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4 posts. Alias of Freddy Honeycutt.


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Three Key Arts of Ninjutsu

by William Durbin, Soke of Kiyojute Ryu
Most so-called modern Ninja dress up in Halloween Ninja costumes (in Japan some in flashy colors, even shocking pink, but in America most wear black, though some are now camouflage) and practice a form of Jujutsu, thinking that they are practicing the art of Ninjutsu.

But nothing could be further from the truth. Real Ninjutsu is training in the principle of stealth, concealment, and patience. Traditionally the training in real Ninjutsu involved the practice of three specific arts. To the way of thinking of real Ninjutsu practitioners, those of traditional Japanese Ninjutsusha (as it was phrased by Seiko Fujita), without training in these three arts, a person has not trained in Ninjutsu.

HOKOJUTSU

According to Seiko Fujita, the first art that was taught to the budding Ninjutsuka (another term actually used for Ninja in the past) was Hokojutsu. This was the art of walking. This was a very specialized art that began with three aspects of walking; Ayumi ashi, normal walking, Tsuri ashi, following walking (shuffling), and Shinobi ashi, stealth walking.

From these three methods of walking there were many variations to be used as a scout, or spy, or during guerilla warfare. These methods were closely guarded secrets of each Ninjutsu school since the footwork could give a warrior an advantage in a fight, if it was unexpected.

Along with regular training in empty handed combat and weapons, the Ninjutsu practitioner would develop his walking skills for months, being sure to improve balance, fluidity, and grace. Hokojutsu was a lifetime endeavor, with the Ninjutsusha always seeking to harmonize his Ki with his movement.

The next aspect of training is also one of the most dynamic and misunderstood forms of practice.

CHOYAKUJUTSU

After walking in the special ways of Ninjutsu, a practitioner's legs would become strong and flexible which would be now further developed through the jumping patterns of Choyakujutsu.

There were the Roppo, six methods, of jumping developed specifically for Ninjutsu. These six methods are; Mae Tobi, Ushiro Tobi, Yoko Tobi, Naname Tobi, Haba Tobi, and Taka Tobi, which are respectively; front jump, back jump, side jump, diagonal jump, broad jump, and high jump.

These jumps are not based on basic physical proficiency, but on the development of Ki directed energy applied to physical movement. While the jumps can be used in many ways, there are two specific applications that sometimes get overlooked.

First of all, the high jump was specially applied to another art called Kinoborijutsu, which was the tree climbing art. Leaps were made to the lower limbs of the tree to enable the practitioner to get into the tree. When necessary, leaps would be used to propel a person to a higher limb, or even to a tree close by.

Second the other leaps are applied directly to combat. They are used for avoiding attacks from assailants and for moving into range to deliver one’s own strikes.

When practicing the leaps, strength is developed in the legs so that kicks are delivered with more power than for a person who does not practice Choyakujutsu.

The final art is the epitome of Ninjutsu.

ONSHINJUTSU

The core art of Ninjutsu is Onshinjutsu, the shadow body art. Both of the previous arts were designed to help the Ninjutsuka prepare to perform and practice the methods of the shadow body. Think of the shadow body as making it so that you assume a level of invisibility. This is where the concept of the invisible assassin derives.

But unlike those who think of the fantasy of Ninjutsu, the reality of Onshinjutsu is logical and scientific. There are aspects of the depths of this art, which are dangerous and so will not be mentioned in this article, but the mastery of this art is what allowed the original Shinobi (spies of ancient Japan mistakenly called Ninja) to perform their jobs so efficiently.

There are two divisions of Onshinjutsu that the true exponent must study; Tenchijin no Santon and Goton no jutsu.

Tenchijin no Santon means the three evasions of heaven, earth, and man. The heaven aspect is how to use the weather and climate in order to evade an enemy. This idea of evasion is also how to not be seen by an enemy when preparing an ambush.

Next is earth evasion and this is the study of natural law and physics. Studying the principles of physics, of how things work and why, gives a person a great advantage in any kind of battle. Leading a person into unsafe or an untenable position allows you to avoid defeat and gain an advantage over an enemy.

Finally there is human evasion, but many of these principles are dangerous if used improperly so nothing more will be said about this form.

Goton no jutsu, five evasions art, could be viewed as part of the earth evasion mentioned above. The five evasions are based on the five elements and how these can be used to one’s advantage in combat. Understanding these five elements is an aspect of physics, as is the use of certain aspects of those elements.

