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Yohei's page

73 posts. Alias of smashthedean.


About Yohei

Male Tengu Zen Archer 7
LN Medium Humanoid (Tengu)
Init +8; Senses Perception +18, Low-Light Vision
Hero Points 7
Ki Pool 9
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DEFENSE
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AC 24, touch 21, flat-footed 21 (+2 armor, +2 Dex, +6 Wis, +1 Monk, +1 Def, +1 Nat, +1 Dodge)
total hp 47 (7d8+14) current hp 47
Fort +6, Ref +8, Will +12
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OFFENSE
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Spd 50 ft.
Ranged +1 Composite Longbow +13 (1d8+6/x3) or +13/+13/+8 (1d8+6/x3; Flurry)
Melee Nodachi +9 (2d6+4/19-20)
Melee Unarmed +8 (1d8+3) or +7/+7/+1 (1d8+3; Flurry)
Melee Wakizashi +8 (1d6+3/19-20)
Melee Bite +8 (1d3+3)
SA Flurry of Blows, Perfect Strike 7/day, Ki Arrows
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STATISTICS
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Str 16, Dex 15, Con 11, Int 10, Wis 23, Cha 9
Base Atk +5; CMB +8; CMD 28
Feats Improved Unarmed Strike, Perfect Strike, Point Blank Shot, Precise Shot, Weapon Focus (longbow), Dodge, Point Blank Master, Deadly Aim, Toughness, Weapon Specialization (longbow), Improved Precise Shot, Improved Initiative
Traits Reactionary, Adopted (Gnome: Etymologist)
Trained Skills Acrobatics +12, Linguistics +14, Perception +18, Stealth +14
Languages Common, Tengu, Gnome, Celestial, Draconic, Dwarven, Elven, Orc, Goblin, Infernal, Abyssal, Auran, Halfling, Aquatic
SQ Sneaky, Swordtrained, Gifted Linguist, Unarmed Strike 1d8, Zen Archery, Fast Movement 20 ft, Ki Pool (magic), Slow Fall 30 ft, High Jump, Wholeness of Body
Combat Gear +1 composite longbow [+3 str], mw nodachi (greatsword), wakizashi (shortsword) Other Gear bracers of armor +2, ring of protection +1, amulet of natural armor +1, headband of wisdom +2, cloak of resistance +1, monk's outfit, 3940 gp

Special Abilities:
Sneaky (Ex) Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex) Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex) At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex) At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Ki Arrows (Su) A zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.

Background:
'Gnomes are not made for this kind of altitude.' thinks Yuki as he shimmies up this long rope leading to the Tengu village. Not looking down at the old gnome climbing behind him and the plumetting vertigo beyond, he calls out, "Sensei, why do we have to climb up here to trade with the birdmen? Why can't they just come down to the Temple?"

"Quiet Yuki," admonishes the old master, "The Tengu of the mountain have been our trading partners for generations. It is tradition that the Monks of the Laughing Raven climb these peaks. You should feel honored that you were chosen to join me for this journey."

"Honored? C'mon..." the young gnome complains as his stubby hand grips the rock at the top of the cliff, "Finally!" he cries out as he pokes his round little head over the edge to look out upon the Tengu Village. "Ummm... Sensei... I think you'd better get up here, something is wrong." As the little monk clambers up the ledge, the old master joins him with alarming speed for his age and they look together at the gruesome sight before them.

The Tengu village lies in ruins. Though the fires have gone out, the buildings are charred and only a few structures remain standing. Corpses of slaughtered birdmen litter the ground and there appears to be no sign of life anywhere in the immediate area. "Stay here Yuki. I'm going to investigate." says the old master, his voice deathly serious. Yuki moves to protest, but he is silenced by the look his sensei gives him that freezes him in his slippers. Yuki waits for what seems like hours before the old man returns, but when the sensei emerges from one of the ruined buildings, Yuki gasps in surprise. The old master is carrying a large black egg nearly as big as himself.

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Yohei hatched from the egg and was raised by the Gnomes of the Laughing Raven Monastery. With jet-black feathers and a quick smile, he was something of a mascot for the monks and was well-liked by all - but most of all by Yuki, the young gnome who had been present when the sensei brought forth the egg from the ruins of the Tengu village. As Gnomes grow slower than most races, Yohei and Yuki reached maturity at about the same age and Yohei often referred to the Gnome as his "Little Big Brother." Yohei trained with the monks in the art of Kyudo, or Zen Archery, and quickly showed his prowess with a bow. After many years of training, Yohei and Yuki graduated together, but Yohei wasn't content to stay at the monastery and decided to set out on a journey to see the world. Ever faithful to his friend, Yuki agreed to accompany him and together they travelled across the Empire until their travels eventually landed them in the Imperial Capital of Lanzhu. One night while travelling through the city, the two monks were set upon by a band of burakumin gangsters and though they managed to fight off the thugs, Yuki was mortally injured in the battle.

