Pathfinder Society / Character Storage

Azindra Nakayama

PFS legal Aasimar (Angel-Kin) Samurai/Paladin - Silver Samurai

Azindra Nakayama

Description

Basics

Name: Azindra Nakayama Alignment: Lawful Good Race:Aasimar (Angel-Kin) Birth status: Raised by humans
Trait #1: Deft Dodge +1 Reflex Trait #2: Anatomist +1 Crit confirm Gender:Female Age:TBA
Height:5’10’’ Weight:118 Eye: Violet Hair: White
Class: Samurai Archetype: Level:2 Homeland:Tian Xia

Abilities

Strength:18 (modifier:+4)
Dexterity:10 (modifier:+0)
Constitution:10 (modifier:+0)
Intelligence:10 (modifier:+0)
Wisdom: 10 (modifier: +0)
Charisma:18 (modifier:+4)

Saving Throws

Fortitude – Constitution: Total Save:+3 Base Save:+3 Abil. Mod.+0 Misc. Mod.
Reflex – Dexterity Total Save:+1 Base Save:+1 Abil. Mod.+0 Magic. Mod. Misc. Mod.
Willpower – Wisdom Total Save:+0 Base Save:0 Abil. Mod.+0 Misc. Mod.+0

Initiative

Total:+0 Feats: Dex:+0

Armour Class:

AC: 14 Touch: 10 Flat Footed: 10 Check Penalty: -2
Lamellar Leather: Armour Bonus:+4 Max Dex Bonus: Check Penalty: NA Spell Fail:20% Speed: 30 Notes:

Melee

Temp Bonus: Challenge +1 per Samurai Level Total Bonus:+6 Ability Mod:+4 Base Attack Bonus:+2
Katana Total Attack Bonus:+5 Damage:1d8+4 Critical:18-20 Type: S Notes:Deadly, not exotic if used in two hands

Deadly: When this weapon delivers a coup de grace, it gains +4 to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Lance Total Attack Bonus:+5 Damage:1d8+4 Critical:18-20 Type: S Notes:X2 damage when Charging

Ranged

Total Bonus:+3 Ability Mod:+2 Misc: Misc: Misc: Base Attack Bonus:+1 Temp bonus: +0
Daikyu (longbow) Total Attack Bonus:+4 Damage:1d8 Critical: Piercing Reach: Notes:

Skills

The Samurai’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Order of the Warrior Samurai add Knowledge (History) and Knowledge (Nobility – Untrained) to their class skills.

Skill Ranks per Level: 4 + Int modifier = 4

The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Acrobatics Dex+0 Ranks:0 Misc. Mod: Total Skill:0
Appraise Int+0 Ranks:0 Misc. Mod: Total Skill:0
Bluff Cha+4 Ranks:1 Misc. Mod:+3 Total Skill:8
Climb Str+4 Ranks:1 Misc. Mod:+3 Total Skill:8
Craft Int+0 Ranks:1 Misc. Mod:+3 Total Skill:0
Diplomacy Cha+4 Ranks:1 Misc. Mod:+3 Total Skill:8
Disable Device Dex+0 Ranks:0 Misc. Mod: Total Skill:0 Trained
Disguise Cha+4 Ranks:0 Misc. Mod: Total Skill:0
Escape Artist Dex+0 Ranks:0 Misc. Mod: Total Skill:0
Fly Dex+0 Ranks:0 Misc. Mod: Total Skill:0
Handle Animal Cha+4 Ranks:1 Misc. Mod:+3 Total Skill:+8 Trained
Heal Wis+0 Ranks: Misc. Mod:+0 Total Skill:+
Intimidate Cha+4 Ranks:1 Misc. Mod:+3 Total Skill:8
Knowledge (arcana) Int+0 Ranks: Misc. Mod: Total Skill: Trained
Knowledge(Dungeoneering) Int+0 Ranks: Misc. Mod: Total Skill: Trained
Knowledge (Engineering) Int+0 Ranks: Misc. Mod: Total Skill: Trained
Knowledge (Geography) Int+0 Ranks:0 Misc. Mod: Total Skill:0 Trained
Knowledge (History) Int+0 Ranks:0 Misc. Mod: Total Skill:0 Trained
Knowledge (Local) Int+0 Ranks: Misc. Mod: Total Skill: Trained
Knowledge (Nature) Int+0 Ranks: Misc. Mod: Total Skill: Trained
Knowledge (Nobility) Int+0 Ranks: Misc. Mod+3 Total Skill:3
Knowledge (Planes) Int+0 Ranks: Misc. Mod:+0 Total Skill:2 Aasimar
Knowledge (Religion) Int+0 Ranks: Misc. Mod: Total Skill:0 Trained
Linguistics Int+0 Ranks: Misc. Mod:+ Total Skill: Trained
Perception Wis+0 Ranks: Misc. Mod:+0 Total Skill:+
Perform Cha+4 Ranks:0 Misc. Mod: Total Skill:0
Profession Key:Wis+0 Ranks:0 Misc. Mod:+ Total Skill:0 Trained
Ride Dex+0 Ranks:1 Misc. Mod:+3 Total Skill:4
Sense Motive Wis+0 Ranks:1 Misc. Mod:+3 Total Skill:4
Slight of hand Dex+0 Ranks:0 Misc. Mod: Total Skill:0 Trained
Spellcraft Int+0 Ranks:0 Misc. Mod: Total Skill:2 Aasimar
Stealth Dex+0 Ranks:0 Misc. Mod+ Total Skill:0
Survival Wis+0 Ranks: Misc. Mod+ Total Skill:0
Swim Str+4 Ranks:1 Misc. Mod:+3 Total Skill:8
Use Magic Device Cha+4 Ranks:0 Misc. Mod+ Total Skill:0 Trained