Mokuton no jutsu is wood evasion, learning how to use trees, bushes, and the underbrush. This is where the tree climbing art comes into play. Katon no jutsu is fire evasion, using fire, explosions, and signals in combat. Doton no jutsu is earth evasion, which can mean everything from holes, tunnels, rocks, and other forms of the earth to hide and cover one’s movements. Kinton no jutsu is the use of metal evasion, which includes caltrops, throwing blades, and any use of metal object, which can be tossed at an opponent. Finally there is Suiton no jutsu, water evasion that includes devices for breathing underwater, floating on the surface, and hiding in water.

SHIN NINJUTSU

Real Ninjutsu is the study of deception, which as stated in the Sonshi Heiho (Sun Tzu Art of War) is war. But it is also the heart of actual combat. Most people will not understand this since most people only know martial arts from a competitive perspective and thus don’t know the martial arts at all.

Head to head combat is the realm of primitive people and brutal competitors. Ninjutsu was developed by very advanced thinkers who used the Art of War as a foundation for developing advanced skills of combat.

Ninjutsu was for use to avoid going to all out war. When there was a way to avoid conflict, Ninjutsu was the source of strategy. Scouts, spies, and commando raids were used to avoid taking armies into battle. Once war was declared, those same agents were used to shorten the war any way possible.

While the use of Ninjutsu has an application in modern warfare and would be great for dealing with the type of fighting we are engaged in when dealing with terrorism, Ninjutsu has other benefits.

Training in Ninjutsu promotes physical fitness on many levels. Training in the methods of walking, jumping, and shadow body techniques also give us clues on how to use the element of surprise in self defense.

KIYOJUTE RYU KEMPO BUGEI

and the NIMPO KEMPO KOBUJUTSU

Kiyojute Ryu is a system dedicated to the preservation of the real martial arts. This includes Ninjutsu, which is taught under the martial art Nimpo Kempo Kobujutsu.

Along with the three arts mentioned above, there are weapons, tools, methods, and facets of training that belong to the traditional Bugei of Japan. These include arts of disguise, impersonation, and more.

Many of these arts are little taught outside of Japan, even by Ninjutsu teachers who have trained there. It is important that the real skills of Ninjutsu be preserved for the future.

But it must be noted that the real masters of Ninjutsu were Rural Samurai who specialized in guerilla warfare and espionage. Note that the Ninjutsu of two of the most famous schools of Ninjutsu today derive from the Toda family, a great Samurai family. Seiko Fujita’s own Ninjutsu came from the Wada family, a Samurai family that served the Tokugawa Shogun.

Kiyojute Ryu Kempo Bugei teaches Ninjutsu from the perspective of the Samurai code, originally known as Shido, the way of the warrior. It is a code of honor, loyalty, and compassion.

The Misunderstood Spy Art Of Japan

by William Durbin, Soke of Kiyojute Ryu
Sonshi Heiho, is the Japanese way of pronouncing Sun Tzu's Art of War. Sun Tzu, for the rest of the article referred to by his Japanese name Sonshi, lived sometime around the fifth century BC. He wrote what is considered the first actual manual of war in Chinese history. Chapter thirteen deals specifically with the use of spies and details the different types of spies and how they are to be employed and exploited.

Sonshi Heiho, Sun Tzu's Art of War, was brought into Japan during the seventh century. All the chapters were regarded as necessary knowledge for a military commanders, and was one of the reasons Bushi and Samurai in later centuries made it a point to learn to read. There were always those who thought that by knowing how to fight and lead men in direct battle, that they could be successful commanders, but these were always overcome by those who studied strategy, referred to as Heiho, and especially those who studied the ancient manual of Sonshi.

Prince Shotoku

It is believed that spies, on a wide scale basis, were first used effectively by Prince Shotoku in his battle to allow religious freedom for Buddhist believers. At that time, those who practiced the indigenous faith, normally called Shinto, the way of gods, which was a type of pantheism or animism, according to interpretation, were afraid that Buddhism would totally replace their belief. It is postulated that believers of Buddhism, including warrior monks, such as Yamabushi and Sohei, were familiar with Sonshi Heiho. It was these monks who became friendly with the royalty and thus developed the skills and organization to use spies to supply information, which allowed the Buddhists to gain the upper hand and so become established as a permanent faith in Japan.

