Nikta

Yume Sugimatu's page

83 posts. Alias of gyrfalcon.


Gender

HP 45/45 | AC 19, t 9, ff 19 | F +7, R+5, W +6 | DR 1/—, Delayed Dam: 12/rnd, THP: 7/rnd, Immune sonic, paralysis, sleep | Init +3, Per +9, darkvision 60’, low-light vision, Blind-Fight

About Yume Sugimatu

HP 45/45 | AC 19, t 9, ff 19 | F +7, R+5, W +6 | DR 1/—, Delayed Dam: 12/rnd, THP: 7/rnd, Immune sonic, paralysis, sleep | Init +3, Per +9, darkvision 60’, low-light vision, Blind-Fight

Advancement Choices:

Fcb: +1 hp/level
Martial tradition: Crushing Juggernaut (Armor Training, Brute Sphere, Bushido Training, Focused Might)
1: Sentinel bonus: Guardian Sphere, feat: Extra combat talent (Berserker Sphere), talent: Heavy Swing
2: talent: Endure Pain
3: feat: Muscular Reflexes, talent: Swift Guardian
4: +1 STR, talent: Mass Challenge

Yume Sugimatu
Cursed Imperial Dragon (Sugimatu/Sovereign) Sentinel 4
[Unaligned] Medium
Init +3; Senses Darkvision 60 ft, Low-Light Vision, Perception +8, Blind-Fight
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Defense
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AC 19, touch 9, flat-footed 19 (+6 armor, -1 Dex, +4 natural)
hp 45 (4d12+12)
Fort +7, Ref +5, Will +6
Defensive Abilities guard wall; DR 1/—
Immune Sonic, paralysis, sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk katana +9 (1d8+6/18-20)
. . OR Whispering Shrike +9 (1d6+4/15-20)
Ranged Javelin +3 (1d6+4)
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Statistics
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Str 18, Dex 8, Con 14, Int 8, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 17 (+2 when hasn’t moved)
Feats Extra Combat Talent, Muscular Reflexes, Point-Blank Shot, Power Attack, Precise Shot
Traits armor expert, militia veteran, inner beauty
Drawback overprotective
Skills; 16 ranks (4 sentinel, 1 skilled, -1 INT)*level + 8 background
Acrobatics -5 (-1 DEX, -4 ACP),
Artistry (Haiku) +3 (1 rank, 3 class, -1 INT),
Climb +10 (2 rank, 3 class, 4 STR, -4 ACP, +5 competence),
Craft (armor) +6 (2* rank, 3 class, -1 INT, 2 circumstance (tool)),
Craft (weapons) +6 (2* rank, 3 class, -1 INT, 2 circumstance (tool)),
Handle Animal +4 (2* rank, 3 class, -1 CHA),
Lore (Amatatsu) +3 (1* rank, 3 class, -1 INT),
Perception +9 (4 rank, 3 class, 2 WIS),
Ride -2 (1 rank, 3 class, -1 DEX, -4 ACP),
Sense Motive +7 (2 rank, 3 class, 2 WIS),
Survival +10 (4 rank, 3 class, 2 WIS, 1 trait, 1 competence (ioun)),
Swim +4 (2 rank, 3 class, 3 STR, -4 ACP),
Languages Common, Draconic, Tian-Min, Tien
SQ berserking, brutal strike, challenge -2 (4 rounds), combat training, endure pain, guardian challenge +1, heavy swing (1 rd), second wind 1d6+2, sentinel's reserve, wise reflexes
Gear see sheet
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Special Abilities
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Berserker: Berserking Take -2 penalty to AC to gain 7 (3+BAB) temporary HP (both end at start of your next turn)
Berserker: Brutal Strike (+8 dam) Melee attack that inflicts Battered condition on enemies damaged, can benefit from a single (exertion) talent, gains [BAB x2] bonus damage if you expend martial focus
Berserker: Heavy Swing (DC 14, 2 rounds) Exertion -
Creature damaged by your brutal strike is staggered for (1+BAB/4) rounds (Fort neg.); If foe is battered, it is instead staggered for 1 round on a successful save, or dazed for 1 round then staggered as normal on a failed save. If the target failed the Fortitude save, for the duration of the staggered condition, it also counts the damage from the attack as ongoing damage for the purpose of concentration checks. Creatures immune to the dazed condition are instead staggered for the round they would have been dazed.
Breath Weapon (2d6 sonic, DC 12) May use once/1d4 rounds. DC 10+CON
Brute When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.
Brute: Focused Might Whenever you successfully perform a shove, you may regain your martial focus.
Brute: Shove As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
Combat Training (DC 14) DC for all Spheres = 10 +BAB/2 +WIS
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Guard Wall +2 (Ex) Gain CMD bonus when you end your turn without moving more than 5 ft.
Guardian: Delayed Damage Pool (12 pt) You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Guardian: Challenge -3 (5 rounds) Move: Gives a target +2 to hit you, but -(2+¼ BAB) to attack anyone other than you for (3+½ BAB) rounds.
. . Guardian Challenge +1 (Ex) Attack and damage bonus against target of your challenge (add’l +1 at L5 & every +4 levels after that).
Guardian: Endure Pain Damage from delayed damage pool is received as nonlethal (ignores resistance/immunity to nonlethal)
Guardian: Mass Challenge (4 targets) When using your challenge ability, you may increase the required time by one step (move to standard or swift to move if expending martial focus) to issue your challenge to one additional creature, + 1 additional creature per 2 points of base attack bonus you possess (minimum 1).
Guardian: Swift Guardian If you possess the (challenge) package, you reduce the required action to use challenge by 1 step (move to swift, swift to free).
Muscular Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Second Wind 2d6+2 (Ex) You can choose to spend a reserve point as a swift action; if she does so, she heals (BAB/2)d6+WIS HP; this healing cannot raise a sentinel’s hit points beyond 1/2 of their maximum amount. She can reduce this healing by half to also regain her martial focus, but she must decide to do so before rolling to determine how much she would be healed.
Sentinel's Reserve (4 points) (Ex) Swft: -1 pt → 10 THP) Each day, a sentinel gains a number of reserve points equal to 1/2 her sentinel level + her Wisdom modifier (minimum 1). She can spend a reserve point as a swift action to gain an amount of temporary hit points equal to two times her base attack bonus + her Wisdom modifier; these temporary hit points last for 1 minute or until lost, whichever comes first. She regains reserve points after resting for 8 hours, although she may only regain reserve points once every 24 hours.
Sentinel’s Imposition Whenever a creature that has been challenged by the sentinel makes an attack that does not include the sentinel as a target, they provoke an attack of opportunity from her.
Sugimatu/Sovereign (Dogmatic Discordance) (Su) Good or evil creatures take a -2 penalty when making saving throws against a sovereign dragon’s spells, spell-like abilities, breath weapon, and aura.
Whispering Shrike is a Keen wakizashi. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it.
Wise Reflexes (Ex) Use WIS in place of DEX for initiative and Ref saves (max bonus = class level)