Reiko

Hanzo Hashashi's page

275 posts. Organized Play character for Steven_Evil.


Full Name

Hanzo Hashashi

Race

Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13

Classes/Levels

Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2

Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Gender

Male

Size

Medium

Age

19

Alignment

Lawful Neutral

Deity

Irori

Location

Absalom

Languages

Common, Tien

Occupation

Pathfinder

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Hanzo Hashashi

XP:9 Fame:18
Total PP Earned:18
PP Spent:2

Racial Traits:

Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrits have a base speed of 30 feet.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Spell-Like Ability: Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level; DC 11 + Charisma modifier).
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Traits:
Inspired: Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Mizu Ki Hikari Rebel: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Class Abilities:
AC Bonus: 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: 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.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 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.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Misdirection: At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff ]), she adds a number of points to her stealth pool equal to the bonus the feat grants.
This ability replaces trapfinding.

Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Ninja Trick-Style Master: Grants the Snake Style feat.

Effortless Sneak: At 3rd level, the chameleon chooses a single terrain from the ranger’s favored terrain class feature. While she is within that terrain, she can take 10 on any Stealth check she can make within that terrain. When the chameleon reaches 6th level, and every three levels thereafter, she chooses a new type of terrain from the ranger’s favored terrain list. She gains this ability with the newly picked terrain. This ability replaces trap sense. (Urban)

Stats
HP: 34
AC: 17
Touch: 17
Flat Footed: 13
Speed: 30ft
Initiative: +8

Saves
Fort: +6
Ref: +10
Will: +3

Attacks
Sneak Attack: 2d6
Stunning Fist: 1/day, +8, 1d6+8, 20x2 DC: 12
Unarmed Strike +8, 1d6+8, 20x2
Kusari-Gama +3, 1d3/1d6,
Kunai +8, 1d4+0, 19-20x2
Nunchaku +8, 1d6+0, 20x2

Feats:
--Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

--Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

--Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

--Skill Focus (Sense Motive): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

--Snake Style: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

Skills
Acrobatics: 11
Bluff: 7
Diplomacy: 7
Disable Device: 11
Knowledge Dungeoneering: 6
Perception: 9
Sense Motive: 16
Stealth: 11
(Bluff Pool:4)

Gear:
Amulet of Mighty Fists +1
Cold Iron Nunchaku
Silvered Nunchaku
Cold Iron Kusari-Gama
Cold Iron Shuriken-5
Silver Shuriken-5
Kunai-4
Cloak of Resistance +1

Bandolier-2
--Acid Flask-2
--Alchemist's Fire-2
--Holy Water-2
--Wand of Cure Light Wounds-50 Charges
--Potion of Cure Light Wounds-2
--Smokestick-5
--Smoke Pellet-4

Belt Pouch-5
--Weapon Blanch, Adamantine-2
--Weapon Blanch, Silver-5
--Antitoxin-2
--Antiplague-2
--Troll Oil-2

Wayfinder
--Cracked Mulberry Pentacle Ioun Stone: This stone grants a +1 competence bonus on Bluff and Diplomacy checks, and when inside of Hanzo's Wayfinder, it grants a +2 competence bonus on Sense Motive checks.

Masterwork Backpack
--Adventurer's Outfit
--Noble's Outfit
--Blanket
--Masterwork Thieves' Tools
--Rope-50ft.
--Grappling Hook
--Piton's-10
--Scarf
--Soap
--Trail Rations:5 days
--Waterskin
529gp

Proposed Level Up Scheme:

Monk 1st: Piranha Strike, Dodge
Rogue 2nd: Finesse Training
Rogue 3rd: Skill Focus: Sense Motive, Ninja Trick-Style Master (Snake Style)
Rogue 4th: Finesse Training (Unarmed Strike), Ability Score Increase-Wisdom
Monk 5th: Deflect Arrows, Iron Will
Monk 6th: --
Monk 7th: Snake Sidewind, Ki Power-Deny Death
Monk 8th: Ability Score Increase-Dexterity, Style Strike-Spin Kick
Monk 9th: Improved Disarm, Snake Fang, Ki Power-Elemental Fury
Monk 10th: --
Monk 11th: Ki Power-Dragon’s Breath, Improved Iron Will
Monk 12th: Ability Score Increase-Dexterity, Style Strike-Flying Kick

Scenarios Completed
The Confirmation
Mists of Mwangi
Among the Living
The Dragon's Demand pt. 1
Siege of Serpents
The Deepmarket Deception
Risen from the Sands
Way of the Kirin
The Dragon's Demand pt. 2
Year of the Shadow Lodge