One thing I've noticed about pathfinder D&D is that no-one ever uses the eastern settings. This is a bit of a pity, as everyone loves samurai. Everyone. Loves. Samurai.
With that in mind, there is an eastern setting in play. This means Katanas, Wakizashis, and the slightly more boring armour selections are all in. With regards to normal weapons, be sensible. Clubs are in, longswords are too obviously eastern.
With regards to classes, again be sensible. Obviously samurai and ninjas are in, and sorcerers and the like are still allowed. Druids have their origin in the west and so cannot be chosen, but fighters are a fairly universal concept. Psionics are allowed if you really want to, but I'd prefer it if you didn't.
Can we try to keep vaguely standard party meta in place (In place of fighter/rogue/sorcerer/cleric, maybe samurai/ninja/sorcerer/priest?)
A few things:
1.What level are we starting at?
I'm thinking sixth. This will allow our characters to be fairly interesting, but not stupidly powerful.
2. Who's the DM?
Me. Unless someone has a really amazing plotline which would fit amazingly with the setting, which I'm down with. I want to make a two-heavens using samurai anyway.
3. Um, Pathfinder? The what?
Hi there.
4. How active must I be.
Very. I expect people to be able to post almost every day. This may be a high expectation, but such is play-by-post.
5. Any plot?
Oh, that comes in a minute, but I couldn't have you making your characters to deal with the plot. Suffice to say, you're all warriors of some sort in service of the perfectly respectable Daimyo Takeron Kasakara. Then, shit goes down.
6. How are our ability scores determined?
Epic fantasy (25-point) point-buy.
7. Are you a nice enough guy to provide us with an app?
Why yes I am:
(Name), (Race), (N)th level (Class) (And other classes)
Favoured Class: (Class) (N)HP, (N) SP
Str (Value) (Modifier)
Con (Value) (Modifier)
Dex (Value) (Modifier)
Int (Value) (Modifier)
Wis (Value) (Modifier)
Cha (Value) (Modifier)
HP:
BAB: , CMB: , CMD:
(Weapon): +(N) to hit, (N) damage, (N) Crit x(N)
AC: , Touch: , FF:
Saves: Fort: , Ref: , Will:
Initiative:
Carrying capacity: (N)/(N)/(N)
Speed: (N)ft
Skills:
(Skill): (Score) [(Score after ACP)] <(Skill points put in)>
Feats:
(Feat) (Brief description)
Traits:
(Trait) (Brief description)
Age:
Height:
Weight:
Equipment:
(Armour): AC (N), Max DEX +(N), ACP (N) SPD (N) WHT (N)lb
(Weapon): (N)lb
(Item): Brief description of effect
(Money)
Favoured Class: (Class) (N)HP, (N) SP
Str (Value) (Modifier)
Con (Value) (Modifier)
Dex (Value) (Modifier)
Int (Value) (Modifier)
Wis (Value) (Modifier)
Cha (Value) (Modifier)
HP:
BAB: , CMB: , CMD:
(Weapon): +(N) to hit, (N) damage, (N) Crit x(N)
AC: , Touch: , FF:
Saves: Fort: , Ref: , Will:
Initiative:
Carrying capacity: (N)/(N)/(N)
Speed: (N)ft
Skills:
(Skill): (Score) [(Score after ACP)] <(Skill points put in)>
Feats:
(Feat) (Brief description)
Traits:
(Trait) (Brief description)
Age:
Height:
Weight:
Equipment:
(Armour): AC (N), Max DEX +(N), ACP (N) SPD (N) WHT (N)lb
(Weapon): (N)lb
(Item): Brief description of effect
(Money)
8. But I have other questions!
Ask away, my friend, ask away.