Languages Spoken (Read/Write?)

  • Common
  • Celestial

Racial Abilities

Aasimar (Angel-kin) Racial Traits

  • +2 Strength, +2 Charisma: Aasimars are insightful, confident, and personable.
  • Native Outsider: Aasimars are outsiders with the native subtype.
  • Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Aasimars have a base speed of 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
  • Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Silver Samurai Class Features

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Challenge 1/day, Exotic mount, order, tactician
2nd +2 +3 +0 +0 Order ability
1st +3 +2 +0 +2 Aura of Good, Detect Evil, Smite Evil 1/day
2nd +4 +3 +0 +3 Divine Grace, Lay on Hands
3rd +5 +3 +1 +3 Aura of Courage, Divine Health, Mercy
4th +6 / +1 +4 +1 +4 Channel Positive Energy, Smite Evil 2/day
5th +7/ +2 +4 +1 +4 Divine Bond
3rd +8 / +3 +3 +1 +1 Weapon Expertise (Katana)
4th +9 / +4 +4 +4 +1 Challenge 2/day, Mounted Archer
5th +10 / +5 +5 +4 +1 Banner
6th +11 / +6 / +1 +5 +2 +2 Bonus feat
7th +12 / +7 / +2 +5 +2 +2 Challenge 3/day

Class Features

The following are the class features of the Silver Samurai.

Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

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.

Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability.

A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. 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.

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. 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 1d6 points of damage for every two levels the paladin possesses. 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.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

• Fatigued: The target is no longer fatigued.

• Shaken: The target is no longer shaken.

• Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

• Dazed: The target is no longer dazed.

• Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

• Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.

• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.

• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.

• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

• Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

• Blinded: The target is no longer blinded.

• Deafened: The target is no longer deafened.

• Paralyzed: The target is no longer paralyzed.

• Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.

Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as 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.

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.

Banner (Ex): At 5th level, a samurai’s banner becomes a symbol of inspiration to his allies and companions. As long as the samurai’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or his mount to function.

Bonus Feat: At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The samurai must meet the requirements of these bonus feats.

Greater Resolve (Ex): At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Demanding Challenge (Ex): At 12th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it takes a –2 penalty to its AC on attacks made by anyone other than the samurai.


Order Abilities

Order of the Warrior

Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai’s lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.

Edicts: 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: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.

Order Abilities: A samurai who belongs to the order of the warrior gains the following abilities as he increases in level.

Honor in All Things (Ex): At 2nd level, 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 once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).