From that time on, the use of a spy network in war became a standard operating procedure. Spies were especially active during the Gempei War between the Taira and the Minamoto. Following the advice of Sonshi, spies were used to avoid conflict, shorten battles, and weaken an enemy without fighting. Literally the bottom line was that spies saved lives and money.

Kancho

Originally spies were known as Kancho, literally 'the interval of spying out'. In the early days, the term, Kancho was also used as the term for scouts, in that the Kanji for Cho can also mean 'reconnoiter', thus Kancho can also be translated 'the interval of reconnoitering'. In the beginning there were basically two types of spies, those from inside ones own camp and those recruited in the enemies. According to which copy of Sonshi Heiho a person possesses, the two groups of spies are divided into five divisions. (The author has an extremely old copy, which is not only translated into English, but has the full test in Chinese. He uses the Chinese characters for the five divisions of spies, but acknowledges that there may be different lists according to which manuscript is used. It must be kept in mind that there are actually several distinct copies of Sonshi Heiho, with some differences in terminology, and that the first English version of the book did not occur until 1905.)

Among those spies recruited from the enemy’s country are Kyokan, Naikan, and Hankan. Each of these types of spies were turned either through promises of money or power, especially in the situation where an employer wins the war and actually takes over the land of the enemy.

Kyokan

Kyokan were people who lived in a village in the enemy's area. Generally these would be people who were dissatisfied with the living conditions in their Han, fief. There were always those who were unhappy where they were, usually because of a negative attitude, but which could be exploited by making the person think that they were hapless because of their Daimyo, lord. These folks could be encouraged to tell everything they knew about other people and conditions in their clan. Many times they were first cultivated by being encouraged to gossip about those they disliked, then their contact would play upon their dissatisfaction and eventually gain important information from them, with the promise that life would be better once their was a change of leadership.

Naikan

Naikan were those inside of the local government. Once again it was generally a person who was dissatisfied for some reason. Either they had been passed over for promotion or were jealous of someone in the leadership, including the Daimyo himself. These people could not only supply information, but also if they were high enough in position, could actually help to postpone events, giving the enemy time to take steps against the Han. It was also possible for them to encourage bad decisions in an area, leaving gaps in defenses, which could then be exploited by their secret employers.

Hankan

The final type of recruited agent was the Hankan, or what we call today, the double agent. This was a person who was originally sent into one's own camp in order to spy, but upon being caught, and with the promise of life and reward, turned against their own lord and thus worked for his enemy, while still pretending to serve loyally. This type of spy could send back false information, hoping to get the enemy to make a precipitous move, which could be capitalized upon. Or even encourage the enemy to postpone an attack, allowing the defenders to become better prepared to deal with it, or set a trap, when the time was right. According to the skills of the Hankan, the agent could be used for sabotage and assassination.

Shokan

The two types of spies from ones own camp are Shokan and Shikan. Shokan are literally living agents, and were those sent on missions with the idea that they must return with important information or the results of sabotage or other type of data, which would be used to make decisions upon the next course of action. These were extraordinarily valued men and women, who were highly trained and skilled in the arts of espionage. They were leaders in their organizations who could accomplish missions with little chance of being caught, due to their great skill and ability.

Shikan

Then there were the Shikan, expendable agents, who were expected to go on missions with little chance of survival. Generally these were people who had received just enough training to allow them to infiltrate an enemy stronghold, perform a mission, and then be caught, to be executed, or kill themselves rather than being caught. In example, a woman might work her way into being a Daimyo's lover, so that she could kill him after getting what information she could, passing it on to another agent, then killing him at the point of vulnerability during intimacy. Or it might be an agent sent in to kill a well guarded person, knowing that to get in was difficult, and could result in death, but once in and the mission completed, getting out would be impossible. Finally, some Shikan, were sent in, purposefully to be caught, so as to give false information under torture, before execution.

These two divisions and five types of spies had been implemented from as early as the seventh century in Japan and saw use throughout history, with the last active agent reportedly being seen in action during World War II, the great master of Kempo and Ninjutsu, Seiko Fujita. Eventually the indigenous term Shinobi no mono was applied to certain agents. Shinobi no mono means, 'a person who steals in'. At other times the term Shinobi was used by itself with the simple translation being 'spy' though it could also be thought of from the idea of sneaking or hiding and refer to a scout. The art practiced by those who were Shinobi was Ninjutsu, the art of patience or the art of stealth. It is said that the art was developed from Buddhist monks, during the time of religious persecution, as a method of practicing their faith, Nimpo, the (universal, sic., God's) law of patience, and continued to evolve into the art of stealth. This was shared with rural Samurai who supported the Buddhist faith. They adapted the skills for protection of their Han, after the persecution was over.