Accepted list:
Hamste wrote:Shinga, Oread, 6th level monk
Favoured Class: Monk (0)HP, (6) SP
Str 16 (+2 from race) (+3)
Con 12 (+1)
Dex 13 (+1 )
Int 13 (+1)
Wis (20) (+2 from race bonus) (+5)
Cha 5 (-2 from race) (-2)
HP: 32
BAB:4 , CMB:+7 , CMD: 20
+2 corrosive quarter staff: +6 to hit, 1d6+6 damage +1d6 acid damage, 18,19,20 (+2 from specilization) Crit x2
Unarmed: +4 to hit, 1d8+4 damage, 18,19,20 (+2 from specilization) Crit x2
AC:12 , Touch: 12 , FF: 10
Saves: Fort: +5 , Ref: +5, Will: +5
Initiative: +1
Languages: Common, Under common
Carrying capacity: 0-86/87-173/174-260 (+1 strength bonus from masterwork backpack)
Speed: 30ft(taking into account bonus)
Skills:
(Skill): (Score) [(Score after ACP)] <(Skill points put in)>
Stealth: (10) [10] 10 points
Perception: (10) [10] 10 points in
Climb: (5) [5] 5 points in
Swim: (5) [5] 5 points in
Acrobatics:(10) [10]10 points
Escape Artist: (5) [5] 5 points in
Feats:
(Feat) (Brief description)
Improved unarmed strike (all monks get this at first level, you can do lethal or non-lethal damage at your choice without penalty and you don't provoke attacks of opportunity from it.)
Stunning fist (Automatically get this, I can choose to make 1 attack stun or fatigue an opponent (it increases the higher level I am))
Flurry of blows (automatically get this, I can make more unarmed and monk weapon attacks)
Evasion (automatic, If I succeed in reflex save against a AOE effect I stop all damage instead of half.)
Still mind (automatic, +2 saving bonus against enchantment effects.)
Maneuver training (automatic, can use level instead of BAB for CMB)
Fast Movement (automatic, increase speed +10 feet at this level)
Ki pool (automatic, 8 points of ki, can increase speed +20, do one more punch at maximum bonus, +4 bonus to ac fo one round, punches count as magic weapons for one turn.)
Slow fall (automatic, can slow a fall as if the fall was 30 feet less)
High Jump (automatic, +level to all acrobatic checks made for jump, by spending one ki add 20 to acrobatic checks made for jump.)
Purity of body (automatic, immune to all diseases, including magic and supernatural diseases.)
Deflect arrows (can deflect an arrow or thrown weapons so that it does not hurt you.)
Improved disarm (You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.)
Combat reflexes (You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.)
Traits:
(Trait) (Brief description)
Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Oreads are outsiders with the native subtype.
Slow Oreads have a base speed of 20 feet
Oreads have acid resistance 5
Oread can use magic stone 1/day
Darkvision, see perfectly in the dark up to 60 feet
Stone blood, They gain fast healing 2 when exsposed to acid. They can Heal two his points per level per day in this way. (note it does not have to bypass my acid resistance or immunity for this to take effect.)
Age: 68 years
Height: 4 foot 6 inches
Weight: 189 lbs
Equipment:Corrosive +2 Quarter staff (10 000 gp)
(Weapon): 4lbs
(Item): Lamp Celestial 2lb 300gp (Heatless and never goes out, if it has holy water added to it's light becomes sanctified), Bag of tricks 3400gp, doesn't give a weight (can pull out animals from it, you need this table for it: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-tricks, Backpack masterwork 4lbs 50gp (treats my carrying capacity as if I had +1 strength), 40 pounds of trail rations 2gp (40 days worth of food.), Water skin 1gp 4lbs, 5 flesh gem spikes 250 gp 25 lbs(They are implanted on his knees, elbows and in the center of his chest), 100 flesh gems 100 gp (They are implanted all over his body), 96 bottles of acid (watered down) 160 gp 96 lbs, Bag of minor holding 1000 gp 3lbs (holds 50 lbs of items), Ioun Torch 75gp (floats around me and has a continual flame spell cast on it, it keeps my hands free), Rope silk 50 ft 10 gp 5 lbs, Net fishing 4gp 5 lbs, Bear trap 2gp 10 lbs, Tent Hanging 20 gp 15 lbs, Donkey 8 gp, Saddle Pack 5gp, Bit & Bridle 2gp, 100 pounds of Animal feed 5sp
Money= 72pp 10 gp 30sp
My guy is carrying Lamp celestial 2lb, Bag of tricks, Backpack masterwork 4lb, the flesh gems (of course they are implanted) 25 lbs, 10 Bottles of acid 10 lbs, a bag of holding 3 lbs (with 25 bottles of acid packaged in a proper way so as to not break.), Ioun torch, 20 pounds of rations and silk rope, waterskin 4lbs and my money, Corrosive +2 quarterstaff 4 lbs
77 lbs of weight (not sure how much 72 pp, 10 gp and 30 sp weigh)
Everything else is on the donkey ( I am not sure how much they can carry)
227 lbs
Back story:
Shinga was found as baby floating down a river in a small boat. The monks found him and took him in despite his odd appearance. They found out quickly that he excelled at being at being a monk and at managing buisnesses even if he wasn't the most charming person. At the somewhat young age of 68 he became the head manager of animal training and breeding. Under his leadership the animal department became one of the most useful and prestigous section of the monkhood. Even the Daimyo buys his animals from the monks. Even while he succeeded as a manager he succeeded as a monk becoming well known for his combat skills and fighting techniques with in the monastery.
