Tsuneh - Onispawn (Tiefling) Samurai/Ronin
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Tsuneh - Onispawn (Tiefling) Samurai/Ronin
Note: This is using a Pathfinderized version of the OA Samurai as a Fighter Archtype (With Kitsune's approval.)
Name: Tsuneh Kallenassu
Race: Oni Spawn Tiefling (Big Arms)
Class Levels:
Samurai 4
Warblade 1 (3 maneuvers known and readied, 1 stance known)
Bloodstorm Blade 2
HP: 84 (4d10+3d12+28)
BAB: 7
Fortitude: 14 (10+4)
Reflex: 5/7 (2+3)/+2 if not flatfooted
Will: 7/10 (4+3)/+3 vs Mind Affecting spells/spell-like abilities if he can hear the sword.
Main AC: 24 (22 during Lunge) | 10(base)+8(armor)+2(shield)+3(dex)+2(Natural armor)= 25-1 (size) = 24
Flatfooted AC: 21 (18 during lunge)
Touch AC: 15 (13 during Lunge)
Normal Fullblade Attack bonus = +18 | 7(BAB)+6(strength)+1(Magic)+1 (weapon focus)+3 (Morale)
Normal Fullblade Damage = 8d6+13 | (Huge Heavy Fullblade) + 9 (strength bonus x1.5) + 1 (Magic Weapon)+3 (Morale)
Power Attack Fullblade Attack bonus = +16 | 7(BAB)+6(strength)+1(Magic)+1 (weapon focus) +3(Morale) -2 Power Attack
Power Attack Fullblade Damage = 8d6+19 | (Large Heavy Fullblade) + 9 (strength bonus x1.5) + 1 (Magic Weapon) +3 (Morale) + 6 (Power Attack)
Secondary Fullblade Attack bonus = +13
Secondary Fullblade Power Attack bonus = +11
7+7+6+7+7+4+4+1+1
Skill: total (with ACP) | Ranks+Class Skill Bonus+Attribute Bonus+ Miscellaneous
Perception: 12 | 6+3+3+0
Sense Motive: 12 | 6+3+3+0
Bluff: 9 | 5+3-1+2
Intimidate: 12 | 7-1+3+2
Acrobatics: 13 (12) | 7+3+3+0
Swim: 11 (10) | 2+3+6+0
Climb: 12 (11) |3+3+6+0
Profession (Mercenary): 7 | 1+3+3
Knowledge (Martial Lore): 6 | 1+3+2
Exotic Shield Proficiency: Gnome Battle Cloak: 2 ranks
Strength: +6 | 23 (18+2[race]+1[level][+2 Belt])
Dex: +3 | 16 (16)
Con: +4 | 18 (18)
Int: +2 | 14
Wis: +3 | 16 (14+2)
Cha: -1 | 8 (10-2)
Racial Benefits: +2 Bluff and Intimidate, choose one for bonus class skill (Bluff)
Energy Resistance 5: Cold, Fire, Electricity
Darkvision: 60 feet
Large Arms: Wield oversized weapon at no penalty
Money: 35 Gold
Equipment:
1 potion belt (6 slots, allows drawing a potion as a free action): 10 GP
10 (9 remain) potions of Snake's Swiftness (200 gold for 10 from Dredge)
6 potion of Enlarge person (1 treasure, 100 gold for 5 from Dredge)
5 potions of lesser restoration (100 gold from Dredge)
2 potions of Cure Moderate Wounds (Treasure)
1 Token of Featherfall (Treasure)
Magical Gear:
Ring Bracelet of Giant Strength +2 [2,000 gold] (Consumes the ring, bracer, and glove slot)
Armor:
Reinforced Masterworked Chain Shirt: (+5 AC, +4 Max Dex) | -1 ACP [1,050 gold]
Masterworked Dastana: +1 AC | -0 ACP [125 gold]
+1 Chahar-aina: +2 (+1 base, +1 magic) AC | 0 ACP [1,175 gold]
Shield: +1 Gnome Battle Cloak: +2 AC (+1 base, +1 magic, counts for touch AC) | -0 ACP [1,115 gold]
Total ACP: -1
Weapon:
Masterworked Huge Platinum Fullblade Daisho +1 Nodachi [(8d6+1)+9+(3)] [4,400 gold] (184 pounds)
Damage Calculations: Medium Fullblade = 2d8 > Large Fullblade = 3d8 > Huge Fullblade = 4d8, Platinum turns d8's into 2d6's, for 8d6.