Spies: Trained and Untrained

In war, Bushi and Samurai, performed clandestine missions using their Ninjutsu skills. Eventually networks of spies were developed recruiting people from all walks of life to acquire the necessary information needed to keep up or get ahead of the next Daimyo. These spies were generally cultivated for the information they could acquire and were not trained or skilled in Ninjutsu, but rather were in the area where they could best pick up information.

Eventually, if was recognized that professional spies were needed who could travel to the different agents in an enemy's territory. These professional spies were recruited from Ronin, masterless warriors, who in some cases were in disgrace, and the outcasts of Japanese culture, the Eta and Hinin. Basically the Eta and Hinin were trained to be Shikan, expendable agents, who were taught certain specialized skills, and then, because they were already outcasts living outside a code of social conduct, they would do any job for a price, without having to consider the code of honor, which the Samurai followed. While the Eta and Hinin knew that basically they were being trained to die when needed, they were allowed a level of training and education they would have been denied otherwise. It was also a way that they could strike back at the society, which had ostracized them, for they were working against the Daimyo and ruling class.

Ninja – an insulting term

While Samurai or Ronin were generally at the top of the clandestine organizations, and were the ones who provided the skills training which allowed the Eta and Hinin to develop into effective spies, no one of the warrior class, including the warrior monks, would accept being called a Ninja. The actual term Ninja was coined for those agents of death and destruction, which came out of the night to terrorize and murder in the softening up process of war. The Ninja were the assassins, saboteurs, and arsonists that many times preceded the actual attack of a Samurai army. To call a Bushi or Samurai a Ninja was to invite immediate death at the edge of their sword.

Some say the term Ninja was only developed as late as the Tokugawa era and was used for criminals who were using breaking and entering techniques in the commission of their crimes. In an anachronistic manner the term Ninja was applied to unsavory actions in the past, so that today people think of the term Ninja as an ancient term for Ninja, but this is not historically accurate.

Real Spies

History has been confused by those who have tried to merge the term Ninja with the rural Samurai who were many times at odds with the central government. Many times the Sohei, warrior monks of the Buddhist temples, and the Ji-samurai, farmer (rural) warriors, marched in protest of legislation from the central government, especially in regard to over taxation. When the country was on the verge of being united by Oda Nobunaga, he first knew he needed to break the power of the Buddhist temples and rural Samurai, thus he marched against and destroyed the protest groups of many temples and their rural Samurai allies. One such group was known as the Ikko-ikki, Single Minded League. The Ikko-ikki were a group of Buddhist priests united from various Jodo sects, who were allowed to marry and have families. Their base was a massively fortified temple called, Ishiyama Honganji. Many rural Samurai were allied with the Ikko-ikki, especially the Mori clan. Some modern historians have rewritten this aspect of history to say that Oda Nobunaga was after the Ninja clans, but this is completely erroneous. He was after the Samurai clans, and Buddhist temples, that would stand against his unification of Japan or his concept of centralized government, and while it was true that they practiced Ninjutsu, all Samurai of the time did to a certain extent, but they were not Ninja.

Ninja, using the term in the historically inaccurate manner of common use, were the recruited agents, specifically from the Eta and Hinin, and sometimes from disaffected farmers, who wanted to leave the farm behind, but had no opportunity to become warriors, trained to be espionage agents, basically of the Shikan type. They were the ones who gathered information from the spies in an enemy's territory, performed assassinations, sabotaged whatever would disrupt the enemy's life, and did whatever needed to be done to hurt the enemy, without regard to honor or integrity. They were those who stood outside the class structure and would do anything for the right price, the right reward, or their own personal reason.

Shinobi and other names of the Ninjutsu trained Bushi and Samurai

Whereas the term Ninja was never historically used for the scouts, spies, and commandoes of ancient Japan, there were many terms, which were used. Some of these are; Dakko, Denuki, Hayamichinomono, Kage, Kagimonohiki, Kanja, Kanshi, Kishu, Koran, Kurohagi, Rappa, Sekko, Teisatsu, Ukami, and the most common term was simply, Shinobi. We need to understand that what is common today is many times inaccurate historically and just movie madness accepted as history.

