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Obata Masamori, Minkai Warrior

Obata Masamori
Male Tian Paladin 6/ Samurai (Order of the Warrior) 4 (Total level: 10)
LG Medium humanoid (human)
PFS Number 8846-8
Homeland Minkai; Faction Silver Crusade (ex: Lantern Lodge); Deity Irori
Init +2 Senses Perception -1
Languages Common, Tengu, Tian

Defense

AC 26, touch 14, flat-footed 24
   (+10 armor, +2 deflection, +2 Dex, +2 natural); ACP -4 with o-yoroi
AC 22, touch 14, flat-footed 20
   (+6 armor, +2 deflection, +2 Dex, +2 natural); ACP -1 with mwk kikko
hp 84 (10d10+20)
Fort +15, Ref +9, Will +9
Defensive Abilities +2 Fort vs poison and drugs, +4 Fort vs. alcohol.

Offense

Speed 20ft. (base speed 30ft.)
Melee +1 adamantine keen katana +18/ +13 (1d8+9 or 1d8+12 /15-20); deadly (+4 to DC of coup de grace)
    mwk cold iron katana +18/ +13 (1d8+8 or 1d8+11 /18-20); deadly (+4 to DC of coup de grace)
    katana +17/ +12 (1d8+8 or 1d8+11 /18-20); deadly
     mwk cold iron naginata +17/ +12 (1d8+9 / x4, reach)
     naginata +16/ +11 (1d8+9 / x4, reach)
     mwk silver tetsubo +17/ +12 (1d10+9 /x4)
     club +16/ +11 (1d6+6)
Ranged mwk str+4 composite longbow +13/ +8 (1d8+6/ x3)
     sling +12 (1d4+6)
Special Atk challenge 2/day
Paladin Spells (CL 3; Base DC 13+spell level; concentration +6)
   1 — bless weapon, lesser restoration
Spell-Like Abilities (CL 10)
   At-will — detect evil

Statistics

Abilities Str 22+4, Dex 14+1, Con 14, Int 12, Wis 8, Cha 16+2
Feats Charge of the Righteous, Furious Focus, Power Attack, Vital Strike, Weapon Focus (katana), Weapon Specialization (katana)
Base Atk +10 CMB +16 CMD 30
Skills (with o-yoroi) Bluff +10, Climb +9, Diplomacy +16, Handle Animal +16, Intimidate +9, Knowledge (nobility) +8 (+10 for Tian nobles), Knowledge (religion) +10 , Ride +15 (+5 on another mount)
Skills (with kikko) Bluff +10, Climb +12, Diplomacy +16, Handle Animal +16, Intimidate +9, Knowledge (nobility) +8 (+10 for Tian nobles), Knowledge (religion) +10 , Ride +15 (+8 on another mount)
SQ Challenge, Resolve

Class abilities

Aura of Courage (Su) Immune to fear; while conscious, allies w/in 10' gain +4 Morale bonus on saves vs. fear
Detect Evil (Sp) Move Action; at will, may concentrate on single item/individual w/in 60' and determine strength of evil aura.
Channel Positive Energy (Su) Using two uses of her lay on hands ability, channel 3d6, Will DC 16.
Divine Bond (Sp) Standard Action; 1/day, cause weapon to shed light as torch and gain +1 bonus for 6 min; may stack w/ existing Enhancement bonus to max of +5, or add weapon properties: defending (+1), flaming (+1), keen (+1), and merciful (+1)
Divine Grace (Su) Add +3 to all saves.
Divine Health (Ex) Immune to all diseases, including supernatural and magical
Lay On Hands (Su) Each day she can use this ability 6 times per day. With one use of this ability, a paladin can heal 3d6 hit points of damage. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Su) Lays on hands removes additional condition(s):
    diseased Remove disease with a caster level of 6.
    fatigue Remove fatigue.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a -2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to -4 while his mount is running.
Resolve He can use this ability 2/day. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
   Determined As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
   Resolute Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
   Unstoppable When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Smite Evil (Su) Swift Action; 2/day, choose 1 evil target w/in sight to gain +3 to attacks and +6 to dmg (dmg x2 if target is Outsider, Dragon, or Undead); attacks bypass DR for any target; +3 Deflection to AC vs. target; effect remains until target is dead or you rest
Weapon Expertise (Ex) At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. The samurai can draw a katana a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Order of the Warrior

Edict The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.
Challenge 2/day, whenever an order of the warrior samurai declares a challenge, he receives damage reduction 2/- against attacks made by the target of his challenge. He also deals an additional 4 points of damage. Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.
Order Abilities
Honor in All Things (Ex) The order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability 1 times per day.