Factbook of Firstaria wrote:Dan Issun
Male Human Bard 6
Chaotic Good
Representing Firstaria
Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 20 (+5)
Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Dark Brown Straight; Beardless
Skin: Light
Total Hit Points: 28
Speed: 30 feet
Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]
Touch AC: 14
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 5 = 5 [base]
Attack (handheld): + 6 = 4 [base] + 2 [strength]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 6 = 4 [base] + 2 [strength]
Combat Maneuver Defense: + 20 = 10 + 4 [base] + 2 [strength] + 4 [dexterity]
Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.
Languages: Celestial, Common, Elven.
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]
Feats:
Alertness +2 on perception and sense motive
Athletic +1 on climb and swim
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate
Acrobatics Dex* 10 = +4+3 +3 [class skill]
Appraise Int 5 = +1+ 1+ 3 [class skill]
Bluff Cha 14 = +5+ 4+ 3 [class skill] + 2 [persuasive]
Climb Str* 9 = +2+ 2+ 3 [class skill] + 2 [athletic]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 12 = +5+ 4 + 3 [class skill]
Disguise Cha 13 = +5+ 3 + 3 [class skill] +2 [deceitful]
Escape Artist Dex* 9 = +4+ 2 + 3 [class skill]
Fly Dex* 4 = +4
Heal Wis 0 = +0
Intimidate Cha 14 = +5+ 4 + 3 [class skill] + 2 [persuasive]
Knowledge (arcana) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (dungeoneering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (engineering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (geography) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (history) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (local) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge] + 3 [bardic knowledge]
Knowledge (nature) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (nobility) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (planes) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (religion) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Linguistics Int 5 = +1+ 1 + 3 [class skill]
Perception Wis 7 = +0+ 2 + 3 [class skill] + 2 [alertness]
Perform_1 Cha 11 = +5+ 3 + 3 [class skill]
Perform_2 Cha 10 = +5+2 + 3 [class skill]
Perform_3 Cha 9 = +5+ 1 + 3 [class skill]
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 5 = +0+ 2+ 3 [class skill]
Ride Dex* 4 = +4
Sense Motive Wis 9 = +0+ 4 + 3 [class skill] + 2 [alertness]
Sleight of Hand Dex* 9 = +4+ 2 + 3 [class skill]
Stealth Dex* 10 = +4+ 3 + 3 [class skill]
Spellcraft Int 5 = +1+ 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 8 = +2+ 1 + 3 [class skill] + 2 [athletic]
Use Magic Device Cha 11 = +5+ 3 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 1 ranks in Linguistics.
Zero-level Bard spells: Unlimited casting of cantrips known
First-level Bard spells: 6 (4 + 2) per day
Second-level Bard spells: 4 (3 + 1) per day
Favored class points: Hit points +6; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bard
Bardic Knowledge
Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.
