Post by NineOfSpades on Jan 30, 2015 14:31:29 GMT
Yamatai Sakuya
Played by: NineOfSpades
Character Sheet: Yamatai Sakuya
Other Characters: Sarina Albel
Race: Human
Classes: Fighter 9
Effective Character Level: 9
Gender: Female
Age: 21
Alignment: Lawful Good
Deity: The Way
Height/Weight: 5'8"/130lbs
Personality: To the initial observe, perhaps the first thing you would notice is that Sakuya is extremely reserved in her words, keeping quiet and seldom saying more than a few sentences except when needed. When she does speak, her words are very ridged and formal, which is at least partially due to her accent making it difficult to speak fluently in the manner that most of Faerun does. This same sort of stoic and formal mindset permeates her life, and can make her appear cold and aloof, as well as overly judgmental, or even rude. In reality, she is none of those things. While she keeps her thoughts to herself, its not out of any desire to avoid interaction, but rather, because she believes that it is important to exercise discipline with your words. She is quite a kind person, though she doesn't often express outwardly, its very noticeable in her actions. Sakuya is the kind of person who would drop everything to help a stranger, even if she wasn't asked to do so, and indeed, might lend aid without even so much as talking to the person who she helps. A warm smile is about the greatest extent of emotion or obvious sign of kindness she's likely to display. The sole exception being towards children, who she is much more open with, and indeed, comes across as extremely affectionate towards. Sakuya is very skilled with her blade, and is very aware of her strengths. But she is no braggart, and is exceptionally humble. She usually doesn't refer to herself in the first person, and is quick to differ compliments, or at least fails to acknowledge them. She does not seek violance against others, and will happily take an insult rather than raise her blade needlessly. That being said, she values her honor and that of her family above all else. While simple insults and minor grievances are easily overlooked, since only the petty feel the need to defend against such minor slights, she will readily take up arms if her honor is threatened, or when faced with dishonorable enemies. Aside from this, She is a rather light heated individual, but as with the rest of her personality, its not obvious. She frequently makes cutting jabs at her enemies with a few short, but well chosen words. Even then, she never resorts to directly insulting someone, always speaking and acting with the appropriate curtsy.
There are exceptions to everything, since no amount of training or self-control can change the fact she is still human and still vulnerable to the same human temptations. She is not one to give in to emotional outburst or let her anger run out of control, but when pushed, she can have outbursts of frustration and rage. She also harbors a deep sense of guilt towards the death of her father and brother, which she feels personally responsible for, since it was her actions that created the opportunity for the assassin to strike.
Appearance: Sakuya's features may look rather foreign to the majority of faerun, but are fairly attractive by the standards of Kozakura. She has a fairly round face, with shallow cheekbones and narrow, piercing eyes. Her long lack hair is usually tied back into a ponytail, and on a whole she takes time to keep herself clean and well groomed. Her physique is modest, with a toned level of fitness, though rather lacking in terms of feminine curves. She dresses in flowing white robes, and prefers wooden sandals on her feet. She also has a fondness for wide straw hats, and knows enough to make them herself, which is good, as her's have a habit of getting damaged when she does battle. Speaking of which, Sakuya is never seen without her weapons, a beautiful katana and wakizashi, which she keeps at the ready for whenever the need arises to draw her steel and do battle.
History: To the far distant east of Faerun, past the deserts of Thay, and over the yellow sea, lies the island nation of Kozakura. An ancient empire, one steeped in tradition and order, where honor was more valuable than silver to most. From these distant lands, emerged the Yamatai clan, which stood a respected pillar of culture and strength. Named for its founder, Yamatai Izanagi, the family was honered as protectors of the peace, and the loyal servants to the most revered Shogun. Of course, the family was not always held in such a lofty position. Originally, Izanagi was just a humble servant, pledged to the service of the then-daimyo Kobaharu Issun, a contemptible man who's cowardice was only outweighed by his greed. Issun very nearly brought distruction to the entire region, and it was Izanagi who averted the catastrophe.
