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Rapharl Mondrossi

Human samurai 11 - CR 10
Chaotic Good Humanoid (Human); Deity: Iomedae; Age:
18; Height: 5' 4"; Weight: 140 lb. Skill Name Total Ability Ranks Temp
Ability Score Modifier Temporary Acrobatics -5 DEX (1) -
Speed greater/less than 30 ft. : -4 to jump
STR 18 +4 Appraise -1 INT (-1) -
STRENGTH
Bluff +15 CHA (1) 11
DEX 13 +1
DEXTERITY Climb -2 STR (4) -
CON Diplomacy +1 CHA (1) -
CONSTITUTION
15 +2
Disguise +1 CHA (1) -
INT 8 -1 Escape Artist -5 DEX (1) -
INTELLIGENCE
Fly -5 DEX (1) -
WIS 11 0
WISDOM Heal +0 WIS (0) -
CHA Intimidate +1 CHA (1) -
12 +1
CHARISMA
Perception +0 WIS (0) -
Saving Throw Total Base Ability Resist Misc Temp Notes Ride +9 DEX (1) 11
FORTITUDE Sense Motive +14 WIS (0) 11
(CONSTITUTION) +9 = +7 +2
Banner : +3 morale bonus vs. fear when beneath banner Stealth -5 DEX (1) -
REFLEX +4 = +3 +1 Survival +14 WIS (0) 11
(DEXTERITY)
Banner : +3 morale bonus vs. fear when beneath banner Swim -2 STR (4) -
WILL +3 = +3
(WISDOM) Feats
Banner : +3 morale bonus vs. fear when beneath banner
Agile Maneuvers
Total Armor Shield Dex Size Natur Deflec Dodge Misc Armor Proficiency (Heavy)
AC 11 = +1 Armor Proficiency (Light)
10 Armor Proficiency (Medium)
Touch AC 11 Flat-Footed AC 10
BAB Dexterity Size Misc Blind-Fight
Giant-Killer Stance
CM Bonus +12 = +11 +1 - - Jaguar Pounce
See the Base Attack (below) for modifiers that may also apply to CMB
BAB Strength Dexterity Size
Martial Weapon Proficiency - All
Mounted Archery
CM Defense 26 = 10 +11 +4 +1 - Mounted Combat (1/round)
Power Attack -3/+6
Base Attack +11 HP 103 Quick Draw
Banner : +2 morale bonus when charging beneath
banner
Damage / Current HP Shield Proficiency
Simple Weapon Proficiency - All
Initiative +1
Special Abilities
Speed 30 / 20 ft Animal Companion Link (Ex)
Banner +3/+2 (60 ft.) (Ex)
Greater Resolve (Ex)
Honorable Stand (1/day) (Ex)
Mounted Archer (Ex)
Resolve (6/day) (Ex)
Ride Mount (Ex)
Ronin's Challenge +11 (4/day) (Ex)
Self Reliant (Ex)
Weapon Expertise (Katana) (Ex)
Without Master (1/combat) (Ex)

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Gear Experience & Wealth
Total Weight Carried: 255/300 lbs, Heavy Load Current Cash: 12,750 gp
(Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs)
Money 255 lbs
Tracked Resources
Honorable Stand (1/day) (Ex)
Mounted Combat (1/round)
Resolve (6/day) (Ex)
Ronin's Challenge +11 (4/day) (Ex)
Without Master (1/combat) (Ex)

Languages
Common
Sourcebooks Used
• Giant Hunter's Handbook - Giant-Killer Stance (feat)
• Sargava, the Lost Colony / Ultimate Wilderness -
Jaguar Pounce (feat)
• Ultimate Combat - Ronin (special ability); Samurai
(class)

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Rapharl Mondrossi – Abilities & Gear