Weapon Enchantments (Half Price from Daisho):
+1 (1,000 gold) +1 (aptitude | 3,000 gold) +1 (Singing | 5,000 gold)
(Singing: this weapon grants the wielder a +3 Morale Bonus to Attack, Damage, and saves vs Mind-affecting Spells/Spell like abilities as long as the Wielder can hear it 'sing' (a resonating tune only the wielder can hear, though hearing requires the ability to hear as normal. Being sheathed on his person with the hilt exposed is sufficient to hear.) (I'll note this ability had a fair bit more packed into it, so I took the conservative approach in adapting it.)
4,000 Graft: Goring Horn (Gore damage increases to 2d6, gain Improved Bullrush)
200 Gold: (3 remain) 4 Martial Scripts of "Moment of Perfect Mind 'use Concentration check in place of will save.'
Feats:
F1: Power Attack
F2: Throw Anything (no penalty for throwing random stuff, swords included.)
5th: Big Step (5 foot steps carry the user of this feat a distance equal to their reach.)
BB1 (Already have Throw Anything): Lunge (Houseruled to count through the following turn.)
7th: Knockback (bullrush on a successful hit if desired, gain bonus on the check equal to Power Attack damage bonus if PA is used)
BB2 (already have Brutal Throw): Rampage (keep charging as long as I keep cutting down my foes and don't run out of movement)
Maneuvers Known:
Mountain Hammer— +2d6 damage, ignore DR and hardness
Steel Wind (swing at two enemies as a standard action),
Wall of Blades Counter - make an attack roll in place of AC. (can be used against touch attacks)
Stance Known: Stonefoot Stance (+2 strength checks, +2 AC vs larger creatures, ends if moving more than 5 feet)
Name: Tsuneh Kallenassu
Race: Oni Spawn Tiefling (Big Arms)
Class Levels:
Samurai 4
Warblade 1 (3 maneuvers known and readied, 1 stance known)
Bloodstorm Blade 2
HP: 84 (4d10+3d12+28)
BAB: 7
Fortitude: 14 (10+4)
Reflex: 5/7 (2+3)/+2 if not flatfooted
Will: 7/10 (4+3)/+3 vs Mind Affecting spells/spell-like abilities if he can hear the sword.
Main AC: 24 (22 during Lunge) | 10(base)+8(armor)+2(shield)+3(dex)+2(Natural armor)= 25-1 (size) = 24
Flatfooted AC: 21 (18 during lunge)
Touch AC: 15 (13 during Lunge)
Normal Fullblade Attack bonus = +18 | 7(BAB)+6(strength)+1(Magic)+1 (weapon focus)+3 (Morale)
Normal Fullblade Damage = 8d6+13 | (Huge Heavy Fullblade) + 9 (strength bonus x1.5) + 1 (Magic Weapon)+3 (Morale)
Power Attack Fullblade Attack bonus = +16 | 7(BAB)+6(strength)+1(Magic)+1 (weapon focus) +3(Morale) -2 Power Attack
Power Attack Fullblade Damage = 8d6+19 | (Large Heavy Fullblade) + 9 (strength bonus x1.5) + 1 (Magic Weapon) +3 (Morale) + 6 (Power Attack)
Secondary Fullblade Attack bonus = +13
Secondary Fullblade Power Attack bonus = +11
7+7+6+7+7+4+4+1+1
Skill: total (with ACP) | Ranks+Class Skill Bonus+Attribute Bonus+ Miscellaneous
Perception: 12 | 6+3+3+0
Sense Motive: 12 | 6+3+3+0
Bluff: 9 | 5+3-1+2
Intimidate: 12 | 7-1+3+2
Acrobatics: 13 (12) | 7+3+3+0
Swim: 11 (10) | 2+3+6+0
Climb: 12 (11) |3+3+6+0
Profession (Mercenary): 7 | 1+3+3
Knowledge (Martial Lore): 6 | 1+3+2
Exotic Shield Proficiency: Gnome Battle Cloak: 2 ranks
Strength: +6 | 23 (18+2[race]+1[level][+2 Belt])
Dex: +3 | 16 (16)
Con: +4 | 18 (18)
Int: +2 | 14
Wis: +3 | 16 (14+2)
Cha: -1 | 8 (10-2)
Racial Benefits: +2 Bluff and Intimidate, choose one for bonus class skill (Bluff)
Energy Resistance 5: Cold, Fire, Electricity
Darkvision: 60 feet
Large Arms: Wield oversized weapon at no penalty
Money: 35 Gold
Equipment:
1 potion belt (6 slots, allows drawing a potion as a free action): 10 GP
- 1 potion of Enlarge Person
