Jinkusu Moqa # 105836-2007
Male (He/Him) Catfolk Monk 1
Ancestry Catfolk
Heritage Clawed Catfolk
Background Martial Discipline
Class DC 17
Faction Vigilant Seal
Appearance and background:
Birthplace: Hongal (mountain village of Ammuran tribe)
Migrated to Bachuan in his youth to study at a monastery of Kofusachi in Baifen. After training in martial arts and Kofusachi religion, he was falsely accused of a serious crime and fled the country by stowing away on a sailing vessel. This ship's first stop was in Absalom. Disembarking, he wandered the city doing odd jobs until he encountered the Pathfinders Lodge. He joined up and looks forward to exploring this new world.
His features resemble a humanoid snow leopard, typical of catfolk from the mountains north of Hongal. He is strong, graceful, with an easy-going nature. He speaks with an accent typical of people whose first language is Tien, leaving out articles and prepositions and sometimes getting tenses wrong.
He is a disciple of Kofusachi (although he reveres Irori as well as a number of other deities).
Edicts support local businesses, bring prosperity to your community, sample life’s pleasures
Anathema become tied to one location, judge another based on sexual desires or gender roles, harm innocents, spread despair, commit murder
His Khakkhara staff has rings with Tien coins (which have a square hold in their center) on rings that jingle and jangle as he walks. This is partly to scare off wild animals that might be hostile if surprised, but also comports with Kofusachi's goal of spreading prosperity to others.
Str 16 (3) Dex 18 (4) Con 10 (0) Int 12 (1) Wis 8 (-1) Cha 14 (2)
AC 19
Hit Points 18
Perception 12
Low-light vision
Fort +5 Ref +9 Will +4
Size Medium
Speed 25 Feet
Khakkhara Traits Uncommon Monk Shove Two-Hand d10 Versatile P
Source Tian Xia Character Guide pg. 127, Player Core pg. 278 2.0
PFS Note Characters from Tian Xia have access to this option
Price 2 gp; Damage 1d6 B; Bulk 1 Hands 1
Type Melee; Category Martial; Group Club
This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk.
Nunchaku Traits Uncommon Backswing Disarm Finesse Monk
Source Tian Xia Character Guide pg. 127, Player Core pg. 278 2.0
PFS Note Characters from Tian Xia have access to this option
Price 2 sp; Damage 1d6 B; Bulk L Hands 1
Type Melee; Category Martial; Group Club
The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.
Kusarigama Traits Uncommon Disarm Monk Reach Trip Versatile B
Source Tian Xia Character Guide pg. 127, Treasure Vault pg. 27 2.0
PFS Note Characters from Tian Xia have access to this option
Price 2 gp; Damage 1d8 S; Bulk 1 Hands 2
Type Melee; Category Martial; Group Knife
This impressive but demanding weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance.
Gakgung Traits Deadly d8 Monk Propulsive
Source Tian Xia Character Guide pg. 128, Treasure Vault pg. 31 2.0
Price 6 gp; Damage 1d6 P; Bulk L Hands 1+; Range 100 ft.; Reload 0
Type Ranged; Category Martial; Group Bow
Ammunition Arrows
A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting.
Shuriken Traits Uncommon Agile Monk Thrown
Source Tian Xia Character Guide pg. 128, Player Core pg. 280 2.0
PFS Note Characters from Tian Xia have access to this option
Price 1 cp; Damage 1d4 P; Bulk — Hands 1; Range 20 ft.; Reload 0
Type Ranged; Category Martial; Group Dart
This “throwing star” is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.
Sukgung Traits Fatal Aim d12
Source Tian Xia Character Guide pg. 128, Treasure Vault pg. 31 2.0
Price 7 gp; Damage 1d8 P; Bulk 1 Hands 1; Range 200 ft.; Reload 1 Item 1
Type Ranged; Category Martial; Group Crossbow
Ammunition Bolts
The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand.
Fatal Aim d12 It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn’t holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn’t slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.
Fatal The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Adventurer's Pack
Source Player Core pg. 287 2.0
Price 1 gp, 5 sp Item 0 Bulk 1 (0)
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.
Per Backpack rules: the first two Bulk in the pack do not count toward encumbrance bulk.
The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Reactions
Nimble Dodge ↺
Trigger A creature targets you with an attack and you can see the attacker
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Actions
Leap ◆
Traits Move
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
Horizontal Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
High Jump (altered by Quick Jump feat) ◆
Attempt a DC 30 Athletics check to jump vertically.
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap normally (up to 3 feet vertically and 5 feet horizontally onto an elevated surface)
Critical Failure You fall prone in your space.
Long Jump (altered by Quick Jump feat) ◆
Attempt a DC 15 Athletics check.
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Failure You make a normal horizontal Leap (up to 10 feet).
Critical Failure You make a normal horizontal Leap, then fall and land prone.
Flurry of Blows ◆
Traits Flourish Monk
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish ability, you can use Flurry of Blows only once per turn. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks.
Disarm ◆
You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.
Trip ◆
You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.
Shove ◆
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.
Grapple ◆
Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
Grabbed Condition
You're held in place by another creature, giving you the off-guard and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Reposition ◆
Requirements You either have at least one hand free, or you're grabbing or restraining the target.
You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.
[i]Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.
For all of the above
Traits Attack
Requirements You have at least one hand free or using a weapon with the appropriate trait. Your target can't be more than one size larger than you.
Ancestry & Heritage:
Ancestry
Catfolk Traits Uncommon Catfolk Humanoid
Hit Points 8
Size Medium
Speed 25 feet
Languages Common, Amurrun
Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Land on Your Feet
When you fall, you take only half the normal damage and don't land prone.
Heritage
Clawed Catfolk
Source Player Core 2 pg. 9 1.1
Your family has particularly long, sharp claws capable of delivering bleeding wounds with a wicked swipe. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Ancestry Feat
Cat's Luck
◇ Feat 1
Traits Catfolk Fortune
Source Player Core 2 pg. 10 1.1
Frequency once per day
Trigger You fail a Reflex saving throw
You instinctively twist away from danger. Reroll the triggering saving throw and use the better result.
Background:
Martial Disciple
Source Player Core pg. 87 2.0
You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.
Quick Jump
Background Bonus Feat 1
Traits General Skill
Source Player Core pg. 260 2.0
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Monk Class:
Key Attribute STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Perception
Trained in Perception
Saving Throws
Expert in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in a number of skills equal to 4 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Defenses
Untrained in all armor
Expert in unarmored defense
Class DC
Trained in monk class DC
Powerful Fist
Your fists are deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. You don’t take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks.
Monk Feats
At 1st level and every even-numbered level thereafter, you gain a monk class feat.
Monastic Weaponry
Class Feat 1
Traits Monk
Source Player Core 2 pg. 118 1.1
You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you.
You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons.
Chronicles:
1) Quest #24: Tanuki Trouble
XP: +2 (Total 2)
Income: 5.68 gp
Cash: 8.68 gp
Purchases: Sukgung (7), 20 bolts (0.2)
Cash: 1.48 gp