Agile Maneuvers Feat Mounted Combat (1/round) Feat


You've learned to use your quickness in place of brute force when You are adept at guiding your mount through combat.
performing combat maneuvers.
Prerequisite: Ride 1 rank.
Benefit : You add your Dexterity bonus to your base attack bonus
and size bonus when determining your Combat Maneuver Bonus Benefit : Once per round when your mount is hit in combat, you
instead of your Strength bonus. may attempt a Ride check (as an immediate action) to negate the
hit. The hit is negated if your Ride check result is greater than the
Normal: You add your Strength bonus to your base attack bonus opponent's attack roll.
and size bonus when determining your Combat Maneuver Bonus.
Power Attack -3/+6 Feat
Blind-Fight Feat You can make exceptionally deadly melee attacks by sacrificing
You are skilled at attacking opponents that you cannot clearly accuracy for strength.
perceive.
Prerequisites: Str 13, base attack bonus +1.
Benefit : In melee, every time you miss because of concealment
(see Combat), you can reroll your miss chance percentile roll one Benefit : You can choose to take a –1 penalty on all melee attack
time to see if you actually hit. 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
An invisible attacker gets no advantages related to hitting you in you are making an attack with a two-handed weapon, a one
melee. That is, you don't lose your Dexterity bonus to Armor Class, handed weapon using two hands, or a primary natural weapon that
and the attacker doesn't get the usual +2 bonus for being invisible. adds 1-1/2 times your Strength modifier on damage rolls. This
The invisible attacker's bonuses do still apply for ranged attacks, bonus to damage is halved (–50%) if you are making an attack with
however. an off-hand weapon or secondary natural weapon. When your base
attack bonus reaches +4, and every 4 points thereafter, the penalty
You do not need to make Acrobatics skill checks to move at full increases by –1 and the bonus to damage increases by +2. You
speed while blinded. 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
Normal: Regular attack roll modifiers invisible attackers trying to hit to touch attacks or effects that do not deal hit point damage.
you apply, and you lose your Dexterity bonus to AC. The speed
reduction for darkness and poor visibility also applies. Quick Draw Feat
You can draw weapons faster than most.
Special : The Blind-Fight feat is of no use against a character who
is the subject of a blink spell. Prerequisite: Base attack bonus +1.

Giant-Killer Stance Feat Benefit : You can draw a weapon as a free action instead of as a
You can prepare a crippling strike against larger foes that rush into move action. You can draw a hidden weapon (see the Sleight of
your weapon's reach. Hand skill) as a move action.

Prerequisite: Power Attack. A character who has selected this feat may throw weapons at his
full normal rate of attacks (much like a character with a bow).
Benefit : You can treat any reach weapon you wield as having the
brace property against creatures that are Large or larger. If your Alchemical items, potions, scrolls, and wands cannot be drawn
readied attack hits, the creature takes a -2 penalty on melee attack quickly using this feat.
rolls for 1 round.
Normal: Without this feat, you may draw a weapon as a move
Appears In : Giant Hunter's Handbook action, or (if your base attack bonus is +1 or higher) as a free
action as part of movement. Without this feat, you can draw a
Jaguar Pounce Feat hidden weapon as a standard action.
Your ambushes are especially lethal.

Prerequisite: Base attack bonus +4. Animal Companion Link (Ex) Class Ability (Samurai)
Masters can handle their animal companion as a free action, or
Benefit: When making a charge or using Spring Attack against an push it as a move action, even if they don't have any ranks in the
opponent who is flat-footed or helpless, you treat your first melee Handle Animal skill. The link grants a +4 circumstance bonus on all
attack against that target as if you had the Improved Critical feat. wild empathy checks and Handle Animal checks made regarding an
animal companion.
Appears In : Sargava, the Lost Colony, Ultimate Wilderness
Banner +3/+2 (60 ft.) (Ex) Class Ability (Samurai)
Mounted Archery Feat At 5th level, a cavalier’s banner becomes a symbol of inspiration to
You are skilled at making ranged attacks while mounted. his allies and companions. As long as the cavalier’s banner is
clearly visible, all allies within 60 feet receive a +2 morale bonus on
Prerequisites: Ride 1 rank, Mounted Combat. 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
Benefit : The penalty you take when using a ranged weapon while thereafter, these bonuses increase by +1. The banner must be at
mounted is halved: –2 instead of –4 if your mount is taking a least Small or larger and must be carried or displayed by the
double move, and –4 instead of –8 if your mount is running. cavalier or his mount to function.

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Rapharl Mondrossi – Abilities & Gear