Feats

Feats:
1 Power Attack
2
3 Feat
4
5 Feat
6
7 Feat
8
9 Feat
10
11 Feat / Feat
12


Equipment

Item Weight Location
Katana 6 Sheath
Lance 10? back
Lamellar Cuirass 8 Torso

Total weight of equipment:16

Light Load: Medium Load: Heavy Load:
Lift over head (max load): Lift off ground (2x max load): Push or Drag (3x max load):

Exotic Mount Stats

Level HD BAB Fort Ref Will Skills Feats Natural Armor Str/Dex Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 3
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4
11th 9 +6 +6 +6 +3 9 5 +6 +3 4
12th 10 +7 +7 +7 +3 10 5 +8 +4 5
13th 11 +8 +7 +7 +3 11 6 +8 +4 5
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6
17th 14 +10 +9 +9 +4 14 7 +10 +5 6
18th 15 +11 +9 +9 +5 15 8 +12 +6 7
19th 15 +11 +9 +9 +5 15 8 +12 +6 7
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase

Axe Beak Mount

XP 600

N Large animal

Init +3; Senses low-light vision; Perception +9

Defense

AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)

hp 22 (3d8+9)

Fort +6, Ref +6, Will +1

Offense

Speed 50 ft.

Melee bite 5 (1d86)

Space 10 ft.; Reach 10 ft.

Special Attacks sudden charge

Statistics

Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10

Base Atk +2; CMB +7; CMD 20

Feats Run, Skill Focus (Perception)

Skills Perception +9

Ecology

Environment temperate plains

Organization solitary, pair, or flock (3–6)

Treasure incidental

Special Abilities

Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.

Keen-witted and powerful avian predators, axe beaks compete with wolves and hunting cats for prey upon vast, open steppes and prairies. Although feared for their boldness and territorial natures, these giant birds prove eminently tamable, making useful guardians, hunters, and even steeds when kept well fed. Axe beaks are relatively social creatures, forming small groups in which both males and females hunt together. They nest in immense mounds made of sticks, branches, leaves, and whatever else they can scavenge (including the bones and equipment of previous meals), with each nest used by a large group of axe beaks. Females typically lay clutches of 1d4+1 eggs once per year, which the parents take turns keeping warm for 2 months before they hatch.

Mature axe beaks stand 9 feet tall and weigh as much as 500 pounds. Their plumage varies widely, from gray to brown to black in temperate climes, but taking on exotic shades of gold, red, blue, and other vibrant hues in more tropical environs. Axe beaks have lifespans of up to 50 years.

An axe beak requires training before it will bear a rider. Taming an axe beak requires 6 weeks of work and a DC 25 Handle Animal check, after which it can be taught tricks as normal. Riding an axe beak requires an exotic saddle. Axe beak eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. A light load for an axe beak is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds.


Bio

Raised among the Tian people, Azindra was adopted by a feudal lord and trained in the ways of the samurai. Though an Aasimar by blood, she is loyal to her lord. Azindra prizes honour and seeks to further the interests of her adopted people above all else.

Having had little exposure to other Elves during he upbringing, Azindra finds them to be puzzling. Aasimar elegance is admired in Tian culture yet she doubts the elves are as resolved to the concept of honour and considers them to be distant and ponderous, too unfathomable to yet be considered potential allies.

12 Level Build for “Silver Samurai”

Character Level Class Feats BAB Fortitude Reflex Will Ability Bump Skill Points HP Other
1 Samurai 1 Power Attack +1 2 1 0 - 4 10 +1 Reflex due to “Deft Dodge” Trait
2 Samurai 2 - +2 3 1 0 - 4 6 -
3 Paladin 1 TBA +3 5 1 2 - 2 6 -
4 Paladin 2 - +4 9 5 7 +1 Strength 2 6 +4 Cha. to all Saving throws:Divine Grace
5 Paladin 3 TBA +5 9 6 7 - 2 6 -
6 Paladin 4 - +6 / +1 10 6 8 - 2 6 -
7 Paladin 5 TBA +7 / +2 10 6 8 - 2 6 -
8 Samurai 3 - +8 / +3 10 7 9 +1 Strength 4 6 -
9 Samurai 4 TBA +9 / +4 11 7 9 - 4 6 -
10 Samurai 5 - +10/ +5 11 7 9 - 4 6 -
11 Samurai 6 TBA TBA +11 / +6 / +1 12 8 10 - 4 6 -
12 Samurai 7 - +12 / +7 / +2 12 8 10 +1 Strength 4 6 -