The story began when Issun began constructing a new palace for himself. Rather than settle for a more modest estate, Issun elected to cut corners on the project by simply demolishing the already built homes that occupied the site of the new estate, and then dumping the materials into the nearby river. However, his actions enraged the river dragon who lived in the depths of the stream. The dragon soon arose, and demanded tribute for the crimes that Issun had perpetrated. Issun, whose love of gold reviled that of the dragon itself, bargained with the great creature. Issun pleaded that there was nothing more in the world that he cared for than his family, and that parting with gold would be nothing in exchange for simply knowing his three daughters was safe. The dragon believed Issun's deception, and upon seeing the beautiful daughter, agreed to spare the land and its people, but in exchange it would be given one of Issun's daughter to marry upon her 18th birthday. Issun readily accepted, and the dragon departed to await the desired day.
As the construction continued, Issun began hauling timber from the nearby forest, with which to build the walls of his great palace. This awoke the ire of the forest dragon who lived in the deepest grove. The dragon appeared before Issun and threatened to level every building and take back the wood which had been plundered form its domain. Again, Issun pleaded and lied to the dragon. And as before, the Forest dragon agreed to spare the land and its people in exchange for the hand of Issun's daughter upon her 18th birthday. Issun agreed, and the dragon departed.
As the grand palace neared completion, Issun sent his workers up to the high mountains, to mine precious metals and stones to adorn the mansion. And within the mountains lived the great stone dragon, who devoured the miners and then decended down onto the city to enact retribution for the thief of his precious stones. Issun's trickery again managed to divert the dragons wrath, and his third daughter was promised to the dragon in exchange for sparing the people, and more importantly, Issun.
The Palace was completed, and it was indeed a glorious sight to behold. And as Issun sat comfortably, Izanagi warned that for all his clever deceptions, it was unwise to play tricks on dragons, and that he should attempt to make amends before tragedy struke the many people living under Issun's rule. The Daimyo heeded no such warning, living content in the knowledge that he had gained a mansion who's glory riveled that of the emperor himself.
However, Issun's first daughter took ill with a fever, and for all his wealth, none of the medicines that Issun could buy would cure her, before death came to take her. His second daughter was walking through the gardens of the palace, when a snake bite her ankle, its poison killing her before anything could be done. Issun locked his third daughter away, for her protection, and lived in fear of the day when she turned 18, for he knew such a day would mean the dragons return.
When the day came, the three dragons all arrived, each expecting to have their pick of the three brides. But there was only a single daughter. The dragons rage was cataclysmic. First at Issun, for deceiving them and robbing each of their payment. But then to eachother, for there was only one bride, and the three would not agree to share. The dragons argument turned to violence as the three great wyrms battled to see who would claim the only maiden left. In their anger, they turned the palace to rubble, and set the city ablaze. Issun fled in the panic, saving his own hide and abandoning the city and his people to suffer the dragons wrath.
It was Izanagi who stepped forward when no one else would. Rather than take up a sword or bow, he began playing music on his lute. The soft notes somehow found a way to be heard over the roaring dragons, and its beauty was undeniable, calming the beasts rage, for a time, and halted their battle to listen. When he had their attention, Izanagi suggested that creatures as noble as these dragons should not debase themselves by squabbling in the dirt like children. Surely, the three could find a way to resolve the matter with their words. The dragons began to debate, and while they did so, Izanagi called for villagers to bring their finest beverages for the three to drink. For three nights and three days, the dragons debated, and the entire time, Izanagi played his music and the villagers worked to provide barrel after barrel of sake for the dragons. And slowly, the wyrms found their senses to dull, as their eyes grew heavy. On the morning of the 4th day after the dragons arrived, all three feel into a deep sleep.