These are the real roots of Ninjutsu. The art developed out of the strategy proclaimed in the thirteenth chapter of Sonshi Heiho. Spying was raised to a high art by those who needed to protect religious freedom. Among those who developed the art were Sohei, warrior monks, and the Ji-samurai, rural warriors, who protected their lands and rights from government abuse. The lowest level of espionage agent recruited from the lowest levels of Japanese society were those known as the Ninja, who operated without code of honor or conduct.

Ninjutsu can be considered one of the fifty honorable martial arts that the Bushi and Samurai practiced. While the warriors, and warrior monks, of Japan would perform clandestine missions, they never stepped outside their faiths and beliefs, living by a code of honor that would prohibit certain actions. Ninjutsu is an excellent art delving into the highest levels of physical conditioning and training, centering on patience and the development of skills through long years of training. The practice of Ninjutsu, as one of the Kempo Bugei (temple martial arts) and Kakuto Bugei (Samurai martial arts), must never be confused with the acts of the Ninja. Study Japanese history and not the modern, rewritten falsehoods, to know the truth about the development of Japanese martial arts. Seek the best and most honorable aspects of Japanese culture, upon which to base your martial arts training, and avoid the dishonorable shortcomings. This is the way for great and true growth in the martial arts of modern times. Accept that which is best and reject what would lower us to levels of violence and deception. One of the leading Japanese authorities on Ninjutsu makes sure to admonish his students to learn and follow the code of Bushido; loyalty, honor, courage, integrity, and compassion. A lesson for us all.

The initial shock wears off of your kobold allies...

Chief Sootscale: "Form hup, three ranks!"

The kobold point their spears at the Eidilon and form three wedges...

One leaps to the defense of Chief Sootscale...

A second group defends Markov after he took a heavy hit...

The third group presses in to attack...
[dice]1d20+1;1d6[/dice]
[dice]1d20+1;1d6[/dice]
[dice]1d20+1;1d6[/dice]
[dice]1d20+1;1d6[/dice]
[dice]1d20+1;1d6[/dice]
[dice]1d20+1;1d6[/dice]

The Edilon counters hoping to make certain attacks....
Bite @ Nedyr
[dice]1d20+10;1d6+7[/dice]
Claw @ Alexander
[dice]1d20+10;1d4+5[/dice]
Claw @ Nedyr
[dice]1d20+1;1d6[/dice]

Chief Sootscale:"Defend the humans!"

The kobolds shifting fully to defense; imposing themselves to protect Markov, Alexander and Nedyr....

You are up!

http://taxidermicowlbear.weebly.com/dd-retroclones.html

Life in and around darkmoon vale is tough and unforgiving.

Auxavier is the surviving son of a local wood cutter family the Atredies his father was Xavier, a well liked man who got along well with those who needed work and local consumers of his product. The local blacksmith knew them both well. Truth be told Auxavier was found deep in the woods in an area typically known as haunted or at least to be thought of as near the lands of the fey. Whatever the cause of it, it had a most unnatural and eerie feel to those woods. The baby found there also had such a feeling though it tended to only be detected by animals and insects (trait).

Auxavier was found by an aging woodcutter, who became his father and raised him as a human (trait) since he indeed looked like a human. His father's friend a local cleric Cirthana, was consulted as they feared the influence of dark forces, however it was determined that the child was good.

Auxavier grew into a young man, working with his father in the woods and enjoying the visits of his aunt, a cleric who visited several times a year to help guide the young man's formidable years. Auxavier discovered he could see in the darkness and that his father and aunt could not, no matter how much his father claimed the failings of "old men's eyes".

The lumber consortium angered by wages he paid and tolerating no competition, murdered his father and burned down his house. Auxavier escaped and made his way to town, he was thankful that his father had spent so much time teaching him wood lore (survival skills), he sought his aunt Cirthana, the cleric in Falcon's Hollow for help. At first Auxavier blamed himself for being unable to save his father, but Cirthana corrected his blame, to this day he will defend those in need..(over protective). Cirthane let him know about a sickness upon the community and that still yet her aid was shunned in favor of the aid from a local store Roots and Remedies, Cirthane insisted that Auxavier go there and see if he could aid the community against the blackscour taint.