Traits

Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Equipment

Backpack, cloak of resistance +1, cold weather gear, oil (10 flasks), piton x5, rations (5 days), Rope (50ft, hemp), royal outfit, shaving kit, traveller's outfit, waterskin.

+1 adamantine keen katana, , club, mwk cold iron katana, katana, naginata, sling

mwk kikko armor with armored kilt, kikko armor, +2 o-yoroi

amulet of natural armor +2, ring of protection +2, scabbard of vigor, belt of Strength +4, headband of Charisma +2, ring of feather fall

Pearl of power I O O O O

Consummables
   oil of bless weapon O O
   potion of cure light wounds O
   potion of invisibility O
   potion of fly O O
   potion of protection from evil O O O
   potion of resist energy O O
   scroll of cure light wounds O O O O
   scroll of lesser restoration
   wand of cure light wounds
                      O O O O O    O O O O O    O O O O O    O O O O O    O O O O O    
                      O O O O O    O O O O O    O O O O O    O O O O O    O O O O O    
   wand of cure light wounds
                      O O O O O    O O O O O    O O O O O    O O O O O    O O O O O    
                      O O O O O    O O O O O







Non Core Book Items

Charge of the Righteous

You charge undead and fiends with confidence in your righteous cause.
Prerequisites: Base attack bonus +1.
Benefit: When you charge an undead creature or an evil outsider, you do not take the -2 penalty for charging.
Normal: When you charge, you take a -2 penalty to AC until the start of your next turn.

Source

Faiths of Purity, p. XX

Furious Focus

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Source

Advanced Player's Guide

Scabbard of Vigor
Aura faint transmutation; CL 5th
Slot -; Price 1,800gp; Weight 3lb.

Description

Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.

BonusDuration
+41 rnd
+33 rnds
+25 rnds
+110 rnds

Construction

Requirements Craft Wondrous Item, greater magic weapon; Cost 900gp

Source

Ultimate Equipment

Nexus Crystal (Minor Artifact)
Aura moderate necromancy; CL 12th
Slot none; Price -gp; Weight 1/2lb.

Description

This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time.

Destruction

The means of destroying this crystal is unknown.

Source

Ruins of Bonekeep Chronicle

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Tatsumaru

Tatsumaru
Obata Masamori's Mount
N Large animal
Effective Level 4
Init +1 Senses low-light vision, scent, Perception +7

Defense

AC 17, touch 10, flat-footed 16
   (+3 armor, +1 Dex, +4 natural, -1 size); ACP 0
hp 26 (3d8 + 3)
Fort +5, Ref +4, Will +2

Offense

Speed 50ft
Melee bite +5 (1d4+3) and 2 hooves 5 (1d6+3)
Base Atk +2 CMB +4 CMD 17(21 vs. trip)

Statistics

Abilities Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats Armor Proficiency (light)B, Endurance, Toughness
Skills Perception +7, Stealth +1
SQ link
Tricks Attack, Attack Unnatural, Come, Defend, Heel, Stay, Work

Equipment

mwk studded leather barding

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Adventure Record for Obata Masamori

# Adventure XP Final PA Final GP Notes & Special Rewards
1 PFS 03-07 Echoes of the Overwatched 1 2 / 2 2 Set in Absalom
Bought four scrolls of cure light wounds, potion of cure light wounds, mwk katana
2 Intro 03-02 To Delve Dungeon Deep 2 4 / 4 421 Set in Absalom
Explored a siege castle
3 PFS 03-21 Temple of Empyreal Enlightenment 3 5 / 5 403 Set in Hao Jin Tapestry Absalom
Explored a lost Aasimar temple
Gained Access to manual of calm reflection
Bought 4 scrolls of CLW, mwk kikko armor & mwk studded leather barding
4 PFS 03-23 The Goblinwood Dead 4 7 / 7 246 Set in Goblinwood Isger
Upgraded to +1 katana
5 PFS 04-01 Rise of the Goblin Guild 5 8 / 8 766 Set in Magnimar Varisia
6 PFS 01-43 The Pallid Plague 6 10 / 10 1373 Set in Andoran
GM Credit
7 Bonekeep 04-01 Level One: The Silent Grave 7 12 / 12 3934 Set in Bonekeep Absalom
Bonekeep malady: -2 Fortitude on any save vs
Filth Fever
Obtained Nexus Crystal