Izanagi, though weary beyond measure, took up a sword and climbed into the mouths of the drunk dragons, and killed each one by stabbing its heart out from within. With the dragons slain, the city was safe, though the damage was still tremendous. Izanagi ordered the villagers to work, setting them to task of rebuilding the town. It was three days more till Issun returned, ready to reclaim his position as rightful leader of the town. With a single blow of his sword, Izanagi cut Issuns head from his body, for no man without honor deserved the right to govern over others. But though his act was virtuous, Izanagi had shamed himself by doing so. For he had sworn himself to serve Issun, and had broken that oath by killing the Daimyo. So, after passing the mantle of leadership onto his son, Shiro, Izanagi committed suppuku, and died with honor.
That was the story passed down for seven generations, through parent to child within the Yamatai clan. And it was that story that Sakuya must have heard a thousand times before she was even old enough to stand. In the time since Izanagi, The clan had grown from only a handful, to a family over 300 strong. Her ancestors deeds had earned the family status and honor in the eyes of the emperor, and each generation had been raised as nobles. Sakuya was no exception, being the second born child to the current Daimyo, her father Masahiro. Though her older brother was next in line to inhert the position, Sakuya was not except from upholding the families name and honor. She was trained to serve the ideals of Kozakura, the path of Bushido. It was a path that she embraced, even knowing how many of her peers, both within the clan and outside of it, merely followed the trappings of the code, wrapping themselves in its name to cover their less than honerable natures. It disgusted her, but she kept silent on the matter, perusing self discipline.
When Sakuya was 9, she learned she was betrothed to man from the Fujiko family. She had never met her future husband, and more problematic was the fact he was nearly twice her age already. It would have been a marriage to be proud of, for certain. A way to bring two of the larger families together. Her betrothed husbond was a good man, a skilled swordsman, though otherwise a fairly bland individual. Most young girls would have gladly walked across molten glass to be wedded to him. Sakuya, however, was repulsed by the idea. It was the first time in her life she remembered being frustrated at the constraints placed on her due to her status. On the one hand, it was her duty to serve her family and honor their wishes. On the other, her own feelings rejected the thought of surrendering herself to another for the sake of political convince. She had time, at least, before the wedding, since she was still too young to be a proper bride.
Her family was insitant that time would mend whatever misgivings Sakuya had, that she would find peace with her role. And she tried, truly, to follow their instructions and embrace her position. But she found no peace, and with each passing month, she only grew more restless. Every time mention of the ceremony arose, she became filled with dread. At times, it was a sensation so intense that she became unable to speak. Wu Jen were brought in to see if it was some form of curse, but they could offer nothing to aid her. Whispers among the other nobles began to arise, and they were not kind to hear. Her reaction was shameful, and brought disgrace onto both herself and her family. A 15 year old woman should hold her head up and project serenity, as she fulfilled her duties to her father and brother. Not lock herself away for days a time.
At last, the wedding day arrived, and a grand celebration was held. Several remembers of the royal court were in attendance. It was a tremendous honor to be recognized by such important members of the government. All gathered around to see the beautiful bride emerge from her bed chamber. But when Sakuya stepped forth, she wasn't clad in the silken gown as befitting a bride. She wore armor, and carried a sword. She would not be wed to anyone, and would defend her right to pursue the path she wanted to, that of a Samurai. Such a thing was not unheard of, indeed, there were many female samurai even in attendance. But to challenge her betrothed husband to a duel for the right to marry her, that was an affront to centuries of Yamatai tradition.
Sakuya knew her actions were selfish, and felt a great shame for doing so. She had no expectation to win the fight, given that her groom was a skilled duelist. But she had steeled herself to at least try. Which made it all the more surprising to all gathered guests that Sakuya won her duel. None of the gathered nobles knew that the long hours she'd locked herself away were not spent in tears, but in training. For her entire life, Sakuya had been raised to believe the highest service one could preform was to give your body and spirit to the protection of Kozakura and its people, to walk the path of the Samurai. She had worked herself to the point of exhaustion in pursuit of that goal, even if she never believed she'd reach it. But as her bethroed lay bleeding on the floor before her, Sakuya's skill as a swordwoman could be denied by none. Among the honored guests, some were in awe, some were disgusted, others simply kept their oponion to themselves.
