White Grotto Student

Jzero Katzu's page

394 posts. Alias of Clebsch73.


Full Name

Jzero

Race

Human

Classes/Levels

| Map 1

Gender

Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0

About Jzero Katzu

Background:
Newly arrived in Sandpoint on a boat from Minkai. His martial arts master had a vision and sent Jzero to investigate. Jzero is a novice monk but he was raised in Minkai first as an orphan adopted by a monestery. His features betray some non-local ancestry which caused him to be unadoptable. Eventually he was adopted by an oracle from Magnimar who was kidnapped and sold into slavery in the east. She earned her freedom and took pity on the half-blood orphan and adopted him. She taught Jzero Inner Sea common and brought him with her when she returned to Magnimar.

Appearance:
Jzero is a tall, strong man of about 24. His head is mostly shaved except for some hair at his temples and on the lower sides and back of his head, grown long an gathered into a pony-tail that he tucks under his monk gi. His hair is black but has reddish streaks. He has a thin moustache and soul patch. His eyes have the shape of the people of the Dragon Empire on the island of Minkai. His eyes have a deep copper color. His skin is also reddish brown. He is neither unusually handsome or ugly. His physique is impressive however. He has tattoos of dragons and other exotic creatures of the Dragon Empire. On his chest is a simple tattoo of a circle or perhaps the number zero. He wears a simple monk gi with a backpack and a broad-brimmed hat. His clothes and his person are always clean and neat.

Religion:
In Minkai, Jzero was raised in a monastery associated with Shizuru, the goddess of the sun. She is also the patron goddess of the nation of Minkai and worshipped by the ruling class and aristocrats. The monasteries train the samurai warriors of the land, but as an orphan without any aristocratic standing, he was trained in martial arts that emphasized hand-to-hand combat, a combination of Judo, karate, and ju-jutzu. He also received training in using a katana.

The followers of Shizuru strive to lead virtuous lives and, by their example, inspire virtue in others. In recognition of the Empress of Heaven's portfolio, the church teaches people to respect their ancestors; it also teaches honour in sword fighting. Despite this militaristic element to the faith, Shizuru's warriors do not seek out battle, but hope for peaceful times.

Knowing he would not be able to worship Shizuru in temples in Golarion, he has a statue of Shizuru as a graceful female samurai and also as a golden dragon. He also has a small holy symbol tattooed to his solar plexus, a katana in front of a sun with a triskelion in the disk. He performs his own personal rituals on the solstices, equinoxes, and full and new moons.

He also reveres Tsukiyo, deity of the moon, jade, and spirits, sometimes called the Prince of the Moon. The ethics of Tsukiyo are to provide aid and counsel without judgment to those who seek help, help the dead find their rest, amplify or help speak for the powerless and demonized

Advances:
2nd rank: Vigor die increases to d10.

Attributes
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d10

accounting:
Strength started at d6 (human ancestry bonus). Spent 2 points on agility, 0 points on Smarts, 1 on Spirit, 1 on Strength, and 1 on vigor. Vigor was increased 1 die using 2 hindrance points. Vigor increased to d10 with first advance to rank 2.

Attribute Trait Roll Dicebots:
[dice=Agility]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Smarts]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Spirit]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Strength]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Vigor]1d10[/dice]
[dice=Wild]1d6[/dice]

Derived Statistics
Pace 6 (Running die is d8)
Parry 7
Toughness 8 (0)

Skills
Athletics d8
Common Knowledge d4
Fighting d10
Healing d4
Notice d6
Persuasion d4
Shooting d8
Stealth d4
Survival d4
Languages
Common, Minkaian, Tien

accounting:
Points spent: Athletics 2, Common knowledge 0, Fighting 5, Healing 1, Notice 1, Persuasion 0, Shooting 3, Stealth 1, Survival 1. Total 14 = 12 + 2 from 2 hindrance points.

Skill Trait Rolls Dicebots:
[dice=Athletics]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Common Knowledge]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Fighting]1d10[/dice]
[dice=Wild]1d6[/dice]

[dice=Healing]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Notice]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Persuasion]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Shooting]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Stealth]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Survival]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Run]1d8[/dice]

Hindrances
Code of Honor (Major)
Heroic (Major)

accounting:
Used 2 hindrance points to increase 1 attribute 1 die and 2 to get 2 extra skill points.

