Training Log 3/7/2017
Ability Score Racial Trait: +2 Strength
Race: Bonus Feat: Eclectic: Chose another favored class(Fighter)
Race: Giant Ancestry: +1 CMB and CMD, -2 Stealth
Feat: Cosmopolitan gain two languages. In addition, Know(Nobility) and Perception are class skills
Trait: Hwan Artist: +1 to Preform(String) and perform is class skill
Trait: Defender of the Hwanggot Society:+1 trait bonus to Armor Class when wearing medium or heavy armor.
Trait: Wanderlust: +10 base speed
Drawback: Betrayed: Roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.
Level 1: [High Guardian Fighter 1]
Obligation: A high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand: A high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
Level 2: [Samurai 1]
Challenge:1/day 1st level, plus one additional time per day for every three levels beyond 1st. Swift action, choose one target within sight to challenge. Melee attacks deal extra damage against the target. Extra damage is equal to the samurai’s level. –2 penalty AC, except against attacks from the target of challenge.
Order: 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 Classes 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. Order Chosen is Order of the Seal.
Mount: 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.
Resolute Defense (Ex) At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rwhenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.
Iaijutsu Strike: 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 the sword saint 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, the sword saint’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, a sword saint 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, a sword saint cannot use this ability on the same foe more than once per day. At 10th level, a sword saint 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.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
Level 3: [High Guardian Fighter 2]
Bonus Feat: Combat Reflexes:AoO number = to Str or Dex mod
Unassailable Allegiance: A high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.
Feat: Combat Expertise: -1 to melee rolls and CMB +1 dodge bonus to AC
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
Level 4: [Samurai 2]
Ability: +1 Dex
Keeper: +2 morale bonus on saving throws and opposed checks to resist revealing information about the secret from his lord.
Order Ability: Keeper: Once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
Level 5: [High Guardian Fighter 3]
Armor training: -1 ACP and +1 Max Dex on armor
Feat: Vicious Stomp: target falling prone triggers AoO
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
Level 6: [Samurai 3]
Armor Expertise: Armor training when wearing Tatami-do treating samurai level as fighter level.
Brutal Slash: A sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.
Weapon expertise: A samurai gains an unparalleled expertise with his chosen weapons. Selected weapon is either the katana. 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 count as fighter levels and stack.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
Level 7: [High Guardian Fighter 4]
Royal Protector: A high guardian gains Bodyguard and In Harm’s Way as bonus feats, though he can use them only to improve his obligation’s AC or intercept a successful attack against his obligation.
Bonus Feat: Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack
Bonus Feat: In Harm’s Way: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Feat: Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: 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.
Weal’s Champion: Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious. At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
4/1/17
Level 8: [Samurai 4]
Ability Bonus: +1 Str
Challenge 2/day
Mounted Archer: 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.
Intercept: gain Bodyguard as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1.
Bonus Feat: Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
4/25/17
Level 9: [High Guardian Fighter 5]
Weapon Training: A fighter can select one group of weapons, heavy blades. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Feat: Feat: Vicious Stomp: target falling prone triggers AoO
Bonus feat: Greater Trip:+2 to trip, tripped enemy provokes AoO
Divine Grace: gain a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands: 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.
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
5/3/17
Level 10 [Samurai 5]
Banner: 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.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
5/11/17
Level 11 [High Guardian Fighter 6]
Feat: Modified Weapon Proficiency: are always considered to be proficient with modified katanas
Bonus feat: Critical Focus: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
Tactical Acumen: A holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.
Battlefield Presence: a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.
Mercy: Sickened: When using lay on hands remove the Sickened condition.
Bonus Feat: Tandem Trip: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
Skills:
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Sense Motive: 1
6/13/17 - 6/17/17 Retrained Samurai Sword Saint to Samurai Yojimbo
6/18/17 - 6/21/17 Retrained 3 Fighter to 3 Paladin Holy Tactician)
7/7/17
Bonus Feat: Critical, Bleeding: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Skills:
Handle Animal: 1
Knowledge Nobility: 1
Linguistics(BG): 1
Perception: 1
Perform(Strings)(BG): 1
Ride: 1
Sense Motive: 1
7/12/17 Paladins were moved back to LG only, Yosai was allowed a rework by Crazle. Spoilers are reworked class abilities.