Greater Resolve (Ex) Class Ability (Samurai) Ronin's Challenge +11 (4/day) (Ex) Class Ability (Samurai)
At 9th level, the samurai can spend his resolve to negate some of Once per day, a cavalier can challenge a foe to combat. As a swift
his most grievous wounds. After a critical hit is confirmed against action, the cavalier chooses one target within sight to challenge.
him, he can spend one use of his resolve as an immediate action to The cavalier’s melee attacks deal extra damage whenever the
treat that critical hit as a normal hit. Effects that only trigger on a attacks are made against the target of his challenge. This extra
critical hit do not trigger when the samurai uses this ability. damage is equal to the cavalier’s level. The cavalier can use this
ability once per day at 1st level, plus one additional time per day
Honorable Stand (1/day) (Ex) Class Ability (Samurai) for every three levels beyond 1st, to a maximum of seven times per
At 11th level, a samurai can make an honorable stand, deciding to day at 19th level. Challenging a foe requires much of the cavalier’s
fight the target of his challenge to the bitter end, no matter the concentration. The cavalier takes a –2 penalty to his Armor Class,
cost. He can make an honorable stand once per day at 11th level, except against attacks made by the target of his challenge.
plus one additional time per day at 16th level. Declaring an
honorable stand is a swift action. While making an honorable stand, The challenge remains in effect until the target is dead or
the samurai is immune to the shaken, frightened, and panicked unconscious or until the combat ends. Each cavalier’s challenge
conditions. He does not fall unconscious while his hit point total is also includes another effect which is listed in the section describing
below 0. Finally, whenever a samurai making an honorable stand the cavalier’s order.
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 Addition from Ronin : Whenever a ronin is the target of a
must take the result of the second roll, even if it is worse. If a challenge by another samurai or cavalier, and he issues a
samurai making an honorable stand ever retreats from battle against challenge against that character in return, the ronin receives a +3
his challenged foe, he loses the ability to make a challenge for 24 morale bonus on attack rolls made against the target of his
hours. challenge and a +3 dodge bonus to his AC against attacks made
by the target of his challenge.
Mounted Archer (Ex) Class Ability (Samurai) Class Ability (Cavalier,Samurai)
At 4th level, the samurai becomes skilled at firing ranged weapons Self Reliant (Ex)
while mounted. A samurai only takes a –2 penalty on attack rolls At 2nd level, the ronin learns to rely solely on himself, even in the
with ranged weapons while his mount takes a double move. This most difficult of times. Whenever the ronin fails a Will saving throw
penalty increases to –4 while his mount is running. 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
Resolve (6/day) (Ex) Class Ability (Samurai) has made the original save (negating part or all of the effect). In
Starting at 1st level, the samurai gains resolve that he can call upon addition, whenever a ronin is brought below 0 hit points, on his next
to endure even the most devastating wounds and afflictions. He can turn he can roll twice to stabilize, taking the better result.
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 Weapon Expertise (Katana) (Ex) Class Ability (Samurai)
use of his resolve, up to his maximum number of uses per day. At 3rd level, a samurai gains an unparalleled expertise with his
Defeating the target of his challenge usually involves reducing the chosen weapons. At 3rd level, the samurai selects either the
target to 0 hit points or fewer, but the GM might rule that an katana, longbow, naginata, or wakizashi. The samurai can draw the
enemy that surrenders or flees the battle is also defeated. He can selected weapon as a free action as if he had the Quick Draw feat.
use this resolve in a number of ways. In addition, whenever he threatens a critical hit with the selected
weapon, he gains a +2 bonus on the confirmation roll. Finally, his
Determined: As a standard action, a samurai can spend one use of samurai levels count as fighter levels and stack with any fighter
his resolve to remove the fatigued, shaken, or sickened condition. If levels he possesses for the purposes of meeting the prerequisite for
the samurai is at least 8th level, he can alternatively remove the feats that specifically select his chosen weapon, such as Weapon
exhausted, frightened, nauseated, or staggered condition. If these Specialization.
conditions have a duration longer than 1 hour or are permanent,
this ability removes the condition for 1 hour, at which time the Note: Making the Samurai count as a Fighter for the purpose of
condition returns. selecting feats based on the specified weapon has only been
implemented in a general manner at this point. Samurai levels will
Resolute: Whenever the samurai is required to make a Fortitude or count as Fighter levels for all feats, and users should be careful to
Will save, he can spend one use of his resolve as an immediate select only those feats that pertain to the chosen weapon.
action to roll twice and take the better result. He must decide to
Without Master (1/combat) (Ex) Class Ability (Cavalier,Samurai)
use this ability before he rolls the saving throw.
At 8th level, the ronin’s fierce independence allows him to
Unstoppable: When the samurai is reduced to fewer than 0 hit overcome staggering odds. The ronin can summon up this willpower
points, but not slain, he can spend one use of his resolve as an as an immediate action. He can use it in one of three ways. He can
immediate action to instantly stabilize and remain conscious. He is use his willpower whenever an attack would reduce him to fewer
staggered, but does not fall unconscious and begin dying if he than 0 hit points but wouldn’t kill him, to instead be at 1 hit point
takes a standard action. He does fall unconscious if he takes and conscious. He can use his willpower after making an attack roll
additional damage from any source. to confirm a critical hit to reroll the attack roll. Finally, he can use
his willpower to take 10 on a skill check during combat, even if the
Modification from Greater Resolve: After a critical hit is confirmed situation or the skill would not normally allow him to take 10. A
against him, he can spend one use of his resolve as an immediate ronin can use this ability once during a combat.
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.

Ride Mount (Ex) Class Ability (Samurai)


A cavalier does not take an armor check penalty on Ride checks
while riding his mount.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Title - Rapharl Mondrossi (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/08/25
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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