Anjin-san 7's page

No posts. Organized Play character for Xathos of Varisia.


About Anjin-san 7

Anjin
Male Human (Tian-Min) monk 1
LN Medium humanoid (human)
Init +6, Senses Perception +6
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DEFENSE
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AC 14, touch 14, flat-footed 12 (+2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +4, Will +2

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OFFENSE
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Speed 30 ft.
Melee temple sword +4 (1d8+3/19-20)
Ranged shuriken +3 (1d2+3)
Ranged alchemist's fire (flask) +3 (1d6)
Melee nunchaku +4 (1d6+3)
Melee sansetsukon +4 (1d10+4/19-20)

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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10,
Base Atk +1; CMB +4; CMD 18
Feats Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (Unarmed Strike)
Skills Acrobatics +6, Perception +6, Profession (Soothsayer) +6, Stealth +6, Use Magic Device +5,
Traits Dangerously Curious, Honored Fist of the Society,
Languages Common, Minkaian, Tien
SQ ac bonus, bonus feat, bonus feat, flurry of blows, skilled, stunning fist, unarmed strike, weapon and armor proficiency,
Combat Gear shuriken (20), rations (trail/per day) (4), torch (3), alchemist's fire (flask),
Other Gear temple sword, outfit (monk's), backpack, common, belt pouch, flint and steel, fortune-teller's deck (common), grappling hook, common, rope (silk/50 ft.), waterskin, whetstone, nunchaku, sansetsukon, 66.95 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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 f lat-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.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Flurry of Blows (Ex) At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Honored Fist of the Society You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1-2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.