Megasoma, Neutral male human Tome Samurai 7
http://www.myth-weavers.com/sheetview.p ... id=1132544
Blindsense 60'
Init +7
Always counts as 'actively searching' and can 'take 10' on Spot, Listen, Search.
Spot (+2)
Listen (+12)
Search (+0)
Knowledge: 0
Ignored by [Vermin] unless I attack them
Cannot be detected by scent
HP 42 DR5/piercing
AC 22 (26 vs opponents with longer natural reach)
Touch 14
Flat-footed 18
Movement: 45'
chitin carapace grants climbspeed
magic equipment grants water walking
FORT +7
REF +9 (+13 vs opponents with longer natural reach)
WILL +10 (+14 vs mind affecting spells)
Melee +11
-Ravager Blade (Huge greataxe):
+14 4d6+11 20 x3 15ft reach
Ranged +11
STR 16 (mod 19, +3 magic item)
DEX 16 (mod 19, +3 magic item)
CON 14
WIS 14
CHA 8
Tome Samurai class features:
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Samurai's tradition. Samurai are proficient with light and medium Armor, but not with shields of any kind.
Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan, the weapon serves as a symbol of the office and prowess of the Samurai.
A samurai can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
Counts as his Ancestral Weapon for all Samurai abilities.
Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower).
The Ancestral weapon has double HPs and +10 Hardness, and has the Ghost Touch special property.
Example: Bandy Humaido is a halfling samurai, and his people greatly extort the halfling skiprock as a weapon of war – but because the skiprock is thrown weapon ammunition, it is inappropriate as an Ancestral Weapon (which, of course, you could only have one of). As such, Bandy instead draws the power of his ancestors into a short sword.
Pledge of Loyalty: Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.
Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.
Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. If the Samurai already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Kiai! (Ex): At 3rd level, a Samurai may convert a successful strike into a confirmed critical hit. He may use this ability a number of times per day equal to his half his Samurai level + 2. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.
Whirlwind Attack: A Samurai gains Whirlwind as a bonus feat at 4th level.
Ancestral Guidance (Sp): At 5th level, a Samurai may seek guidance from his ancestors. This counts as a commune effect that can be used once a day. A samurai can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.
Blindfighting: A Samurai gains Blind Fighting as a bonus feat at 6th level. If the Samurai already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.
Terrible Blows (Su): At 6th level, a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness.
Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent, he may take an Attack of Opportunity against that opponent as an immediate action at any time.
Kiai per day: 5
Pledge of Loyalty: none, +4 to mind affecting spells
SKILLS
Balance +10
Bluff -1
Climb +14
Concentration +2
Diplomacy -1
Disguise -1
Escape Artist +14
Gather Information -1
Handle Animal -1
Heal +2
Hide +4
Intimidate -1
Jump +4
Listen +12
Move Silently +4
Open Lock +4
Perform -1
Ride +4
Sense Motive +12
Sleight of Hand +4
Spot +2
Swim +4
Tumble +12
Use Rope +4
FEATS
Hordebreaker [Combat]
+0: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may not take a 5' step or otherwise move before taking this bonus attack. This Cleave attack is considered an attack of opportunity.
+6: You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after the attack.
Whirlwind [Combat]
+0: As a full round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each available opponent's AC individually.
+1: You gain a +3 bonus to Balance checks.
+6: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.
Blindfighting [Combat]
+0: You may reroll your miss chances caused by concealment.
+1: While impaired visually, you may move your normal speed without difficulty.
+6: You have Blindsense out to 60', this allows you to know the location of all creatures within 60'.
Danger Sense [Combat]
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching. You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search checks.
Natural Empath [Skill]
0 ranks: You gain a +3 bonus to Sense Motive checks.
-
4 ranks: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours.
-
9 ranks: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of Detect Thoughts.
Monkey Grip [Combat]
+0: You can wield weapons up to one size larger than normal with a -2 penalty to attack rolls.
+1: You no longer sustain penalties to attack rolls for wielding a weapon because of its size (you are still limited to the size of weapon you can wield). In addition, you may now add one and a half times your Strength modifier to the damage of any one-handed oversized weapon you wield and twice your Strength modifier to damage for a two-handed oversized weapon. Lastly, you may always choose to deal bludgeoning damage when wielding an oversized weapon regardless of the weapon's standard damage type.
+6: You may now wield weapons two sizes larger than normal, and you gain reach equal to that of a creature with the same size category as your weapon.
Giant Slayer [Combat]
+0: When you perform a "grab on" Grapple maneuver, you do not provoke an attack of opportunity.
+1: You gain a +4 Dodge bonus to your AC and Reflex Saves against attacks from any creature with a longer natural reach than your own.
+6: You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.
EQUIPMENT
Magic speedos: +Str, Aquatic (breath underwater)
Magic anklets: +Dex, +15' movespeed
Magic socks: +Deflection AC, Liquid walking
Magic choker: +Saves, Great Breath (full round action to breath in then standard action to gust of wind)
Chitin Carapace: +AC, Featherfall
Chitin Carapace: Made from the exoskeleton of an Ankheg, or similar giant arthropod, this armor offers great protection and tends to make the wearers look like humanoid mantises.
4 Ranks Climb: You are ignored by Vermin until you attack them and you cannot be detected by Scent
7 Ranks Climb: You gain DR 5 / Piercing
10 Ranks Climb: You gain a Climb speed equal to your land speed
13 Ranks Climb: You gain a Flight speed equal to your land speed (perfect maneuverability)