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Blademaster Zaisetsu

Zaisetsu Sen

“There is no greater beauty than bloodless death on a pristine moonlit snowfield.”

Sen is the last survivor of a Strigoi bloodline known as the Zaisetsu. Under commandment of the Jade Throne, imperial solders and Shizuru priests sought to eradicate the cursed lineage. As an illegitimate dhampir, Sen’s birth was denied official registration in the clan register. This exclusion kept his heritage secret.

Devoid resources to make ends meet, Sen became a mercenary. A peerless nodachi swordsman, tales of his martial supremacy spread throughout Tian Xia. He was eventually offered membership into the Pathfinder Society by the Three Gates Lodge at Kayajima to escort dangerous expeditions. Unbeknownst to the organization, Sen pursues assignments in search of forbidden Zura relics and forgotten vampire lore to augment his blood and become a Strigoi Progenitor.

Minkai bards often claim Sen stumbled across a hidden yukionna village whilst lost in the Kyojin Mountains. Though Sen downplays these tales as fanciful embellishment of an arctic near-death experience, his acquisition of supernatural endurance to winter temperatures lends credence to encountering more than avalanches and hypothermia during the ordeal.


UNIQUE LE MEDIUM DHAMPIR HUMAN HUMANOID
   Male Tian-Min dhampir APG fighter 20 (warrior background)
   Perception +29 (+2 for initiative); low-light vision, darkvision
   Languages Minkaian, Tien
   Skills Acrobatics +32 (legendary), Athletics +38 (legendary), Intimidation +36 (legendary), Lore: Warfare +22 (trained), Religion +25 (trained), Society +22 (trained), Survival +25 (trained)
   Str +7, Dex +4, Con +4, Int +0, Wis +3, Cha +5
   Worn Items backpack, dread blindfold, explorer’s clothing, belt of giant strength, greater arctic vigor LOGB, greater boots of bounding, +2 greater resilient standard-grade mithral ō-yoroi TV, +3 greater striking handwraps of mighty blows, potion of quickness, 4pp, 9gp, 6cp; Stowed Items bedroll, flint and steel, pup tent, rations (2 weeks), scholarly journal compendium (vampirism), soap, thieves’ tools, waterskin, writing set; Current Bulk 6.4


   AC 44; Fort +32, Ref +32, Will +31; juggernaut, evasion, bravery
   HP 308
   Attack of Opportunity ⟳ (fighter) Trigger A creature within Sen’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect Sen makes a melee Strike against the triggering creature. If Sen’s attack is a critical hit and the trigger was a manipulate action, Sen disrupts that action. This Strike doesn’t count toward Sen’s multiple attack penalty, and Sen’s multiple attack penalty doesn’t apply to this Strike.
   Battle Cry ⟳ (concentrate, emotion, fear, mental, skill, visual) Trigger Sen critically succeeds at an attack roll. Effect Sen can Demoralize his foe.
   Shield Block ⟳ (general) Trigger While Sen has his shield raised and he would take damage from a physical attack. Effect Sen’s shield prevents him from taking an amount of damage up to the shield’s Hardness. Sen and the shield each take any remaining damage, possibly breaking or destroying the shield.


   Speed 40 feet, swim 40 feet
   Melee+3 major striking ghost touch high-grade cold siccatite LOGB large nodachi TV +38 (brace, cold, deadly d12, large, magical, reach 10 feet), Damage 4d8+15 slashing + 1d8 cold, Critical Specialization Effect The target is made off-balance by Sen’s attack, becoming flat-footed until the start of Sen’s next turn.
   Melee+3 greater striking fangs +38 (grapple, magical, unarmed), Damage 3d6+15 piercing, Critical Specialization Effect The target must succeed at a DC 43 Fortitude save or be slowed 1 until the end of Sen’s next turn.
   Divine Innate Spells DC 37, attack +27; 7th vampiric exsanguination +1 (once per day)