Cantrips
Can know only limited numbers of spells
High charisma gains bonus spells daily
Countersong
Distraction
Fascination
Inspire Courage +1
Versatile Performance (Level 2) -- String instruments
Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general
Inspire Competence +2 (Level 3)
Inspire Competence +4 (Level 11)
Inspire Competence +5 (Level 15)
Inspire Competence +6 (Level 19)
Mass Suggestion (Level 18)
Inspire Courage +2 (Level 5)
Lore Master 1/day (Level 5)
Lore Master 2/day (Level 11)
Suggestion (Level 6)
Versatile Performance (Level 6) -- Wind instruments
Inspire Competence +3 (Level 7)
Dirge of Doom (Level 8 )
Inspire Greatness (Level 9)
Versatile Performance (Level 10) -- Act
Jack of All Trades (Level 10)
Soothing Performance (Level 12)
Frightening Tune (Level 14)
Versatile Performance (Level 14) -- Sing
Inspire Heroics (Level 15)
Lore Master 3/day (Level 17)
Versatile Performance (Level 18) -- Dance
Deadly Performance (Level 20)
Concentration check: d20 + bard level + charisma modifier vs. DC
Class HP rolled
Level 1: Bard 8
Level 2: Bard 2
Level 3: Bard 1
Level 4: Bard 3 + 1 to dexterity
Level 5: Bard 1
Level 6: Bard 1
Daniel De Simon's Equipment:
Weapons / Armor / Shield (from above) 28 lb
Crossbow bolts (quiver of 10) x20 20 lb
Throwing daggers x10 10 lb
Backpack (Masterwork; +1 Str on carrying) 2 lb
Grappling hook 4 lb
Ink vial 1 lb
Ink pen 1 lb
Drawing book 1 lb
Spyglass 1 lb
Disguise kit 8 lb
Harp of Charming 5 lb
Pipes of Haunting 3 lb
Spell component pouch 2 lb
Bread 5 lb
Flask (with 1 pint of fresh water) 1 lb
Total 90 lb
Gold: 1400 GP
More about Dan Issun:
Dan is a bard who likes to travel around with groups he meets to learn about stories and find inspiration. He wanted once to be an hero, but he discovered to not be fit and usually he follows others in their adventures, and tries to use intelligence to came out of dire situations. He jokingly claims to want to be the second best swordsman in the world. At those who ask why second, he said that he met a bard who is the best, and he doesn't believe that man can be defeated.
Khytenna wrote:Nao Ji
Male Half-Elf Rogue 6
Chaotic Neutral
Representing Khytenna
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 8 (-1)
Charisma 12 (+1)
Size: Medium
Height: 5' 11"
Weight: 150 lb
Eyes: Amber
Hair: Red Straight; Beardless
Skin: Light
Total Hit Points: 44
Speed: 30 feet
Armor Class: 17 = 10 + 4 [studded] + 3 [dexterity]
Touch AC: 13
Flat-footed: 16 [uncanny dodge]
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 10 = 5 [base] + 3 [dexterity] + 2 [lightning reflexes]
Will save: + 1 = 2 [base] -1 [wisdom]
Attack (handheld): + 4 = 4 [base]
Weapon Finesse: + 7 = 4 [base] + 3 [dexterity]
Attack (missile): + 7 = 4 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 4 [base]
Combat Maneuver Defense: + 17 = 10 + 4 [base] + 3 [dexterity]
Light load:33 lb. or less
Medium load:34-66 lb.
Heavy load:67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.
Languages: Common Dwarven Elven Orc Gnome
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow + 2 [1d8 +2, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
40 fire bolts (1d4 for fire damage)
50 bolts
2 bolts drow poisoned ( DC 13 Fortitude save or become affected by drow poison)
Flaming Rapier +4 [2d6 +4 , crit 18-20/x2, 2 lb., one-handed, piercing]
Studded armor +1 [light; + 4 AC; max dex + 5; check penalty -1 20 lb.]