But whatever outcome their might have been, another event had taken precedence. An assassin had slipped in to the midst of the guests, and while all eyes had turned to Sakuya and her duel, the killer had struck. In the aftermath, Sakuya's father laid dead, as did her brother. She would never know if Masahiro had supported her choice, or if he'd died ashamed of her defiance. This development alone was troubling, the Yamatai family had lost its head and the heir in a single night. But that was not the worst revelation. The families most sacred treasures, the Sword of their founder Izanagi, was gone. It had been stolen, and whisked away to distant lands.
While others pointed fingers and argued, or made alliances in the wake of this political turmoil, Sakuya stepped forward. Whether or not any would recognize her as worthy, she chose to go forth and find the relic of the Yamatai Clan, and to slay the man who had killed her father. Her journey took her acorss the length and breath of Kozakura, and when nothing could be found, she set sail west, to the mainland of Faerun, in her quest not just for answers, but for her honor.
Threads: None yet
Party Role Proficiency:
Battlefield Control: 3
Sakuya is an excellent tripper when in the correct stance for it, but is not dedicated in this area, and lacks any real alternative means of controlling the battlefield
Buffer: 3.5
Sakuya possess no ability to buff her allies. She can Buff herself, to a very limited degree, based on her Veteran Of A Thousand Wars ability.
Curiosity: 3
Talent dice provide for some versatile options, and the variety of fighting styles do offer a large potential means to approach a fight.
Debuffer: 2.5
Adaquate. Sundering & Disarming can greatly mitigate the combat effectiveness of humanoid enemies, and the called shot ability allows her to inflict minor ability damage with her attacks.
Dominator: 4
Sakuya has no ability to control her opponenets actions.
Game Changer: 4
None, at present. However, her Storm Of Steel Abilities and Man of action will eventually allow her to break normal restrictions on the action economy.
Healer: 4
Sakuya cannot heal.
Meat Shield: 1
Strong AC and Saves to begin with, combined with a large HD and decent CON for a good supply of HP. Really becomes a stone wall when in her Lion stance, which shifts her into a highly defensive stance. Not to mention plenty of defense oriented class features like Grit and Parry.
Melee Damage: 1
The strength of the samurai is in their Katana, and Sakuya is no exception. She possess huge bonuses to her melee attack and damage rolls, which can be further increased via her Veteran ability. Damage can be increased thanks to power attack, or two weapon fighting, making her exceptionally dangerous up close.
Mobility: 3.5
No real flaws here, but not much of great value either. The Crane style gives her mobility and spring attack, which helps with closing in on enemies and avoiding attacks of opportunity. But she lacks any kind of enhanced speed, or alternate movement types at present.
Party Face: 2.5
Surprisingly good. While her Charisma bonus is very low, she makes up for it with good diplomacy and sense motive skills, as well as intimidate. Nothing fantastic, but she can service if needed.
Ranged Damage: 2
She's not a dedicated archer, and it certainly shows compared to other Ranged Fighters or Spellcasters. That said, she does have a high base damage and attack bonus with her longbow, meaning she's still a threat, even when forced to fight from a distance.
Sage: 3
A few knowledge skills, but none of them are especially high or especially useful. Veteran Of a thousand wars gives her a bonus due to 'knowledge' but it doesn't give actual information.
Scout: 2.5
Great Spot and Listen Skills, though only a mediocre wisdom bonus to support them. No real abilities that support or improve these skills, though.
Thief: 4
A samurai would never resort to hiding like a coward, much less to stealing.
Summoner: 4
Sakuya fights solo, and doesn't have the means to call for aid in combat. Not that she needs it, mind you.
Trapfinder: 4
She has decent enough intelligence to give her a low, but appreciable search bonus. But no ranks in the skill, and no ability to find more devious traps nor to disarm the ones she does find leave her with little options in these scenarios.