Details:
Code of Conduct
Honor is very important to your character. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect. She may have a prescribed code of conduct in line with the mores of a particular deity, cause, or social order. Jzero follows a code of honor similar to a Zen monk, also similar to the main character on the old Kung Fu TV series from the 70s.

Heroic (Major)
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but will always come to the rescue of those who can’t help themselves. She's the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

Ancestry
Human
1 bonus edge (Brawler) and one attribute starts at d6 (strength).

Edges
Monk
Brawler

Edge Details:
MONK
Requirements: Novice, Agility d6+, Spirit d6+, Fighting d6+

ARMOR RESTRICTION (Any): Monks must be completely unhindered to perform their complex maneuvers. They subtract 4 from Agility and Agility-based skill rolls if using light, medium, or heavy armor or shields.
* MARTIAL DISCIPLINE: Monks hone their bodies to perfection, gaining an additional +1 Toughness if wearing no armor.
* MOBILITY: Quick and nimble, monks increase their running die by one die type.
* STUNNING FIST: When a monk hits a target with an Unarmed Strike and scores a raise, he may make the foe Distracted or Vulnerable. This occurs even if the victim takes no damage or Soaks it (the states are applied after the victim attempts to Soak).
* UNARMED STRIKE: Monks gain +1 to Fighting attacks when attacking unarmed and AP +2. They cause Str + d4 damage with their hands, feet, or other Natural Weapons (if they have such appendages, see page 136).
If the monk already has a Strength damage die from Claws (available to some ancestries), or the Brawler Edge, increase the damage a die type for each. Monks can apply the Trademark Weapon Edge to their unarmed attacks. Monks always count as armed. Some use regular weapons in their off-hand,
but abilities that refer to their Unarmed Strike apply only to unarmed attacks as defined above.
On a raise the monk rolls a d10 for his bonus damage.

BRAWLER
Requirements: Novice, Strength d8+, Vigor d8+
His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 240), the monk’s Unarmed Strike ability, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 136).

Gear:
Income: 370
Spent: 247.91
Cash: 112.09
Encumbrance: 26 lb
Encumbrance limit: 60 lb
Gear Cost Weight [in backpack weighs half]
Backpack 2 2
Bedroll 0.1 [2.5]
Candle 0.01 0
Flint & Steel [1] 0
Lantern, Hooded 7 [1]
Oil, 3 pints 0.3 [1.5]
Inkpen (quill) 0.1 0
Paper 0.4 0
Pouch, Belt 1 0
Rope, silk, 10"/20 yd 10 [2.5]
Tent, canvas, 1 person 5 [5]
Holy Water 25 0
Sunrods (3) 6 [1.5]
Tindertwigs (10) 10 [0.5]
Shuriken (5) 5 0
Shuriken, cold iron 10 0
Composite Bow 100 3
Arrows (20) 1 3
Arrows, Cold Iron (20) 2 3
Healer's Kit 50 [0.5]
share of Everburning Torch: 22
potion of minor healing (from loot, belongs to party)

Combat
Unarmed: +1, AP 2, damage: Str + d6, raise: + d10

Dicebot:
[dice=Unarmed]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +1 (monk bonus)

[dice=Unarmed Damage]1d8 + 1d6[/dice]
[dice=unarmed Raise Damage]1d10[/dice]
AP 2 (monk)
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.

Composite Bow: Range: 12/24/48" (72/144/288 ft) Damage Str + d6, AP 1, ROF 1

Dicebot:
[dice=Composite Bow]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Composite bow Damage]1d8 + 1d6[/dice]
[dice=Composite Bow Raise Damage]1d6[/dice]
AP 1

Shuriken Range: 3/6/12" (18/36/72 ft) Damage Str + d4

Dicebot:
[dice=Shuriken]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Shuriken Damage]1d8 + 1d4[/dice]
[Dice=Raise Damage]1d6[/dice]