Sack One: 1010gp, 2612sp, 32cp, Piece of Obsidian (DC: 12), Citrine (DC: 12), 2 Clear Quartz, White Pearl, Pink Satin Belt, Ornately Carved Teak Box (2"x4"x3"), Silver Holy Symbol of Lamashtu, Boots of Stomping, Slim Yew Wand, Potion of Red Viscous Liquid, Smooth Maple Wand with a Prism, Scroll: Knock (Arcane), 54 Kobold Ears Sack 2: A mound of uncounted copper, silver, gold, and possibly platinum, a mink stole, a silver tea set, a sheathed gem-encrusted dagger Tied to pack: Masterwork Heavy Wooden Shield, Well Made Bastard Sword
"Yeah, a mine", Zynka nods in agreement, "But, I ain't seen no mining stuff yet, just shrines and beds and garbage... Never done mining before, it seems kinda strange though, right?" The sizable half-orc furrows her brow as she concentrates on trying to resolve the conundrum. While she is thinking Zynka moves about the room
Search for Hidden Items: Dice Roll: 1d20
d20 Results: 4
poking through piles as she goes. She had grown up in the city and had spent many hours sorting through refuse like this during her childhood and more than once found a surprising treasure others had discarded.
The spider catches Serephelle totally by surprise, and as its fangs sink into her flesh, she can't help but cry out in surprise, pain, and fear. Lashing out with her battle wand to bat away the spider, Serephelle stumbles back a few steps.
Grace's head whips around as the spider's fangs penetrate Serephelle's collarbone. "SEREPHELLE!" The eidolon quickly covers the ground between her and the spider, her blade flashing out to try and spear the disgusting arachnid.
Select a race trait from your adoptive parents’ race.
As a child, you put in long hours in combat drills,
and though time has made this training a dim memory,
you still have a knack for quickly responding to trouble.
Dodge Type: Combat Prequisites: DEX 13 Benefit: You gain a +1 dodge bonus to your AC.
A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Power Attack Type: Combat Prequisites: STR 13, BAB +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Class Abilities
Once per day, Damaris can challenge a foe to combat. As a swift action, he chooses one target within sight to challenge. His melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to Damaris's level. He 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 Damaris’s concentration. He 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 challenge also includes another effect, which is listed in the section describing Damaris’s order.
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After Damaris has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, Damaris’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
After making an iaijutsu strike, Damaris takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, he cannot use this ability on the same foe more than once per day.
At 10th level, Damaris learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2.
Damaris gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two sword saint levels beyond 1st. Whenever he defeats the target of his challenge, Damaris 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, Damaris can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If he 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 Damaris 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 Damaris 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.
No brother- or sister-in-arms shall sustain a wound without just retribution.
2.
No job is too good to turn down; no employer too poor. Aid is given to those who require it.
3.
No deed is without equal. Show all violators the full extent of your force; treat all friends to the full extent of your kindness.
Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level).
Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Sack One: 1010gp, 2612sp, 32cp, Piece of Obsidian (DC: 12), Citrine (DC: 12), 2 Clear Quartz, White Pearl, Pink Satin Belt, Ornately Carved Teak Box (2"x4"x3"), Silver Holy Symbol of Lamashtu, Boots of Stomping, Slim Yew Wand, Potion of Red Viscous Liquid, Smooth Maple Wand with a Prism, Scroll: Knock (Arcane), 54 Kobold Ears Sack 2: A mound of uncounted copper, silver, gold, and possibly platinum, a mink stole, a silver tea set, a sheathed gem-encrusted dagger Tied to pack: Masterwork Heavy Wooden Shield, Well Made Bastard Sword
The added weight of the spider landing on her
Initiative: Dice Roll: 1d20
d20 Results: 16
caught Zynka off guard for a moment and then she felt the tiny sting as it bit exposed flesh. Whirling around she faced off against the giant arachnid and
Select a race trait from your adoptive parents’ race.
As a child, you put in long hours in combat drills,
and though time has made this training a dim memory,
you still have a knack for quickly responding to trouble.
Dodge Type: Combat Prequisites: DEX 13 Benefit: You gain a +1 dodge bonus to your AC.
A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Power Attack Type: Combat Prequisites: STR 13, BAB +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Class Abilities
Once per day, Damaris can challenge a foe to combat. As a swift action, he chooses one target within sight to challenge. His melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to Damaris's level. He 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 Damaris’s concentration. He 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 challenge also includes another effect, which is listed in the section describing Damaris’s order.
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After Damaris has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, Damaris’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
After making an iaijutsu strike, Damaris takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, he cannot use this ability on the same foe more than once per day.
At 10th level, Damaris learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2.
Damaris gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two sword saint levels beyond 1st. Whenever he defeats the target of his challenge, Damaris 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, Damaris can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If he 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 Damaris 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 Damaris 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.
No brother- or sister-in-arms shall sustain a wound without just retribution.
2.
No job is too good to turn down; no employer too poor. Aid is given to those who require it.
3.
No deed is without equal. Show all violators the full extent of your force; treat all friends to the full extent of your kindness.
Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level).
Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Hissing in pain as the poison sears her wound, Serephelle calls out, her voice a little warbly, "Y-yeah, I'll be okay!" Surprise, she steps back up towards the spider, swinging her wand in such a way as to harry the beast closer to Grace.
Grace, a contorted grimace of rage on her face, flicks her tail out at the beast in time with her fist, not even noticing as the monster's fangs skitter off of her Mage Armor. "No hurting my mistress!" Raising her blade up high, Grace slams it down at the giant arachnid, hoping to crush it into a paste.
Serephelle: She'll step back up to the spider, and Aid Another on Grace's attack roll.