- 1 potion of lesser restoration
- 1 potion of Cure Moderate Wounds
- 1 potion of Expeditious Retreat
- 2 potions of Snake's Swiftness
10 (9 remain) potions of Snake's Swiftness (200 gold for 10 from Dredge)
6 potion of Enlarge person (1 treasure, 100 gold for 5 from Dredge)
5 potions of lesser restoration (100 gold from Dredge)
2 potions of Cure Moderate Wounds (Treasure)
1 Token of Featherfall (Treasure)
Magical Gear:
Ring Bracelet of Giant Strength +2 [2,000 gold] (Consumes the ring, bracer, and glove slot)
Armor:
Reinforced Masterworked Chain Shirt: (+5 AC, +4 Max Dex) | -1 ACP [1,050 gold]
Masterworked Dastana: +1 AC | -0 ACP [125 gold]
+1 Chahar-aina: +2 (+1 base, +1 magic) AC | 0 ACP [1,175 gold]
Shield: +1 Gnome Battle Cloak: +2 AC (+1 base, +1 magic, counts for touch AC) | -0 ACP [1,115 gold]
Total ACP: -1
Weapon:
Masterworked Huge Platinum Fullblade Daisho +1 Nodachi [(8d6+1)+9+(3)] [4,400 gold] (184 pounds)
Damage Calculations: Medium Fullblade = 2d8 > Large Fullblade = 3d8 > Huge Fullblade = 4d8, Platinum turns d8's into 2d6's, for 8d6.
Weapon Enchantments (Half Price from Daisho):
+1 (1,000 gold) +1 (aptitude | 3,000 gold) +1 (Singing | 5,000 gold)
(Singing: this weapon grants the wielder a +3 Morale Bonus to Attack, Damage, and saves vs Mind-affecting Spells/Spell like abilities as long as the Wielder can hear it 'sing' (a resonating tune only the wielder can hear, though hearing requires the ability to hear as normal. Being sheathed on his person with the hilt exposed is sufficient to hear.) (I'll note this ability had a fair bit more packed into it, so I took the conservative approach in adapting it.)
4,000 Graft: Goring Horn (Gore damage increases to 2d6, gain Improved Bullrush)
200 Gold: (3 remain) 4 Martial Scripts of "Moment of Perfect Mind 'use Concentration check in place of will save.'
Feats:
- Bonus: Monstrous Physique:
Prerequisite: Con 13, Str 13, character level 1st
Benefit: Increase your size category by one for the following purposes: reach, armor class, attack rolls, and qualifying for feats/prestige classes at the DM's discresion; do not apply the remaining normal size advancements, such as Strength and Constitution increases.
F1: Power Attack
F2: Throw Anything (no penalty for throwing random stuff, swords included.)
- 3rd: Evasive Reflexes:
- Any time an opponent provokes an attack of opportunity to the owner of this feat, he can instead take a free 5' step.
5th: Big Step (5 foot steps carry the user of this feat a distance equal to their reach.)
BB1 (Already have Throw Anything): Lunge (Houseruled to count through the following turn.)
7th: Knockback (bullrush on a successful hit if desired, gain bonus on the check equal to Power Attack damage bonus if PA is used)
BB2 (already have Brutal Throw): Rampage (keep charging as long as I keep cutting down my foes and don't run out of movement)
Maneuvers Known:
Mountain Hammer— +2d6 damage, ignore DR and hardness
Steel Wind (swing at two enemies as a standard action),
Wall of Blades Counter - make an attack roll in place of AC. (can be used against touch attacks)
Stance Known: Stonefoot Stance (+2 strength checks, +2 AC vs larger creatures, ends if moving more than 5 feet)
Last edited by Kyrt_Ryder on Sun Nov 13, 2011 9:28 pm; edited 23 times in total
Kyrt_Ryder- Posts : 46
Join date : 2011-09-18
Samurai Archtype
Substitutions:
Heavy Armor Proficiency is sacrificed in exchange for +2 Skill Points per level and Acrobatics as a class skill. (Keep in mind that in PF this means you would need to take the feat for Mythril Fullplate proficiency.)