Racial Abilities:
Bonus Feat, Bonus Skill Points
Feats:
1st: Quick Draw (PHB): You can draw a weapon as a free action instead of as a move action.
1st (Human): Weapon Focus (Katana) (PHB): Grants a +2 Bonus to attack rolls with the indicated Weapon. This bonus increases with level.
1st (Bonus): Able Learner (Races Of Destiny): All Skills are Class skills for you
3rd: Dodge (PHB): Grants a +3 Dodge bonus to AC against a single opponent. This bonus scales based on your BAB. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge Bonuses Stack with eachother
6th: Weapon Specilization (Katana) (PHB): Grants a +3 bonus on Damage rolls with the chosen weapon. This bonus increases with level.
9th: Melee Weapon Mastery-Slashing (PHB II): You gain a +2 bonus on attack rolls and damage rolls with all slashing melee weapons. This Bonus Scales With your Level.
Class Abilities:
Weapon And Armor Proficiency: A Fighter is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields). By spending 12 hours practicing with an armor, a shield, or a weapon that he is not proficient with a Fighter gains proficiency with that item. This practice need not be taken consecutively.
Tactician Aspect: Gain's Able learner as a bonus feat, Grants access to Tactician Aspect Abilities, and sets your Key Ability as INT for Fighter class features.
Combat Versatility (Ex): Grants Access to 5 Combat styles, each of which possess 5 Fighter bonus feats. Changing between styles is a free action, though only one may be active at a time.
First In The Fight (Ex): Gain a bonus to initiative rolls equal to 1/2 your Fighter level.
Talent Pool - 4d6 (Ex): You have a pool of dice which you may draw from to enhance your combat abilities. At any point in the game, a fighter may expend die from her talent pool to gain a bonus to certain checks. She rolls each expended die and adds the result to her check. She may not expend more dice on a single check than her Aspect's key ability modifier. She must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die every (10-key ability modifier) minutes, to a maximum of one per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), in addition, a Tactician fighter may expend talent pool dice on Intelligence checks and intelligence based skill checks.
Armor Mastery (Ex): A fighter may reduce the armor check penalty from any armor she wears by an amount equal to his Strength modifier. She may also ignore the speed penalty from medium and heavy armor.
Aspect Ability - Called Shot (Ex): When making a melee or ranged attack, you may expend any number of Talent Pool dice without gaining the normal bonus for doing so. If your target is hit, he must make a Fortitude save (DC 10 + number of expended die + Intelligence modifier) or take one point of damage to a physical ability per expended die.
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
The Power of Steel (+2) (Ex): Beginning at 4th level, a fighter's weapons count as magic for the purposes of bypassing damage reduction. In addition, when wielding a non-magical weapon, he gains a competence bonus to attack and damage equal to one-fourth his fighter level.
Veteran of a Thousand Wars (Ex): A fighter lacks the extensive formal education of a wizard, but he knows how to kill things. He may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the table below
Check Result | Bonus Granted |
10-15 | +1 |
16-25 | +2 |
26-30 | +3 |
31-35 | +4 |
36+ | +5 |
The Bigger They Are... (Ex): Beginning at 5th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference. This bonus increases to +8 against opponents two or more size catagories larger than the fighter is.
Battle Recovery(Ex): At 6th level, a fighter regains a number of Talent Pool dice at the beginning of each of his turns equal to one-half his key ability modifier.
Aspect Ability - Masterstroke (Ex): When making a melee or ranged attack, you may expend two Talent Pool dice to let that attack bypass all hardness and damage reduction.
Parry (Ex): Beginning at 7th level, when a foe makes an attack roll against a fighter, he may, as a free action, expend a Talent Pool die and make an attack roll of his own, at his highest base attack bonus. If his attack roll exceeds his foe's, the foe's attack misses. If the fighter's is lower, he is considered flat-footed against the attack.