Feats:
Lightning Reflexes
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Skill Focus (Stealth)
Weapon Finesse
Acrobatics Dex* 11 = +3+ 5 + 3 [class skill]
Appraise Int 6 = +1+ 2 + 3 [class skill]
Bluff Cha 8 = +1 + 4 + 3 [class skill]
Climb Str* 4 = +0+ 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 9 = +1+ 3 + 3 [class skill] + 2 [half-elf]
Disable Device Dex 4 = +1+ 1 + 3 [class skill]
Disguise Cha 7 = +1+ 3 + 3 [class skill]
Escape Artist Dex* 11 = +3 + 5 + 3 [class skill]
Fly Dex* 4 = +3+ 1
Heal Wis -1 = -1
Intimidate Cha 1 = +1
Knowledge (local) Int 7 = +1+ 3 + 3 [class skill]
Linguistics Int 7 = +1+ 3 + 3 [class skill]
Perception Wis 6 = -1+ 3 + 3 [class skill] + 1 [half-elf]
Ride Dex* 7 = +3+ 4
Sense Motive Wis 6 = -1+ 4 + 3 [class skill]
Sleight of Hand Dex* 11 = +3+ 5 + 3 [class skill]
Stealth Dex* 15 = +3+ 6+ 3 [class skill] + 3 [skill focus]
Survival Wis -1 = -1
Swim Str** 4 = +0 + 1+ 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 3 ranks in Linguistics.
Favored class points: Hit points +6; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf
This half-elf chose +2 to charisma (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Rogue
Sneak Attack +3d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (level 2) -- no damage on a successful reflex save
Rogue talents:
Fast stelth; This ability allows a rogue to move at full speed using the Stealth skill without penalty.
surprise Attack : During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Bleeding Attack: Cause opponents damaged by your sneak attack to bleed
Trap sense (level 3) -- armor class and reflex bonuses against traps
Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Improved Uncanny Dodge (level-- cannot be flanked
Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 6
Level 3: Rogue 2
Level 4: Rogue 6 + 1 to dexterity
Level 5: Rogue 1
Level 6: Rogue 3
Nao Hawk's Equipment:
27 lbWeapons / Armor / Shield (from above)
5 lb Crossbow bolts (quiver of 10) x5
4 lb Backpack master work
5 lb Bedroll
Flint and steel
1lbTool, Masterwork
4 lb Grappling hook
1 lb Tools, Thieves', Masterwork
15lb Rations (15 days)
0.5lb Shaving Kit
0.5lb Compass
6lb Explorer's Outfit
Rope (spider's silk)
Waterskin
Total 79 lb
gold: 3871
Silver: 5
More about Nao Ji:
Nao is a traveller, keeps to himself always trying to get the best for himself first.
Thisbia wrote:Sachiko Akiyama, (H), 6th level Shugenja
Favoured Class: Cleric (6)HP, (0) SP
Str (12) (+1)
Con (13) (+1)
Dex (13) (+1)
Int (13) (+1)
Wis (19) (+4)
Cha (16) (+3)
HP: 36
BAB:+5 , CMB:+5 , CMD: +16
Weapons:
katana +7; 1d10; 19–20/×2
wakizashi +5, 1d6; 19-20/x2
AC: 14 , Touch: 11 , FF: 13
Saves: Fort: +6 , Ref: +3 , Will: +9
Initiative: +5
Carrying capacity: 43 lb. or less; 44–86 lb.; 87–130 lb.
Speed: 30 feet (6 squares)
Languages: Common; Draconic
Skills:
Diplomacy Cha - 10 =+3 + 4;+ 3 [class skill]
Heal Wis 13 =+4 +6; + 3 [class skill]
Knowledge (arcana) Int 5 =+1 + 1; + 3 [class skill]
Knowledge (history) Int 5 =+1 + 1; + 3 [class skill]
Knowledge (religion) Int 7 =+1 + 3; + 3 [class skill]
Linguistics Int 7 =+1 + 3; + 3 [class skill]
Profession Wis 10 =+4+ 3; + 3 [class skill]
Spellcraft Int 7 =+1 + 3; + 3 [class skill]
Feats:
Improved Counterspell: Use spell of same schol to counterspell
Improved Initiative: +4
Catch Off Guard: No penalties for improvised melee weapons
Turn Undead: Positive energy can make undead flee
Traits:
Spellcasting: A Shukenja uses hir Charisma modifier to cast spells. Additionally, the Shukenja takes spell failure from armour as though xe were an arcane spellcaster. However, the Shujenka need not prepare hir spells in advance.
Proficiency: The Shukenja is not proficient in any armour, but is instead proficient in the katana and wakizashi.
Elemental domains: Air and Fire.