Proficiency in European weapons without a Japanese equivalent (IE Flail) is lost, as is proficiency in 'peasant weapons.' (Quarter staff and it's ilk.) The Samurai retains proficiency in weapons with Japanese equivalents of above peasant class (Yumi=Longbow, Yari = Short and long spears, Naginata = ... something... Katana = Longsword/Bastard Sword, Wakizashi = Shortsword, Tanto = Dagger, Kanabo = Great Club, Nodachi = Greatsword) as well as ONE exotic weapon (of Japanese origin) of their choice (in Su`neh's case, it is the Odachi/Fullblade, while another common choice might be an Elven Curveblade variant Katana.)
Bravery is sacrificed for a good will save.
Armor Training and Armor Mastery are sacrificed for Ancestral Daisho.
Ancestral Daisho: All samurai begin play with a katana and
a wakizashi—two masterwork weapons. These are weapons
that belonged to the samurai’s ancestors, and protecting the
weapons is an important point of honor for the samurai. As a
samurai acquires treasure through adventuring, he has the
option of awakening the supernatural abilities latent in the
weapons.
At any time, a Samurai may retreat to a temple or shrine and
spend time in prayer in order to awaken the ancestral spirits in
his Katana or Wakizashi. (Most samurai improve their katanas
and not their wakizashis.) This requires a sacrifice of valuable
items on a level equivalent to that of crafting the magic weapon themselves.
This sacrifice does not have to be gold—the character can sacrifice
magic items or other goods worth the required amount,
rather than selling his goods to pay for the sacrifice.
During this time of awakening, he must spend at least 8 hours each
day kneeling in meditation to his ancestors, god, or similar object of devotion, not stopping to eat or rest.
Should time be of the essence, a Samurai can instead choose 1 hour of meditation per 1,000 gold of the cost to awaken the sword's magic, but must pay the full cost of the magic as though he had commissioned it from a spellsmith.
A samurai can not awaken more total value of magical power than his Samurai level squared times 1,000. (chart below.)
Before a samurai’s ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
A samurai who loses his ancestral weapon(s) is dishonored until he can recover them. He cannot enhance any other weapon in this way, nor can he enhance his Ancestral Weapon(s) in any other way.
Note: In some campaigns, a samurai might begin play with a
different pair of ancestral weapon, such as a tulwar (scimitar) and shield, or a jian
(longsword) and gauntlet or a single weapon, such as a Nodachi (Greatsword) or similar.
Code of Conduct:
Heavy Armor Proficiency is sacrificed in exchange for +2 Skill Points per level and Acrobatics as a class skill. (Keep in mind that in PF this means you would need to take the feat for Mythril Fullplate proficiency.)
Proficiency in European weapons without a Japanese equivalent (IE Flail) is lost, as is proficiency in 'peasant weapons.' (Quarter staff and it's ilk.) The Samurai retains proficiency in weapons with Japanese equivalents of above peasant class (Yumi=Longbow, Yari = Short and long spears, Naginata = ... something... Katana = Longsword/Bastard Sword, Wakizashi = Shortsword, Tanto = Dagger, Kanabo = Great Club, Nodachi = Greatsword) as well as ONE exotic weapon (of Japanese origin) of their choice (in Su`neh's case, it is the Odachi/Fullblade, while another common choice might be an Elven Curveblade variant Katana.)
Bravery is sacrificed for a good will save.
Armor Training and Armor Mastery are sacrificed for Ancestral Daisho.
Ancestral Daisho: All samurai begin play with a katana and
a wakizashi—two masterwork weapons. These are weapons
that belonged to the samurai’s ancestors, and protecting the
weapons is an important point of honor for the samurai. As a
samurai acquires treasure through adventuring, he has the
option of awakening the supernatural abilities latent in the
weapons.
At any time, a Samurai may retreat to a temple or shrine and
spend time in prayer in order to awaken the ancestral spirits in
his Katana or Wakizashi. (Most samurai improve their katanas
and not their wakizashis.) This requires a sacrifice of valuable
items on a level equivalent to that of crafting the magic weapon themselves.
This sacrifice does not have to be gold—the character can sacrifice
magic items or other goods worth the required amount,
rather than selling his goods to pay for the sacrifice.
During this time of awakening, he must spend at least 8 hours each
day kneeling in meditation to his ancestors, god, or similar object of devotion, not stopping to eat or rest.
Should time be of the essence, a Samurai can instead choose 1 hour of meditation per 1,000 gold of the cost to awaken the sword's magic, but must pay the full cost of the magic as though he had commissioned it from a spellsmith.