Fighters may add their shield bonus to this attack roll, and take a -4 penalty to this attack roll for each size category that their foe is larger than them— however, both “The Bigger They Are…” and “…The Harder the Fall” may be used to reduce this penalty.
A fighter may spend two dice to use this ability to defend an ally. If the fighter's attack roll is less than his foe's, the fighter is left flat-footed, and the attack targets the ally's armor class as normal.
Man of Action(Ex): Beginning at 8th level, a fighter may take an extra swift or immediate action each turn.
Aspect Ability - Unyielding Attack (Ex): When making a full attack, you may spend one Talent Die to allow an iterative attack to strike at your full Base Attack Bonus. This may be done as many times per round as the Fighter has Iterative Attacks.
Fighting Styles:
Niten Ichi-ryū (Dragon Style)
Two Weapon Fighting (PHB): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a - 5 penalty
Weapon Focus (Wakizashi) (PHB): Grants a +2 Bonus to attack rolls with the indicated Weapon. This bonus increases with level.
Two Weapon Defense (PHB): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.
Weapon Specialization (Wakizashi) (PHB): Grants a +3 bonus on Damage rolls with the chosen weapon. This bonus increases with level.
Two Weapon Pounce (PHB II): When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies.
Tatsumi-ryū (Crab Style)
Power Attack (PHB): On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you are using a two handed weapon, or a one handed weapon in two hands, you may add twice the subtracted number to your attack roll.
Improved Sunder (PHB): When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Cleave (PHB): If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Great Cleave (PHB): This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Combat Brute (Complete Warrior): The Combat Brute feat enables the use of three tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt. If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands.
Hokushin Ittō-ryū (Lion Style)
Combat Expertise (PHB): When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. If you take at least a -4 to your attack with this feat you are considered to be fighting defensively for all purposes.
Improved Trip (PHB): You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Improved Disarm (PHB): You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Riposte (Dragon Compendium): If you use Combat Expertise to increase your Armor Class, the first opponent to attack and miss you for that round provokes an attack of opportunity from you.
Melee Evasion (PHB II): While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent's attack.
Mugai ryū (Crane Style)
Improved Initiative (PHB): You gain a +4 bonus to initiative checks
Mighty Are Fallen (Dragon Compendium): You gain a +4 bonus to AC against any blow enhanced using the power attack feat.
Spring Attack (PHB): When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Whirlwind Attack (PHB): When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).
Improved Critical (Katana) (PHB): When using the weapon you selected, your threat range is doubled (17-20/x2)
Heki-ryu (Hawk Style)
Point Blank Shot (PHB): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow) (PHB): Grants a +2 Bonus to attack rolls with the indicated Weapon. This bonus increases with level.
Weapon Specialization (Longbow) (PHB): Grants a +3 bonus on Damage rolls with the chosen weapon. This bonus increases with level.
Rapid Shot (PHB): You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Ranged Weapon Mastery - piercing (PHB 2): You gain a +2 bonus on attack rolls and damage rolls with all piercing ranged weapons. This Bonus Scales With your Level.
Equipment:
Katana (Oriental Adventures): Counts as a masterwork Bastard sword: -200 GP
Wakizashi (Orintal Adventures): Counts as a masterwork Short Sword: -300 GP
Masterwork Dragonbone Composite (+4) Longbow (Sourcebook): Item Description: -900 GP
+3 Breastplate (DMG): Item Description: -9200 GP
Ring Of Protection +1 (DMG): +2 Deflection bonus to AC: -2000 GP
Amulet Of Natural Armor +2 (DMG): +2 Natural Armor Bonus To AC: -8000 GP
Quiver Of Ehlonna (DMG): Magical Quiver capable of holding a large number of things, with its weight never being more than 2 lbs. It can hold 60 arrows, 18 Javelins, and 6 bows or staffs or spears.: -1800 GP
Total Inventory Cost: 22400 GP, 13600 GP remaining
Companions:None
Other Misc Information: None, for now.