Spontaneous casting -- trade prepared spells for curative spells
Channels positive energy (6x/day)
High charisma gains bonus spells daily
Fire clergy can shoot flames, and at 6th level develop fire resistance
Concentration check: d20 + cleric level + wisdom modifier vs. DC
Spells:
Zero-level Cleric spells: 4 can be selected per day, unlimited casting
Bleed Cause a stabilized creature to resume dying.
Light Object shines like a torch.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Create Water Creates 2 gallons/level of pure water.
First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Air Bubble Creates a small pocket of air around your head or an object.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Obscuring Mist Fog surrounds you.
Sun Metal Cause a melee weapon to erupt in flames, dealing extra damage.
Second-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Admonishing Ray You fire one nonlethal force ray plus 1 additional ray for every 4 levels (max 3 rays). Each ray deals 4d6 points nonlethal dmg.
Ancestral Communion You contact your ancestors to bolster your own knowledge.
Augury Learns whether an action will be good or bad.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Third-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Sacred Bond Cast touch healing spells from a distance.
Symbol of Healing Triggered rune heals living creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.
Age: 21
Height: 5'7"
Weight: 135 lbs
Equipment:
Hide armor [medium; + 3 AC; max dex + 4; check penalty -3 25 lb.]
katana: 5 lbs
Dungeoneering Kit 15 gp 25 lbs. PSFG
This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, 2 sacks, 2 torches, and 4 tindertwigs.
Healer's Kit 50 gp 1 lb. CRB
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Map Making Kit 10 gp 2 lbs. CRB
This small kit contains a simple slate with a grid carved into its surface and a number of different colored pieces of chalk. Anyone using this kit to draw a map as they travel receives a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Whistle, signal 8 sp —
Pouch, Belt 1 gp 1/2 lb
Backpack, common 2 gp 2 lbs
Waterskin 1 gp 4 lbs
Holy Symbol, silver 25 gp 1 lb.
Holy Text 10 gp 3 lbs.
Holy Water (1 flask) 25 gp 1 lb.
Driftwood Icon 25 gp
Hallowed chalice 200 gp 2 lbs.
Iron Eye 50 gp 1 lb.
Just Scale 50 gp 1 lb.
Meditation crystal 100 gp 1 lb.
Sanctified rings (pair) 5 gp
Teaching staff 75 gp 5 lbs.
Winged Fetish 50 gp
Journal, (blank) 10 gp 1 lb.
Pathfinder Chronicle 50 gp 1 lb.
Ink (1 oz. in a vial) 8 gp —
Ink, Ghost 25 gp —/20
Ink, glowing (vial) 5 gp —
Ink, invisible (good) 25 gp —
Ink, invisible (superior) 75 gp —
Inkpen 1 sp
Paper (1 sheet) 4 sp —
Paper, rice (1 sheet) 5 cp —
Parchment (1 sheet) 2 sp —
Stationery 1 gp
Case, map or scroll 1 gp 1/2 lb.
Sealing wax 1 gp 1 lb.
Perfume, common 30 gp/30 dose
Perfume, exotic (1 dose)100 gp —
Bag, waterproof 5 sp 1/2 lb.
Dice, loaded (superior) 50 gp —
Blanket, common 2 sp 1 lb
Compass 10 gp 1/2 lb.
Board game (mancala) 10 gp 2 lbs.
Marker Dye 15 gp 1 lb.
Whistle, Cave 20 gp —
Linen 4 gp
Silk 10 gp
Rations, Trail (per day) 5 sp 1 lb
Cat, (Osirion Wise-Eye) 6 gp 8 lbs.
Feed (per day) 5 cp 10 lbs.
Donkey or Mule 8 gp 600 lbs.
68.5 lbs
8000 gp - for enchantment on katana - giving +2
Money:
6,839 gp 4 sp 0 cp


) 25 lbs, 10 Bottles of acid 10 lbs, a bag of holding 3 lbs (with 25 bottles of acid packaged in a proper way so as to not break.), Ioun torch, 20 pounds of rations and silk rope, waterskin 4lbs and my money, Corrosive +2 quarterstaff 4 lbs
-- cannot be flanked