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Soshi Sakiyori LE
Character Name Alignment
Conscript 3
Character Level
Human M
Race Size
Male 24
Gender Age
6'0" 270lbs
Height Weight
White Blue
Hair Eyes
Marzipanda
Player
The Seven Fortunes Rokugan
Deity Homeland
- 5400 XP
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
18 +4 N/A +4
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
12 +1 N/A +1
Int
Intelligence
9 -1 N/A -1
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
33
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+5
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
15
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +1 +0 +0 +0
Reflex +4 +3 DEX +1 +0 +0 +0
Will +5 +3 WIS +2 +0 +0 +0
Saving Throw Notes

AC & Touch AC +3

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+7 +3 +4 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +3 +4 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Common (Tian Xia), Rokugani

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
Bluff +7 (CHA)  +1 +3 +3
  Climb +7 (STR)  +4 +3 +0
Diplomacy +7 (CHA)  +1 +3 +3
Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +2 (WIS)  +2 +0 +0
Intimidate +15 (STR)  +4 +3 +8
  Knowledge: Arcana -1 (INT)  -1 +0 +0
  Knowledge: Dungeoneering -1 (INT)  -1 +0 +0
Knowledge: Local +5 (INT)  -1 +3 +3
  Knowledge: Nature -1 (INT)  -1 +0 +0
  Knowledge: Planes -1 (INT)  -1 +0 +0
  Knowledge: Religion -1 (INT)  -1 +0 +0
Perception +8 (WIS)  +2 +3 +3
  Ride +1 (DEX)  +1 +0 +0
Sense Motive +8 (WIS)  +2 +3 +3
Stealth +7 (DEX)  +1 +3 +3
  Survival +2 (WIS)  +2 +0 +0
  Swim +7 (STR)  +4 +3 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise -1 (INT)  -1 +0 +0
  Knowledge: Engineering -1 (INT)  -1 +0 +0
  Knowledge: Geography -1 (INT)  -1 +0 +0
  Knowledge: History -1 (INT)  -1 +0 +0
Knowledge: Nobility +4 (INT)  -1 +2 +3
  Linguistics* +0 (INT)  -1 +1 +0
Profession: Bartender +8 (WIS)  +2 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
You gain a +5 insight bonus to Bluff checks made to resist sensing your goals or emotions and to the DC to get a hunch about you.
Human - Skill Acuity - Skill Focus - Gain bonus equal to 1/2 skill ranks to Intimidate
When equipped with Heavy Armor - +2 Intimidate
Feats

Human Feat: Weapon Focus - Blades Heavy
Origin Expansive Training: Hurtful - Demoralize with Intimidate then attack as a Swift Action
1st Level Feat: Indimidating Presence - Add Str Mod to Intimidate
3rd Level Feat: Bludgeoner - You suffer no penalties on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Special Abilities

+2 to Str
Medium Size, 30ft base speed, Humanoid
Bonus Feat
Multiskilled - Gain a talent from the Vocation Sphere at 1st, 8th, 16th level
Expansive Training - Free Feat

Traits

Memorable - When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.
Steel Skin - You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.
Alien Origins - You start play with a unique compass that doesn't point north and is riddled with indecipherable alien markings—the only object you have that you know to be tied to your home. In addition, your inscrutable mannerisms give you a +2 trait bonus on opposed Bluff checks.
Attached - Mask - Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Katana +8 {18-20}x2 Slashing Melee None 1d8+6
Fatal Thrust + 1d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Do-Maru +5 Medium -6 25% 30lbs
Spheres of Power

Martial Tradition (If Applicable):


Tradition Name: Lonesome Samurai

Equipment Sphere Talent: Force Redirection Technique, Weaponmaster

Spheres:

Beserker Sphere
Gladiator Sphere

Scout - DC: 13, Talents: Stealth Ranks, Scout, Great Senses

Beserker - DC: 13, Talents: Berserking, Brutal Strike
The indomitable human spirit is most noteably shown within the Crab Bushi. Charging headlong into danger as they seem to take on the most brutal of attacks, just to laugh in the face of danger and strike back!

Guardian - DC: 13, Talents: Delayed Damage Pool, Indifferent Defender - Greater Delayed Damage Pool
The Crab built the Wall. They maintain the Wall. They protect the rest of Rokugan from the threat that is the Taint from seeping into the lands. They are built to protect each other and themselves.

Gladiator - DC: 13, Talents: Boast - Prowess, Demoralization - Strike Feat
Within the Scorpion Clan, not all battles are fought with brute strength alone. Sometimes you can subdue people with your mere presence, if not by your mere words alone.

Fencing - DC: 13, Talents: Bluff Skill, Fatal Thrust
Though taught the walls to maintain orders in the land, Sakiyori was permitted to join the Dojo of the Bayushi, greatest villains in Rokugan as even the swing of their blades is but a bitter lie before the sting of truth.

Warleader - DC: 13, Talents: Diplomacy Skill, Tactics - Aggressive Flanking, Shouts - Fierce Shout
Sometimes a threat isn't enough to deal with a foe. Sometimes being the target is enough as others are allowed the glory of felling a prey. All it needs is careful direction and pointing before a foe all but falls.