   Ancestry Feats 1 Cel Rau LOAG, 5 Fangs APG, 9 Multitalented (Barbarian), 13 Taste Blood LOAG, 17 Symphony of Blood APG
   Class Feats 1 Exacting Strike, 2 Intimidating Strike, 4 Lunge, 6 Advanced Weapon Training (Swords), 8 Shatter Defenses, 9 Knockdown, 10 Fearsome Brute, 12 Lunging Stance, 14 Brutal Finish, 15 Improved Knockdown, 16 Combat Reflexes, 18 Savage Critical, 20 Sever Space FRP
   General Feats 1 Shield Block, 3 Toughness, 7 Fleet, 11 Breath Control, 15 Scare to Death, 19 Canny Acumen (Will)
   Skill Feats 1 Intimidating Glare, 2 Titan Wrestler, 4 Steady Balance, 6 Intimidating Prowess, 8 Battle Cry, 10 Cat Fall, 12 Underwater Marauder, 14 Kip Up, 16 Quick Jump, 18 Cloud Jump, 20 Quick Swim
   Class Abilities 1 Attack of Opportunity, 3 Bravery, 5 Fighter Weapon Mastery (Sword), 5 Critical Specialization, 6 Advanced Weapon Group (Sword), 7 Battlefield Surveyor, 7 Weapon Specialization, 9 Combat Flexibility, 9 Instinct (Giant), 9 Juggernaut, 9 Rage, 9 Titan Mauler, 11 Armor Expertise, 11 Fighter Expertise, 13 Weapon Legend (Sword), 15 Evasion, 15 Greater Weapon Specialization, 15 Improved Flexibility, 17 Armor Mastery, 19 Versatile Legend