Auxavier Atredies, LG Half-orc Paladin (19 yrs. old)
Initiative: +2 Senses: Darkvision + Perception +3
Languages: Common
DEFENSE
AC: Touch: Flat-Footed: CMD:
HP: 11
Fort: +3 Ref: +2 Will: +2
OFFENSE
Melee:
Handaxe (boarding) cold iron +3 (1d6+3) (P or S)
Handaxe (boarding) silver, alchemical +3 (1d6+3) (P or S)
Club
Whip +3 (1d3) (S) disarm, non-lethal, reach, trip
Ranged:
Shortbow, +3 (1d6 x3)

BAB: +1 CMB: +12
STATS
Str: 14 Dex: 14 Con: 12 Int: 14 Wis: 10 Cha: 14

Half-orc traits:
Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
•Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
•City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Senses Racial Traits
•Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats: Additional traits
Traits:
1. Company Lumberjack
You have been logging in the Darkmoon Wood for a few years now, and whether you were born there or not, Falcon's Hollow has become as close to home as any place you could name. You frequently come into town for supplies, but this time there is something different. The town has never been what you would describe as friendly, but people are even less outgoing than normal. You have heard some rumors about people getting sick lately, but the coughing is more widespread than you would have expected.
Benefit: Your years as a lumberjack may not help with what is going around, but it has given you a great deal of experience with an axe. You deal an extra 1 point of damage when using any sort of axe.
2. Almost Human (Half-Orc)
You have enough human features that it's easy for you to pass for a pure-blooded human.
Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
3. Unnatural Presence (Old Cults)
Your prolonged association with alien forces leaks from your pores.
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.
4. Survivalist
Benefit: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather

Drawback: Over protective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skills 4 points/level +1
Disguise 10 (+1 rank, +3 class, +2cha, +4 trait)
Intimidate 8 (+1 rank, +3 class, +2 race, +2 cha)
Knowledge (local) 4 (+2 trait, +2 int)
Knowledge religion 6(+1 rank, +2 int, +3 class)
Perception 3 (+1 rank, +2)
Spellcraft 7 (+1 rank, +3 class, +3 int)
Swim 2
Survival 5 (, +0 wis, +5 trait)

Class Skills: Craft (Int), Disguise*, Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate*, Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Aura: Good

Starting gold 175
GEAR
Armored Coat 50 gold
Armored kilt 20 gold.
Shield heavy wooden 7 gold
Short bow, 30 gp, 3 lbs.
Arrows (x20), 1 gp, 3 lbs.
Hand Axe (boarding) cold iron 12gp, 3 lbs.
Hand Axe (boarding) silver, alchemical 26gp, 3 lbs.
Club (2) free
Whip 1 gold
Backpack, 2 gp
Bedroll, 1 sp, 5 lbs.
Flint & steel
Fish hook (2) 2 silver
string/twine (50 feet) 1 copper .5 lbs.

First day out of town:
Loaf of bread
Hunk of cheese
Wad of meat

He forages for food mostly, survival skill, apples, turnips, berries, honey, etc, and small game, fish, and other critters, when he finds nothing he eats from his rations....

Rations, Wandermeal 1 copper/serving .5 pounds (X ) servings
*This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten

Coins on Hand
gold
Silver
copper

lbs. carried
lbs -> lbs -> lbs

Street slang
"Mudlark park" code for the stables
"South alley" was code for the town center, and also "we don't go there because of too many guards", hence by transference a "dead end".

"Bathtub" was slang for the truestone quarry

Bomberman codes
9185
2630
8401
0173
2828
3451
0874

New book Fall of 2015
Mastering the Art of Psychotherapy: The Principles of effective Psychological Change: Challenging the Boundaries of self-expression
Author: William F. Symes
Publisher: Green Writers Press

Pathfinder cheap potions 50 gold
Cure light wounds
Endure elements
Hide from animals
Hide from undead
Jump
Mage armor
Magic fang
Magic stone
Magic weapon
Pass without trace
Protection from (alignment)
Remove fear
Sanctuary
Shield of faith +2
Shillelagh
Bless weapon
Enlarge person
Reduce person

Don't you try to deny it
You''ve done wrong and need to suffer for your sins
I've come to you 'cause you need guidance to be true
And you just don't know where to begin

And you need to be redeemed
To the ones you've sinned against

Heaven help you for the way you are
Save you from more evil deeds before you get them done
I know tomorrow brings the consequence at hand
But you keep living this day like the next will never come

Oh help you but don't tell me to deny it
You've got to cleanse yourself of all these lies
Before it ends I''ll tell you where to begin

The crime, upon seeing a Tengu a young noble of some ability harrassed Chuko into a fight, the proper duel resulted in the younths death and Chuko being found guilty of the crime.

