 Stealth, it is always a class skill--bonus increases to +2 in hilly or rocky areas)
SQ
Shadow Resistance:
+2 on saving throws against Spells of the shadow school
Lurker:
+2 stealth, +2 Perception
Dissolution's Child (Su, 1/1):
Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal--only your appearance changes. This works like invisibility except it only lasts 1 round per level (maximum 5 rounds).
Darkvision 60ft.
Light and Dark (Su, 1/1):
Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Challenge (Ex, 1/1):
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 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.
Order:
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Order of the Warrior:
Whenever an order of the warrior 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.
Honor in All Things (Ex, 1/1):
Free action to gain +4 on a saving throw or skill check
Resolve (Ex, 1/1):
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 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.
MOUNT - Wolf - "Shadowfang"
STARTING STATISTICS
Size: Medium; Speed: 50 ft.
HP 21 (3 HD +6 Con)
AC: 14 (10 +2 Dex +2 natural armor), CMD: 15
Fort +5, Ref +5, Will +2
bite +4 (1d6+1 plus trip)
CMB +3 (+4 when tripping with bite, pwr atk avail)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, scent
Feats: Power Attack, Weapon Focus (bite), Light Armor Proficiency
Skills: +6 Perception, +8 Stealth
Tricks: flank, attack, come, defend, down, guard, and heel
Veilblade can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
SKILLS 10 ranks (4 Samurai + 1 Int)
+8* Climb (1 rank + 3 class + 4 Str)
+6 Craft, armor (2 rank + 3 class + 1 Int)
+3 Handle Animal (2 rank + 3 class - 2 Cha)
+7 Handle Animal Companion (handle animal + 4 Animal Companion)
+7 Perception (2 rank + 3 class + 2 race - 1 Wis +1 trait)
+7* Ride (1 rank + 3 class + 3 Dex)
+15* Stealth (2 ranks + 3 class + 3 Dex + 4 size + 1 trait + 2 race)
+16* Stealth, hilly or rocky area (Stealth + 2 trait bonus)
*-2 armor check penalty
EQ
370gp MWK Cold Iron Naginata
350gp MWK Katana
0gp Sling
.2gp cold iron sling bullets
100gp Chain Shirt
2xAcid
2xAlchemist' fire
2xHoly water
Cavalier's Kit (23gp, 84lbs.): backpack, bedroll, belt pouch, bit and bridle, flint and steel, iron pot, mess kit, riding saddle, rope, saddlebags, animal feed (5 days), sope, torches (10), trail rations (5 days), and a waterskin
+150gp
+417gp First Steps
+10gp day job
+430gp The Confirmation
+20 gp day job
+1398gp Murder's Mark
+20gp day job
2445gp
-350gp MWK Katana
-370gp MWK Cold Iron Naginata
-0.2gp Cold Iron bullets
-100gp chain shirt
-110gp splash weapons
-23gp Cavalier's kit
-200gp chain shirt for wolf
-150gp wand of cure light wounds
1141.8gp remaining