   Battle Cry ◇ (concentrate, emotion, fear, mental, skill, visual) When Sen rolls initiative, he can Demoralize an observed foe as a free action.
   Breath Control (general) Sen can hold his breath for 225 rounds before suffocating. Sen gains a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if he rolls a success on such a saving throw, Sen gets a critical success instead.
   Brutal Finish ◆ (fighter, press) Requirements Sen is wielding a melee weapon in two hands. Effect Sen makes a Strike with the required weapon. After the Strike, Sen’s turn ends. The Strike deals two extra weapon damage dice. The Strike also gains the following failure effect. Failure Sen deals damage equal to two weapon damage dice of the required weapon.
   Cel Rau LOAG (dhampir) Sen gains a +1 circumstance bonus to saving throws against effects with the darkness, light, or shadow traits, and whenever he becomes dazzled or blinded for at least 2 rounds, Sen can reduce the duration by 1 round.
   Cat Fall (skill) Sen always lands on his feet and doesn’t take damage, regardless of the distance of the fall.
   Cloud Jump (skill) Triple the distance Sen can Long Jump. When Sen does the High Jump action, use the calculation for a Long Jump but don’t triple the distance. Sen can jump a distance greater than his Speed by spending additional actions when Sen uses Long Jump or High Jump. For each additional action spent, add Sen’s Speed to the limit on how far he can Leap.
   Combat Reflexes (fighter) At the start of each of Sen’s turns when he regains his actions, Sen gains an additional reaction that can be used only to make an Attack of Opportunity.
   Exacting Strike ◆ (fighter, press) Sen makes a Strike. The Strike gains the following failure effect. Failure This attack does not count toward Sen’s multiple attack penalty.
   Fearsome Brute (fighter) Sen gains a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to triple the target’s frightened value.
   Improved Knockdown ◆◆ (fighter, flourish) Sen makes a melee Strike. If it hits and deals damage, Sen automatically applies the critical success effect of a Trip. If Sen is wielding a two-handed melee weapon, ignore Trip’s requirement needing a hand free. If Sen used a two-handed melee weapon for the Strike, he can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
   Intimidating Glare (skill) Demoralize loses the auditory trait and gains the visual trait, and Sen doesn’t take a penalty if the creature doesn’t understand Sen’s language.
   Intimidating Prowess (skill) In situations where Sen can physically menace the target with Coerce or Demoralize, Sen gains a +2 circumstance bonus to his Intimidation check and ignores the penalty for not sharing a language.
   Intimidating Strike ◆◆ (emotion, fighter, fear, mental) Sen makes a melee Strike. If Sen hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.
   Kip Up ◇ (skill) Sen stands up. This movement doesn’t trigger reactions.
   Lunge ◆ (fighter) Requirements Sen is wielding a melee weapon. Effect Sen makes a Strike with a melee weapon, increasing his reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, Sen can use the corresponding action instead of a Strike.
   Lunging Stance ◆ (fighter, stance) While Sen is in this stance, he can use Attack of Opportunity against a creature that is outside his reach but within the reach Sen would have with a Lunge. If Sen does, he increases his range with the Strike by 5 feet.
   Quick Jump ◆ (skill) Sen can use High Jump and Long Jump as a single action instead of 2 actions. If Sen does, he doesn’t perform the initial Stride (nor does Sen fail if he doesn’t Stride 10 feet).
   Rage ◆ (barbarian, concentrate, emotion, mental) Requirements Sen isn’t fatigued or raging. Effect Sen gains 24 temporary Hit Points. This frenzy lasts for 1 minute, until there are no enemies Sen can perceive, or until he falls unconscious, whichever comes first. Sen can’t voluntarily stop raging. While Sen is raging: he deals 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if Sen’s weapon or unarmed attack is agile. Sen takes a –1 penalty to AC. Sen can’t use actions with the concentrate trait unless they also have the rage trait. Sen can Seek while raging. After Sen stops raging, he loses any remaining temporary Hit Points from Rage, and Sen can’t Rage again for 1 minute.
   Savage Critical (fighter) Requirements Strike with a weapon or unarmed attack for which Sen has legendary proficiency. Effect Sen critically succeeds if he rolls a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.
   Scare to Death ◆ (emotion, fear, general, incapacitation) Attempt an Intimidation check against the Will DC of a living creature within 30 feet of Sen that he senses or observes and who can sense or observe Sen. If the target can’t hear Sen or doesn’t understand the language he is speaking, Sen takes a –4 circumstance penalty. The creature is temporarily immune for 1 minute. Critical Success The target must attempt a DC 35 Fortitude save. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 2. Failure The target becomes frightened 1. Critical Failure The target is unaffected.
   Sever Space FotRP ◆◆ (conjuration, fighter, flourish, teleportation, uncommon) Requirements Sen is wielding a weapon that deals slashing damage or has an unarmed Strike that deals slashing damage. Effect Sen makes a melee Strike with the required weapon or unarmed attack. The attack gains an 80-foot reach for this Strike. After the Strike, regardless of whether it succeeded, Sen can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to him. If Sen chooses the target, they can negate the teleportation if they succeed a DC 43 Fortitude save.
   Shatter Defenses ◆ (fighter, press) Requirements A frightened creature is in Sen’s melee reach. Effect Sen makes a melee Strike against a frightened creature. If Sen hits and deals damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to Sen when he damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of Sen’s next turn.
   Steady Balance (skill) Whenever Sen rolls a success using the Balance action, he gets a critical success instead. Sen is not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to Sen’s incredible balance, he can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
   Taste Blood LOAG ◆ (dhampir, necromancy, negative) Sen drinks fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target’s level that last for 10 minutes. The target must succeed a DC 43 Fortitude save or become drained 1. Regardless of the outcome of this save, the target is temporarily immune to Sen’s Taste Blood for 1 day; further uses of this ability against the target don’t increase the drained condition or grant Sen more temporary Hit Points. To drink a creature’s blood, either Sen’s last action must have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and Sen’s last action must have been a Strike that dealt piercing or slashing damage to them. If the target is willing, they don’t need to be restrained or unconscious for the latter.
   Titan Mauler (barbarian, instinct) Sen can use a weapon built for a Large creature. When wielding such a weapon in combat, increase Sen’s additional damage from Rage from 2 to 6, but he has the clumsy 1 condition because of the weapon’s unwieldy size. Sen can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
   Titan Wrestler (skill) Sen can attempt to Disarm, Grapple, Shove, or Trip creatures regardless of their size.
   Toughness (general) The DC of recovery checks is equal to 9 + Sen’s dying condition value.
   Underwater Marauder (skill) Sen is not flat-footed while in water, and he doesn’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.