Trade Tradition (If Applicable):


Tradition Name: Custom - Mafia Samurai

Trade Talents: Thug & Courtier

Class Skills: Disguise, Intimidate, Knowledge (Local), Stealth, Bluff, Diplomacy, Knowledge (Nobility), Sense Motive

Spheres:

Bluster Sphere

Bluster - DC: 13, Talents: Intimidate Skill, Skill Leverage Bluff & Intimidate, Flaunt Secrets, Quip, Frightening Threat (Quip)

Spheres Descriptions

Stealth Ranks* - Gain 5 ranks in Stealth and an additional 5 ranks per additional talent. (Maximum Rank = HD) Scout* - Identify a creature's weaknesses (DC 10 + CR) as a Knowledge roll, or a Perception Check at a -5. This only reveals weaknesses or lack thereof. Any talents or effects then apply to the target for the next 24 hours. Great Senses - Gain 5 ranks in Perception and an additional 5 ranks per additional talent. (Maximum Rank = HD)   Berserking* - As a Free Action at the start of each round, choose to take a -2 AC penalty for 3 Temp HP. The HP Bonus increases for every point of BAB you have. Penalty and Temp HP last until beginning of next turn. Brutal Strike* - Special Attack Action to make a melee attack. Creatures damaged gain the Battered Condition until the end of your next turn. Spend Martial Focus to deal additional damage equal to 2x BAB.   Delayed Damage Pool* - Get a Pool for Damage = 3x BAB. You may redirect all damage you take or part of the damage to your Delayed Damage Pool. Apply DR and Resistance prior to redirecting. You cannot redirect more than your pool size. At the end of your next turn, you automatically take the damage, bypassing DR and Resistance. If you are healed to full, excess healing automatically reduces the Damage Pool. Indifferent Defender* (Drawback) - Do not gain a Package, but gain the Greater Delayed Damage talent. Greater Delayed Damage Pool* - Calculate Delayed Damage Pool with an additional +1 (making it 4x BAB)   Intimidate Skill* - Gain 5 ranks in Intimidate and an additional 5 ranks per additional talent. (Maximum Rank = HD) (Other ranks are retrained) Boast* - As long as you have martial focus, confirming a critical hit, reducing an enemy to 0 hp or less, or succeeding on a combat maneuver allows a Boast as an immediate action.

  • Prowess (Boast)* - You may roll the next weapon attack twice and take the better result.
Demoralization* - New ways to intimidate
  • Strike Fear (demoralization)* - As a FRA you can expend martial focus to make an Intimidate check to all targets within 30ft. You can take a -10 to the check to not expend martial focus.
  Bluff Skill* - Gain 5 ranks in Bluff and an additional 5 ranks per additional talent. (Maximum Rank = HD) Fatal Thrust* - Any attack against target within 30' that's flanking, flat-footed, or lost Dex Bonus to AC gets dealt +1d6 Precision damage, increasing by 1d6 per 5 BAB. Master of Words - When making any Bluff, Diplomacy, or Intimidate check, use any preferred skill.   Diplomacy Skill* - Gain 5 ranks in Diplomacy and an additional 5 ranks per additional talent. (Maximum Rank = HD) Tactics* - Move action to perform a tactic, maintained each round as a move or swift action with a radius of 10ft + 5ft/Rank.
  • Aggressive Flanking (Tactic)* - Allied creatures are considered flanking as long as both they and the creature are in the same area, regardless of positioning
Shouts* - Standard action to shout, granting an effect within 10ft +5ft/2 Ranks, lasting Rounds 1 + 1 / 4 Ranks
  • Fierce Shout (Shout)* - You and all afected allies gain +1 morale bonus on damage rolls on their first attack. Additional +1 per 2 ranks.
Triumph - When you succeed on an attack action, Shout as a Swift Action. Or expend Martial Focus for a Free Action.   Intimidate Skill* - Gain 5 ranks in Intimidate and an additional 5 ranks per additional talent. (Maximum Rank = HD) (Retrain into another Skill) Skill Leverage Bluff & Intimidate* - Roll a 1d4 to add to total to the keyed skill prior to result being revealed, get a clue about a character you're interacting with, apply optional penalty for bonuses based on skill. Flaunt Secrets* - Outwit creatures by invoking a secret motivation. Quip* - Standard Action to quip a creature, DC Will to avoid it. DC decreses by 4 if used on the same target multiple times. Frightening Threat (Quip)* - Attempt to demoralize your target, on a success they must make a Will save or become Frightened instead of Demoralized. If it possesses fewer HD, it is frightened a number of rounds longer equal to 1/2 skill rank. If the target cannot flee, then it will try to defend itself (only defend) or to protect the thing that motivates it. Bonus effects if taken a second time.

Class Features

Combat Training Brief description Bonus Feats N/A Bonus Talent Bonus at 1st and every odd level Specializations

  • Sphere Specialization - Guardian (3 Points)
;
  • Guardian - Increased Toughness: +3HP & +1 every subsequent levels, this stacks with Toughness.
  • Sphere Specialization - Scout (Bonus Talents traded in) (Gain Sphere at level 2 and rewards delayed 1 level)
  • Indomitable Will (1 Point) - Will save is now 2 + 1/2 level
  • Gear Training (1 Point) - Gain proficiency in all martial weapons, medium armor and shields. At 6th level, gain proficiency in heavy armor and tower shields

Possessions & Property

+2000 gp

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MarzThePanda.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed