SS | The Shogun
"A man? No. That is not a man. Nor it is a beast, either. It is something more, something less. Something that sits upon our old friend's shoulder, guides his hand to an art and ruin both. Neither observant nor ignorant, watching but never absorbing, learning but never applying, teaching but never mentoring, without substance but full of life. Heavens help us were he to find something he fancied amongst us."
Attributes
ATT | Amount | Advantage |
---|---|---|
STR | 14(+2) | - |
DEX | 32(+11) | x3 |
CON | 26(+8) | - |
INT | 28(+9) | x3 |
WIS | 36(+13) | x3 |
CHA | 20(+5) | x2 |
Alignment: Chaotic Good
Type: Primal Blood/Kitsune
Initiative: +11x3
Saves: DEX (+17x3) INT (+15x3) CHA (+10x2)
Spell Attack: +18 (INT) (Primary save DC - 24, Alt - 20)
Armor Class: 26x*
HP: ???
Resistances: High Function
Immunities: Low Function
Legendary Actions: 6/round (Basic Action, Transient Motion, Stand Action, Non-Cosmic Ability)
Challenge Rating: 24
Playing The Shogun
The Shogun is a calm and measured personality, and will refuse to respond to attack unless an opponent successfully strikes him. Even then, he will typically prefer non-lethal engagement or mind games. However, if annoyed, he will utilize Transient Motion and display an overwhelming act of power to immediately defeat his advesaries or at least shatter their will to fight, often opting not to finish them off. Only if they survive this attack and continue to attack will he hold back no longer.
Traits
Primal Hybrid (Blood/Kitsune) -The Shogun has Triple Advantage on mental saves and dexterity saves, and double advantage on Charisma saves.
Transient Awareness - The Shogun has certain advantages over opponents whom are not aware of his time stopping ability, Transient Motion. Opponents whom have some capacity to be either independent or perceptively aware of Transient Motion are "Aware", and negate some effects the Shogun otherwise has if those abilities target them. Furthermore, Transient Motion-related abilities do not have Advantage against those foes.
Open Awareness - The Shogun may re-roll his Initiative (without advantage) after utilizing certain actions, if his opponents are not Aware.
Sight of the Seven Feifs - When an opponent is beheld by one of the Seven Stars of the Seven Feifs, they cannot willfully harm the Shogun unless they possess a Contra Motion ability. The Shogun may utilize a Seven Stars ability on any unit within sight of one of the Seven Stars at will as a Bonus Action or a Reaction.
Transient Steps of the Wanderer - The Shogun has ten Reaction charges and two Bonus Action charges. These charges are not expended while in Transient Motion unless an opponent is Aware of it.
Cosmic Momentum - The Shogun may make a free Basic Attack of his choosing after performing a Critical Strike.
Advancing Formation - When the Shogun lands an attack but fails to land a Critical Strike, he gains stacking Advantage on the next attack. These stacks are lost if he misses or lands a Critical Strike.
Counter Motion - The Shogun may make a Basic Attack of his choosing as a Reaction after an attack is attempted on his person.
Arbiter Motion - The Shogun may attempt to parry any spell or attack on his person by matching or beating the attack roll or the opponent's Spell Save with a melee attack using the Meadow of Leaves, provided he is either in Transient Motion or the weapon is currently drawn. He may draw the weapon as a Bonus Reaction (consuming all three charges) to meet this requirement if it is currently not drawn.
Transient Mind and Body - So long as the Shogun has a Clear Mind, and an enemy is not Aware, the Shogun treats all Strength checks imposed by that enemy as Intelligence checks. Furthermore, he automatically succeeds all Dexterity saves from such foes, and reduces half damage to no damage where applicable.
Attacks
Poetry of the Dragon Saint - 5x Base Attack with one weapon. If all attacks connect, perform Cosmic Action as a Bonus Action and shuffle Initiative.
Twin Moon Ascent - 2x2 Base Attacks, each set with separate weapons. If all attacks connect, perform Cosmic Action as a Bonus Action.
Weapons -
Meadow of Leaves - Nodachi - 2d10+11, 10ft reach (30 in Transient Motion) - Crit Threat 13-20
> Steps of Deep Song - When making an attack with this weapon, the Shogun may move freely in 10ft in any direction without provoking AOO.
This elegant ivory sword has curve only towards the end of its blade. It manifests in a signature sheath of petals, and is the Shogun's primary Spirit Weapon. Its attacks constitute as Contra Motion and defeat Function Immunity and Resistance of all nature. It may be used to attack projectiles, spells, and other non-standard targets. In Transient Motion it may produce Windseeker edges innately and strikes constitute as High Function Ranged Attacks beyond 10ft.