   Belt of Giant Strength ⟳ (apex, invested, item 17, magical, transmutation) Sen gains a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. Trigger Sen is targeted by a thrown rock attack, or a rock would fall on him. Effect Sen attempts an Athletics check to grab the triggering rock. Sen must have a free hand to catch the rock, but he can Release anything he is holding in a hand as part of this reaction. Success Sen safely catches the rock, takes no damage, and now holding the rock. Failure Sen takes half damage. Critical Failure Sen takes full damage.
   Clan Inheritance (bulwark, item 14, laminar, magical, uncommon) This standard-grade mithral ō-yoroi TV has a +2 armor potency rune (+2 item bonus to AC) and a greater resilient rune (+2 item bonus to saving throws).
   Dread Blindfold ◇ (emotion, enchantment, fear, invested, item 17, magical, mental) Sen can see through the blindfold, but only using darkvision. The first time a particular creature sees Sen in a day, it must succeed at a DC 37 Will save or be frightened 1. Sen’s allies become immune to it after about a week. Activate Command. Frequency Once per minute. Trigger Sen damages a creature with a Strike. Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.
   Ethereal Winter ◆ (brace, cold, conjuration, deadly d12, evocation, item 19, large, magical, rare, reach, transmutation) Shrouded in the malevolent hoarfrost of a yuki-onna entombed within, this ghost touch high-grade cold siccatite LOGB large nodachi TV has a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a major striking rune (three extra damage dice). The weapon can harm creatures without physical form. Incorporeal creatures can touch, hold, and wield ghost touch weapons. The weapon deals an additional 1d8 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of Sen’s next turn unless it succeeds at a DC 34 Fortitude save. Cold damage dealt by this weapon ignores the target’s cold resistance.
   Greater Arctic Vigor LOGB ◆◆ (cold, evocation, invested, item 15, magical, tattoo, uncommon) Sen doesn’t take damage from extreme cold or severe cold. While exposed to incredible cold, Sen only takes minor cold damage every hour, instead of moderate cold damage every minute. Sen ignores the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain). Activate Command. Frequency Once per day. Effect Sen calls forth a blast of polar wind in a 20-foot burst within a range of 60 feet that deals 12d6 cold damage. All creatures in the area must attempt a DC 34 basic Fortitude save.
   Greater Boots of Bounding (invested, item 14, magical, transmutation) When Sen uses the Leap action, he can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
   Potion of Quickness ◆ (consumable, item 8, magical, potion, transmutation) Activate Interact. Effect Drinking this silver potion grants Sen the effects of haste for 1 minute.
   Sanguine Gauze ◆ (evocation, invested, item 16, magical, transmutation) Drenched in the ichor of a Strigoi Progenitor, these handwraps of mighty blows have a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a greater striking rune (two extra damage dice).


Tactics Sen’s swordsmanship is a combination of elegance and savagery. Each beautifully precise blade strike inflicts ruinous injury or crippling disfigurement. Sen dismisses criticism against his technique, arguing on the merits of efficiency and lethal combat is intrinsically horrific.
   Battle Cry ◇ → Fangs Strike ◆ → Taste Blood ◆ → Shatter Defenses ◆
   Battle Cry ◇ → Improved Knockdown ◆◆ → Shatter Defenses ◆
   Battle Cry ◇ → Rage ◆ → Shatter Defenses ◆ → Brutal Finish ◆
   Battle Cry ◇ → Sever Space ◆◆ → Shatter Defenses ◆
   Battle Cry ◇ → Shatter Defenses ◆ → Exacting Strike ◆ → Brutal Finish ◆
   Fangs Strike ◆ → Taste Blood ◆ → Brutal Finish ◆
   Improved Knockdown ◆◆ → Brutal Finish ◆
   Intimidating Strike ◆◆ → Shatter Defenses ◆
   Rage ◆ → Lunge Stance ◆ → Brutal Finish ◆
   Rage ◆ → Scare to Death ◆ → Shatter Defenses ◆
   Rage ◆ → Sever Space ◆
   Scare to Death ◆ → Shatter Defenses ◆ → Brutal Finish ◆
   Sever Space ◆◆ → Brutal Finish ◆
   Sever Space ◆◆ → Lunge Stance ◆

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