A samurai can not awaken more total value of magical power than his Samurai level squared times 1,000. (chart below.)
Samurai~01 | 1,000 gold |
Samurai~02 | 4,000 gold |
Samurai~03 | 9,000 gold |
Samurai~04 | 16,000 gold |
Samurai~05 | 25,000 gold |
Samurai~06 | 36,000 gold |
Samurai~07 | 49,000 gold |
Samurai~08 | 64,000 gold |
Samurai~09 | 81,000 gold |
Samurai~10 | 100,000 gold |
Samurai~11 | 121,000 gold |
Samurai~12 | 144,000 gold |
Samurai~13 | 169,000 gold |
Samurai~14 | 196,000 gold |
Samurai~15 | 225,000 gold |
Samurai~16 | 256,000 gold |
Samurai~17 | 289,000 gold |
Samurai~18 | 324,000 gold |
Samurai~19 | 361,000 gold |
Samurai~20 | 400,000 gold |
- Bear in mind that these are the TOTAL VALUE allotted to a Samurai's Ancestral Daisho's Magical Power, not the price he pays (which is 1/2 of whatever he applies.) If two weapons (such as Katana and Wakizashi) are both Awakened, remember that these cost limitations apply to them both.
- • Furthermore, a Samurai CANNOT enhance an Ancestral Weapon to have a total magical value greater than the value of it's +X times two. (So for example, a Samurai of sixth level dedicated to a single weapon with a +1 Keen Katana could awaken magic of a total value equal to 16,000 at most, rather than the 36000 allowed by his level.)
Before a samurai’s ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.
A samurai who loses his ancestral weapon(s) is dishonored until he can recover them. He cannot enhance any other weapon in this way, nor can he enhance his Ancestral Weapon(s) in any other way.
Note: In some campaigns, a samurai might begin play with a
different pair of ancestral weapon, such as a tulwar (scimitar) and shield, or a jian
(longsword) and gauntlet or a single weapon, such as a Nodachi (Greatsword) or similar.
Code of Conduct:
Last edited by Kyrt_Ryder on Thu Oct 27, 2011 2:10 pm; edited 1 time in total
Kyrt_Ryder- Posts : 46
Join date : 2011-09-18
Re: Tsuneh - Onispawn (Tiefling) Samurai/Ronin
Last edited by Kyrt_Ryder on Mon Sep 26, 2011 2:35 am; edited 2 times in total
Kyrt_Ryder- Posts : 46
Join date : 2011-09-18
Homebrew tweak: Monstrous Physique
Prerequisite: Con 13, Str 13, character level 1st
Benefit: Increase your size category by one, and gain the following size advancements: reach, armor class, damage dice; do not apply the remaining normal size advancements, such as Strength and Constitution increases.
Special: a character of an originally small or medium size with Monstrous Physique does not take squeezing penalties in reasonably-sized space of their original size (at DM discretion)
Benefit: Increase your size category by one, and gain the following size advancements: reach, armor class, damage dice; do not apply the remaining normal size advancements, such as Strength and Constitution increases.
Special: a character of an originally small or medium size with Monstrous Physique does not take squeezing penalties in reasonably-sized space of their original size (at DM discretion)
Kyrt_Ryder- Posts : 46
Join date : 2011-09-18
Re: Tsuneh - Onispawn (Tiefling) Samurai/Ronin
Purchases: (4,035 gold to spend)
2,000 gold (Everbright and Aquatic weapon enhancements)
120 gold (Two Auran Masks, one worn around the neck for easy access)
300 gold (two doses of Bloodspike Tempo)
100 gold (1 jug of shapesand)
10 GP (5 Sparkers, standard action fire starting tools with 10 uses each)
200 GP (Feather Token: Fan)
300 GP (Least Crystal of Return, in the sword)
1,000 GP (Single use stone of reroll d20 from Ghostwalk)
Total Spent: 4030
2,000 gold (Everbright and Aquatic weapon enhancements)
120 gold (Two Auran Masks, one worn around the neck for easy access)
300 gold (two doses of Bloodspike Tempo)
100 gold (1 jug of shapesand)
10 GP (5 Sparkers, standard action fire starting tools with 10 uses each)
200 GP (Feather Token: Fan)
300 GP (Least Crystal of Return, in the sword)
1,000 GP (Single use stone of reroll d20 from Ghostwalk)
Total Spent: 4030
Kyrt_Ryder- Posts : 46
Join date : 2011-09-18
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