8 PFS 04-11 The Disappeared 8 14 / 14 104 Set in Chelish Embassy Absalom
House Thrune's Favor: +3 circumstance bonus on Diplomacy to influence high-ranking members of House Thrune, the Chelish government or a Hellknight in good standing
Bought 2 oil of bless weapon, 4 scrolls of cure light wounds, +1 o-yoroi, royal outfit and potion of invisibility, cloak of resistance +1
9 PFS 04-19 The Night March of Kalkamedes 9 16 / 16 186 Set in Varisia
Gift of the Ghaele: once as a spell-like ability with CL=character level cast: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability or restoration
Baught scabbard of vigor
10 PFS 04-21 Way of the Kirin 10 18 / 18 1024 Set in Goka Tian Xia
Triumph of the Lantern Lodge: +1 to Dex
Changed Faction to Silver Crusade
Bought mwk str+4 composite longbow, 40 arrows, 20 cold iron arrows
11 Bonekeep 05-01 Level Two: Maze of the Mind Slave 11 20 / 20 1875 Set in Bonekeep Absalom
Bonekeep Malady: whenever you take Int, Wis or Cha damage (or drain), you are confused for a number of rounds equal to the damage taken
Will save penalty: -2
Don't remember the details
Bought 2x potions of protection from evil, 1 potion of mage armor, paid for a heroe's feast
12 PFS 05-02 The Wardstone Patrol 12 22 / 22 2747 Set in Mendev
Hero of the Inheritor: While in Mendev may get spells cast at half price; CLW, CMW, CSW, make whole, remove blindness/deafness, remove curse, remove paralysis, or lesser restoration [] [] []
Bought cold weather gear, mwk cold iron katana, potion of prot evil
13 PFS 05-01 The Glass River Rescue 13 22 / 24 1726 Set in Zahir Ramiran
Crisis averted: rescued dwarven emissaries and helped mitigate a developing crisis
Bought 10 gallons of ale, potion of water walk, mwk silver testudo, mwk naginata, amulet of natural armor +1, spent 2PAs for wand of cure light wounds
14 PFS 05-03 The Hellknight's Feast 14 24 / 26 2284 Set in Absalom
Impressive Influence:
- Lady Dyrianna of House Avenstar
- Lord Rothos of House Vastile
- Scion Lord Kerkis of House Damaq
- Lady Darchana of House Madinani
- Grand Ambassador Dremdhet Salhar
Bought ring of protection +1
Jeff Kokx' 150th table, well-deserved 5*
15 PFS 04-09 The Blackros Matrimony 15 27 / 28 4502 Set in Coastal Island Absalom
Bought herald
16 PFS 03-15 The Haunting of Hinojai 16 29 / 30 1024 Set in Minkai Tian Xia
Investigated haunted house
Kicked monster's butt
Paid 2gp for local temple, upgraded ring of prot to +2
17 Skull and Shackles 01-02 Reavers of the Seas of Fate 19 33 / 34 8986 Set in Shackles
Searched for pirate captain's treasure
Bought potion of water breathing
18 Emerald Spire 01-08 Circle of Viss-Thar 22 37 / 38 3773 Set in River Kingdoms
Updated armor and amulet of natural armor to +2, bought belt of strength +2, headband of Charisma +2
19 PFS 03-24 The Golden Serpent 23 39 / 40 9241 Set in Absalom
Defeated a lot of very evil monsters
20 PFS 07-17 Thralls of the Shattered God 24 41 / 42 10710 Set in Worldwound
Heartwood restored
Valais's Wisdom: when you fail a saving throw against a demon's compulsion or possession, cross off to reroll
Victory of Souls: +2 Diplomacy to convince non-evil not to do evil deeds
Cross off to get an atonement or dispel evil
Bought 4x pearl of power I
21 PFS 08-03 Captives of toil 25 43 / 44 16292 Set in Darklands
Fought Duergar
Darklands Delver: some bonus
Bought ring of feather fall
22 PFS 08-17 What sleeps in stone 26 45 / 46 3881 Set in Tian Xia
Bought 2x wand of CLW, 2x potions of resist energy, 2x potions of fly, update belt to +4, upgraded katana to adamantine
23 PFS 08-07 Citadel of the Weary Sky 27 47 / 48 9990 Set in Rahadoum
Earth Affinity
24 PFS 08-20 Torrent's last will 28 49 / 50 10218 Set in Violesk Plane of Water
Aquels' favor
Water Affinity
Upgraded katana to keen, 4x potions of touch of the sea and 2x scrolls of FOM, had heightened continual flame lvl5/CL13 cast helmet
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