Dueling unto Death
You have engaged in a duel to the death and mortally
wounded an opponent. The opponent was honorable
enough to say nothing before he expired. Alas that his
family or companions was nowhere near so honorable.
Dueling was once common in Talingarde before the
House of Darius came to power. The House of Barca all
but encouraged duels of honor. Now, dueling of any sort
is punished severely. Dueling to the death is a sure way
to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

The story behind the story; Chuko was hired to kill this young noble by another nobleman over the love of a young woman. A sordid affair surely, but that is the long and short of it.

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Grung StompRock
Hobgoblin LE
monk (Ironskin)

Through discipline and training, an ironskin monk hardens his body to withstand punishing blows. Though slow on his feet, his calloused hands and feet can shatter stone and stagger foes.

Grung StompRock was originally part of a small order of LE monks that lived in a remote mountain area, the masters and initaites were fairly content with practicing their art and leaving others alone. However when the current rulers were working to establish Talingarde (a perfect kingdom) The Order of the Stick and Rock was not allowed to continue and were branded criminals.

Spoiler:

Iron Skin (Ex)
At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1.

This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.

Bonus Feat
At 1st level, an ironskin monk adds Power Attack to his list of bonus feats.

At 6th level, he adds Improved Sunder to the list.

At 10th level, he adds Greater Sunder to the list.

These bonus feat choices replace Dodge, Mobility, and Spring Attack on his bonus feat list.

Resilience (Ex)
At 2nd level, an ironskin monk can shake off the physical effects of certain attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can be used only if the monk is wearing light armor or no armor. A helpless monk does not gain the benefits of resilience.

This ability replaces evasion.

Ki Pool (Su)
At 4th level, an ironskin monk can spend 1 point from his ki pool to gain a damage bonus equal to 1/2 his level against objects and constructs for 1 round.

This ability replaces the ability to increase speed with ki.

Staggering Blow (Ex)
At 5th level, an ironskin monk attacking with an unarmed strike can spend 1 point from his ki pool as a free action after a successful critical hit to stagger the creature struck for 1 round (Fort DC 10 + 1/2 the ironskin monk's level + the ironskin monk's Wisdom modifier negates).

This ability replaces high jump.

Tough as Nails (Ex)
At 6th level, an ironskin monk gains DR 1/—. Subtract 1 point from the damage the ironskin monk takes each time he is dealt damage from a weapon or a natural attack. This damage reduction increases by 1 point at 9th level and every 3 levels thereafter. Damage Reduction can reduce damage to 0 but not below 0.

This ability replaces fast movement and slow fall.

Evasion (Ex)
At 9th level, an ironskin monk gains evasion.

This ability replaces improved evasion.

Surefooted (Ex)
At 17th level, an ironskin monk's speed is not reduced by difficult terrain.

This ability replaces tongue of the sun and moon.

Unbreakable (Ex)
At 20th level, an ironskin monk sets aside many of the frailties of mortal flesh. He becomes immune to death effects and stunning. He is not subject to ability damage or ability drain, and has a 75% chance of ignoring the extra damage dealt by critical hits and sneak attacks.

This ability replaces perfect self.

Traits:
Improvisational Equipment
You have an uncanny knack for turning equipment to new and unexpected uses.
Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

Underworld Explorer
You are familiar with the byways and passages of the underworld.
Benefit: You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.

Feat:
Improved Unarmed Strike
Stunning Fist
Power attack

The crime:
Murder
You have killed without just cause and been condemned
for it. To be sent to Branderscar Prison, this was no typical
killing but a particularly savage and unforgiveable act.
You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in
the royal family of Talingarde. You may have tried (his
would instead be High Treason -- see above) but ultimately
they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when
flanking a foe. This additional damage is a trait bonus.

After the millitary killed most of the order and the masters Grung followed them and stealthily killed as many of the solidiers as he could over some days, he was eventually captured and tried.