Physical: Kaviki is a tall 6'1" human of Tian ethnicity. His entire life has been spent training resulting in a defined muscular build. White hair is considered a sign of greatness in his home continent of Tian Xia (located far east of the Inner Sea), but he has shaved he head bald since his first grappling lesson. He has violet colored eyes that are accentuated by a very tanned complextion from constant training and chores done predominantly under the open sky.
1. - Kavakii is disciplined monk of Irori who excels in finesse over brute strength. He is renowned within the monastery for his ability to bring his opponents to the ground, during sparring matches.
- Monks of Irori are generally good natured and willing to help the less fortunate or those in need.
- Wealth is not a motivator for Kavakii, but more of a necessary evil to achieve a greater pourpose.
- Kavakii requested a leave of absence from his monastery upon receiving news of Professor Petros Lorrimor death, to pay his respects to his old friend.
- News of a growing threat (beyond the usual turmoil) from Ustalav has reached the Temple of Irori in Tian Xia. Since he requested to travel there anyway on personal business, Kavakii has been charged with investigating and assessing if the danger poses any threat to the continent.
2. - A historical text at the monastery referenced some wonderous magical items particularly useful to a monk. Kavakii would be keeping an eye/ear out for acquiring items such as: Ring of Ki Mastery, Monks Robes, Amulet of Mighty Fists, Handy Haversack, quarterstaff with magical properties.
- "enlighten" another PC and/or NPC to travel back to Tian Xia, join the monastery of Irori, and become a fellow monk.
3. - (known) Kavakii is prejudice against dwarves.
- (unknown) At least 1 of council of elders that governs the monastery he is from, is a member of the cultist seeking to raise the lich king, and will do everything he can to prevent Kavakii from disturbing that event or returning back to the monastery with knowledge of their intentions.
4. - Master Akvius Sirthos (unknown enemy): leader at the monastery in Tian Xia
- Draylan Gossamar (uncle): experienced spellcaster who vowed to Kavakii's parents to "watch over" Kavakii after they were gone. Draylan has taken a more indirect approach to this, and has thus far, not allowed Kavakii to be aware of his influence over Kavakii's life.
- Figit Heavyhand (out of touch close friend): Halfling who started training as a monk, was a close friend of Kavakii, but ultimately discovered the monk lifestyle was not to his liking and left to seek a different destiny. Kavakii has not seen Figit in years. He has received a few letters, but nothing in them every mentioned what profession he followed. They were more like postcards from various locations, and Kavakii is unaware of Figits present where-abouts.
5. - Kavakii believes his parents are dead, and was left orphaned at the monastery in Tian Xia. This is where he grew up and followed the natural footsteps of the they only family he knows - the monks who raised him. He fosters a great devotion to them and love of their life and ideals.
- Kavakii chanced upon Professor Petros Lorrimor, while Kavakii was returning from a courier duty. Kavakii came upon a stagecoach that was obviously attacked. Nearby he found Lorrimor's body and provided aid before escorting Lorrimor back to Kavakii's monastery. A couple small random encounters occurred, but nothing Kavakii couldn't handle. Lorrimor was understandably grateful for Kavakii's help.
- Thus far, Kavakii has not interacted with any dwarf who didn't rub him the wrong way. Kavakii believes the few encounters he's had with their kind is a universal example of what to expect of ALL dwarves. Sterotypical: drunk, greedy, stubborn, unclean, and immoral.
Fear: - being forced to eat something different than food found at the monastery: noodles, rice, bread.
- extreme cases of clausterphobia. (i.e. the confines of a space like a coffin.) a typical size jail cell would not warrant much concern. Kavakii may seek to meditate around that size. As the space gets smaller the phobia would increase. Perhaps more accurate, the smaller the freedom of movement and greater loss of senses (such as hearing, sight, smell, or touch).
Initiative = +5
CMB = +2
Flurry of Blows = full round action/2nd attack
HP = 12
AC(touch) = 16(16)
Fortitude = +3
CMD = 18
*Acrobatics = +7 (3+1+3)
*Climb = +1 (1+0+0)
*Craft (Alchemy) = +5 (1+1+3)
*Escape Artist = +3 (3+0+0)
*Intimidate = 0
*Knowledge: History = 0
Knowledge: Nature = +5 (1+1+3)
*Knowledge: Religion = +5 (1+1+3)
*Perception = +7 (3+1+3)
*Perform = 0
*Profession: Herbalist = +7 (3+1+3)
*Ride = +3 (3+0+0)
*Sense Motive = +7 (3+1+3)
*Stealth = +7 (3+1+3)
*Swim = +1 (1+0+0)
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 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 (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.
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.
Weapon Finesse (Human Bonus): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Combat Reflexes (1st lvl): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Trip(monk bonus: 1st): Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
Armor = none
Weapon = Dagger
Weapon = Hanbo
Weapon = 20 x Shruiken
Chance Savior (campaign): Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Quain Martial Artist (regional): Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess.
Benefit: You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Male human (Tian-Sing) monk (unchained) 1
LN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +7
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +3
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . hanbo +4/+4 (1d6+1) or
. . unarmed strike +4/+4 (1d6+2)
Ranged shuriken +4/+4 (1d2+1)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
Str 13, Dex 17, Con 12, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +2 (+4 trip); CMD 18 (20 vs. trip)
Feats Combat Reflexes, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits chance savior, quain martial artist
Skills Acrobatics +7, Craft (alchemy) +5, Knowledge (nature) +2, Knowledge (religion) +5, Perception +7, Profession (herbalist) +7, Sense Motive +7, Stealth +7
Languages Common, Draconic, Minatan, Tien
SQ hero points
Combat Gear alchemist's fire, liquid ice, thunderstone; Other Gear dagger, hanbo, shuriken (10), backpack, bandolier, belt pouch, blanket, Flute, hemp rope (50 ft.), ink, black, inkpen, parchment (10), soap, sunrod (3), tea (per cup) (4), teapot, torch (10), trail rations (5), waterskin, 25 gp, 2 sp, 2 cp
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.