Yohei was seriously distraught by the loss of his friend and swore revenge on the men responsible for his death. He didn't have much to go on except for the part of town the attack happened in and a red tiger symbol worn by the thugs. He spent a number of weeks in the worst parts of Lanzhu, trying to find anyone who might know the symbol, but he was mostly given the cold shoulder and didn't learn much. That is, until he met up with another Tengu named Hayato. Hayato had been a small time burglar who had been beaten half to death and relieved of his left eye when he made the mistake of stealing from the wrong man, a man named Fei Chao who was secretly also known as The Red Tiger, the head of one of the city's largest crime syndacates. With Hayato's help, Yohei investigated Fei Chao's operation and found that he was indeed the man responsible for the attack that had killed Yuki, but that he was also a ranking government official and with a number of bribes to the right people had made himself "untouchable" by the law. One night under the cover of darkness, Yohei infiltrated The Red Tiger's compound, surprising the gangster in his bed chamber and after a furious battle, ended the man's life.

When Inspector Cho searched the crime scene, he found evidence linking the politician to his secret life as The Red Tiger and immediately contacted his friend Takagami Goro, the Captain of the Guard. Together, the men sent their forces out to canvas the city and find who was responsible for ending the life of such a well-protected man. After hearing stories of a Tengu who had been asking around about Chao, they followed their leads to the small tenement flat lived in by Yohei on the south side of town. Yohei knew they would come and when they did, he went along willingly. He knew he had broken the law and was prepared for his punishment, but when we was brought before the Captain and the Inspector to confess his crimes, rather than receiving a death sentence, he was instead offered a job.

For the past six years Yohei has worked for the Palace Guard in a special capacity as a silent enforcer and rooftop lookout. When not officially on the job, he has been in contact with Hayato, the one eyed Tengu informant from his Tiger hunting days, and together they have gathered a number of Tengu youths formerly working as cutpurses and theives on the streets. Practicing on the rooftop of his old tenement, Yohei has been teaching the young Tengu the art of Kyudo and the tranquility of the monastic tradition. Three months ago, Yohei met with Takagami Goro and presented a proposal to form his trainees into a special unit of the Guard under his command. Seeing the advantage of having a unit of highly trained Tengu archers in his employ, the Captain swiftly agreed. While managing his new squad takes up more of his time than his old work did, Yohei still spends what time he can spare travelling the rooftops of the south side looking for new recruits.

Allies:
Hayato
Male Tengu Rogue 1/Zen Archer 3
LN Medium Humanoid (Tengu)
Init +3; Senses Perception +13, Low-Light Vision
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DEFENSE
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AC 19, touch 18, flat-footed 17 (+1 armor, +3 Dex, +4 Wis, +1 Dodge)
total hp 21 (4d8) current hp 21
Fort +3, Ref +8, Will +7
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OFFENSE
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Spd 40 ft.
Ranged Mwk Composite Longbow +8 (1d8+1/x3) or +7/+7 (1d8+1/x3; Flurry)
Melee Katana +4 (1d10+1/19-20)
Melee Unarmed +3 (1d6+1) or +2/+2 (1d6+1; Flurry)
Melee Bite +3 (1d3)
SA Sneak Attack +1d6, Flurry of Blows
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STATISTICS
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Str 13, Dex 16, Con 10, Int 8, Wis 18, Cha 10
Base Atk +2; CMB +3; CMD 21
Feats Dodge, Perfect Strike, Point Blank Shot, Deadly Aim, Weapon Focus (Longbow), Precise Shot
Trained Skills Acrobatics +10, Climb +5, Disable Device +7, Knowledge (local) +3, Perception +13, Sleight of Hand +7, Stealth +12
Untrained Skills Linguistics +3
Languages Common, Tengu
SQ Sneaky, Swordtrained, Gifted Linguist, Trapfinding, Unarmed Strike 1d6, Fast Movement 10 ft, Zen Archery, Point Blank Master
Combat Gear mw composite longbow [+1 str], mw katana; Other Gear bracers of armor +1, mw thieves tools, monk's outfit, 465 gp

Tengu Archer x 10
Male Tengu Zen Archer 1
LN Medium Humanoid (Tengu)
Init +2; Senses Perception +8, Low-Light Vision
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DEFENSE
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
total hp 7 (1d8-1) current hp 7
Fort +1, Ref +4, Will +4
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OFFENSE
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Spd 30 ft.
Ranged Composite Longbow +2 (1d8/x3) or +1/+1 (1d8/x3; Flurry)
Melee Katana +0 (1d10/19-20)
Melee Unarmed +0 (1d6) or -1/-1 (1d6; Flurry)
Melee Bite +0 (1d3)
SA Flurry of Blows
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STATISTICS
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Str 11, Dex 14, Con 8, Int 8, Wis 15, Cha 9
Base Atk +0; CMB +0; CMD 14
Feats Perfect Strike, Point Blank Shot, Precise Shot
Trained Skills Acrobatics +6, Perception +8, Stealth +8
Untrained Skills Linguistics +3
Languages Common, Tengu
SQ Sneaky, Swordtrained, Gifted Linguist, Unarmed Strike 1d6
Combat Gear composite longbow, katana; Other Gear monk's outfit, 65 gp