Reiko

Yamada Tarō aka Hayai-Kage's page

98 posts. Organized Play character for Helaman.


Full Name

Yamada Tarō aka Hayai-Kage (Swift Shadow)

Race

Male Human (Tien)

Classes/Levels

Inquisitor (Heretic) 1 (Fav)

Gender

AC16/Touch13/Flatfoot13/CMD 15|CMB +3|HP 10/[10]| Fort:+3 ;Ref:+2 ;Wil+4|Percept +6/Sense Motive +7

Size

When one investigates heresy, one must be careful that they themselves are not branded a heretic

Alignment

LN

Deity

Shizuru

Location

WanShou

Languages

Common, Tien, Aquan, Boggard, Minkaian, Celestial,Kellish

Occupation

Religious Troubleshooter

Strength 16
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 8

About Yamada Tarō aka Hayai-Kage

PFS#38110-17

When one investigates heresy, one must be careful that they themselves are not branded a heretic

HP 10 (Inc. Fav Class)
AC: 16 (Armour +3, Dex +2 Dodge + 1) Flatfoot 13 Touch 13
BAB + 0 /CMB +3/CMD 15
Fort +3 (+1 Con)
Ref +2 (+2 Dex)
Will +4 (+2 Wis)

Combat
Katana +3 (Str +3) 1d8 S 18-20/X2
Dagger +3(Str +3) 1d4 S P 19-20/X2
Hanbo +3 (Str +3) 1d6 B 20/X2
Longspear +3 (Str +3 + 1) 1d8 P 20/X3

Feats

Spoiler:

Fast Learner (+1 hp & +1 skill a level)
Dodge (+1 Dodge AC)

Traits

Spoiler:

-Criminal: +1 Disable Device Class Skill
-Rice runner: + 1 Acrobatics Class Skill

Skills

Spoiler:

Skills 6 + Human + Int + Fav Class

Acrobatics 1 +7 (+6 with Armour)
Bluff 1 +3
Climb 1 +7
Disable Device 1 +7
Intimidate 1 +6
Knowledge (Local) 1 +3
Knowledge (religion) 1 +6
Perception 1 +6
Sense Motive 1 +7
Stealth 1 +8 (+7 with Armour)

Spells

Spoiler:

Per Day 1st: 1 + 1
Orisons: Detect Magic, Guidance, Detect Poison, Light
Level 1: Divine Favour, Magic Weapon

Equipment

Spoiler:

Studded Leather Armour - 20gp
Katana - 50gp
Hanbo - 1gp
Pathfinder Kit - 12gp (Dagger on belt)
Thieves Tools 30gp
Longspear 5gp
Left GP 32gp.

Class Abilities

Spoiler:

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Judgment (Su)

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

Heretic (Archetype)

While all inquisitors hunt the enemies of the faith, sometimes, either through political maneuvering by her enemies or an unyielding tenacity that breaks her faith's basic tenets, an inquisitor can find herself a heretic. Still unyielding in her cause, these heretics are accustomed to using guile and deception to hide themselves and their activities while they continue to hunt their enemies.

Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Hide Tracks (Ex): At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

Domain: Heresy Inquistion
[spoiler]
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.

Background

Spoiler:

Yamada Tarō was once merely Kazuhiro ('Second Son'), one slave among many working the fields for their aquatic overlord. Sickness and death ravaged his family until only he remained. Knowing that this life would eventually kill him, he fled to the capital city of Numijaan. He fell in with thieves but learned stealth, deceit and even to pick locks. It was these skills that were to save him when he smuggled himself aboard a merchant vessel heading out of WanShou.

He was discovered by a Warrior-Priest of Shizuru, who decided to take the child on as a servant rather than send him back or report him. This lasted a few months until Kazuhiro was questioned at length and tested by one of the largest temples in Minkai. It was there that it was decided that the Goddess had a different task for the boy and he was given a new name, his first of many aliases - Hayai-Kage (Swift Shadow).

His training was unusual for the normally 'good' sect but his skills were a boon to those who felt they needed an agent of their own to investigate 'suspected' members of the faith among their number. His first mission was short but successful, finding evidence of stolen funds among the servants employed to govern temple funds. His second was also successful but implicated one of the senior members of the faith in untoward practices and earned him a powerful enemy.

It was then he was deployed on deeper mission against the senior body of the Faith but in the internal power struggle that resulted as a consequence of his earlier mission, the young inquisitor himself was branded a heretic, accused of the blackest treacheries and death mark put on his head... something planned for by his Instructors within the Faith. It was his teachers that pointed him out the doors, giving him money and instructions to travel to Avistan - advising the young amn that this is but a move in a larger game and that he must survive in the far west until called for.

The inquisitor has taken the name Yamada Tarō (the equivalent of 'John Smith') as his latest alias, and after a long and frenzied travel arrived in Absolom. For now, he catches his breath and considers his situation. In time he will return, but for now, he must find other masters. He is still firm in the faith of Shizuru, who took him in and shielded him and still serves the cause of 'Good' as best he can, even if he himself is very jaded to the means used in the Goddesses service.

Shizuru: (LG) - ancestors, honor, the sun, swordplay
Domains: Glory, Good, Law, Repose, Sun
Chosen Weapon: Katana