![]()
About Kazu the FistBackground:
Kazu was a half-orc raised among dwarves and it wasn’t a pleasant childhood. Taken in by a family of strict Berronar Truesilver worshipers because he apparently filled some sort of prophecy of a reborn dragon-king of the Sea of Dust, Kazu was raised to always tell the truth no matter the consequence, to honor Berronar Truesilver and follow her teachings and defend her name and to take what life has to offer with humility. Kazu’s almost ceaseless toil and lack of comforts left him physically impressive, but socially and intellectually shallow. When he came of age his adopted family had a ceremony performed that awakened the power of his heritage, focused as a powerful magic emanating from his right arm. Now he can draw on the power to deliver powerful blows beyond that of a normal fighter and warp from one spot to another on the battlefield. He was sent to the Defenders of the Realm to train as a warrior and learn to use his new powers productively. There his training did expand his social skills somewhat, and he was drilled with knowledge of the noble houses of various kingdoms and empires and their etiquettes as well as how to use his fist to fight tactically, leaving him, if not well rounded in education, at least slightly less one dimensional than he had been before. He’s now left the stronghold of the Defenders of the Realm and they have directed him to lend his services to the Brotherhood of the Broken Band. He’s not sure how well he’ll fit in with the rowdy, chaotic group, but his strong sense of obligation to the duty put before him ensures that he’ll give it his best try.
Kazu the Fist Build:
Kazu the Fist Male Half-orc Martial Artist Unchained Monk(Sohei, Drifting Lotus, Formcrafter) 8 VMC Sorcerer LG Medium humanoid (human, orc, psionic) Init +13; Senses Darkvision 120 feet; Perception +16 -------------------- Defense -------------------- AC 34, touch 32, flat-footed 26 (+4 Defense A, +7 Dex, +5 Wis, +4 Monk, +1 Dodge, +2 Natural Armor, +1 Deflection) HP 106 (28 1st + 70 Monk + 16 Con -8 Oath) Fort +15; Ref +17; Will +12 (+2 on saving throws against emotion and fear effects) Special Defenses Evasion (take no damage instead of half on successful Ref save), Immune to Disease, Immune to Fatigue, Physical Resistance (ability drain, ability damage and temporary ability score penalties reduced by 2 points) -------------------- Offense -------------------- Speed 45 feet (30 feet without martial focus) Melee Dragon Style +4 Unarmed Strike +23 +23 +18 (3d8 +26 (23, 23) B, P or S/17-20 +1 to confirm crits, +8 Damage to crits) Special Always act in the surprise round (still flat footed until acts)
Defenders of the Realm Benefits Defenders of the Realm benefit from a +2 competence bonus to Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks, as well as a +2 competence bonus to Fortitude saves. Oath against Artifice (1 Oath Point) You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points. Oath against Mercy (2 Oath Points) You have sworn to take no prisoners in battle, sparing no enemy who turns their weapon against you. You may not capture foes alive and must kill any enemies you defeat in battle. You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop. Oath of Abstention (1 Oath Point) You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp. Oath of Candor (1 Oath Point) Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent. Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower. Oath of Humility (1 Oath Point) You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive. Oath of Loyalty (Berronar Truesilver) (1 Oath Point) You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time. Oath of Ritual (1 Oath Point) You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual. Bonus Talents (3 Oath points) You gain a number of bonus talents based on how many Oath points you spend on this Oath boon. These talents may be either combat talents or magic talents, but you must meet the prerequisites for these talents and cannot select magic talents if you are not already a spherecaster. You may spend up to 3 Oath points on this Oath boon. One talent at 2nd, 6th, 10th, 14th, and 18th levels Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. Enhanced Armaments (Su) (3 Oath Points) Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level). The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. Inhuman Resilience Su (1 Oath Point) Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level). Shielded Form Su (1 Oath Point) Incredible powers shield you, granting you a +1 deflection bonus to AC starting at 6th level which increases by 1 at 9th level and every 3 levels thereafter (to a maximum of +5 at 18th level).
Stance: Primal Warrior Stance
Maneuvers Known: Bloody Riposte, Bronze Knuckle, Counter Step, Decree of Death, Encouraging Roar, Ghost Hunting Blow, Lifeburst Strike
0 gold
Powers and Special Actions (by Action Type):
-------------------- Free Actions -------------------- Berserking At the start of the round choose to lose 2 AC to gain 11 temporary hp or roll attack twice on one attacks during the round, taking the better result each time Combat Style Master Change to a new style, can retain up to one previous style Hardened Fists Unarmed strikes deal damage as one size category longer for one round Lotus Style: Float After teleporting can either drift back to the ground at 60 feet per round gliding horizontally or can float in place until start of next turn Stunning Fist When making an unarmed strike can use stunning fist to attempt to stun target for one round, fatigue target or make target sickened for 1 minute if attack hits; DC 20 Fort to negate Style Strike: Hammerblow When using flurry of blows one unarmed strike can roll damage dice twice (not multiplied on critical hit) -------------------- Swift/Immediate Actions -------------------- Capoeira Spin Immediate action to stand up from being prone as part of attack action without provoking AoO as a part of an attack action dealing +2 damage Exploit Weakness (defensive) +2 bonus on Sense Motive checks, Reflex saves, and a dodge bonus to AC against one opponent within 30 feet until the start of next turn Exploit Weakness (offensive) Wisdom check (1d20 + 13) vs 10 + Hardness or CR to gain +2 on attack rolls, ignore DR/Hardness until end of turn Fuse Styles Change Style and Stance Invest Essence Invest one point of essence in an essence receptacle (Radiant Dawn maneuver) Ki Weapon Spend up to 2 SP to grant unarmed strikes special weapon qualities for one minute Sweeping Kick When a melee attack from attack action hits make a trip attempt at -2 as immediate action -------------------- Move Actions -------------------- Shove Move up to half move speed and make a touch attack to do Str (normally 5) damage and regain martial focus -------------------- Standard Actions -------------------- Advancing Carnage Take -2 to hit for the round to make an attack action; if it hits get additional attack against an foe adjacent to one that was hit, can repeat up to four times (for five foes total,) can’t attack single foe more than once using this ability, can take 5 foot step after each attack Monk Weapon Training When using an attack action with monk weapon or unarmed strike make an additional attack (-2 for both attacks) Pouncing Teleport When teleporting spend 1 SP to make an attack roll after teleport or spend 1 more SP to make attack action or full attack Recover Maneuver Ready an expended maneuver Shapeshift Duration concentration, can spend 1 SP as free action to make duration 4 minutes, typically gain large size; once per day duration increased to 40 minutes Warp Teleport self up to 40 feet; can spend 1 SP to increase range to 640 feet -------------------- Full Attack Actions -------------------- Flurry of Blows Gain 1 extra attack at full BAB when taking full attack action using unarmed strikes Pouncing Teleport Increase time when teleporting to make an attack roll after teleport or spend 1 SP to make attack action or full attack Recover Maneuvers As a full round action replace up to five expended maneuvers with readied maneuvers chosen from any known, change style for free -------------------- Other -------------------- Capoeira Spin Attacks while prone have penalty to hit reduced by 2 Combat Expertise When attacking take -3 to attack rolls, CMB and +3 Dodge to AC until the start of next turn Deadly Aim When making a ranged attack take -3 to hit, +6 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers) Devoted Guardian Always act in the surprise round, flat footed until act Power Attack When making a melee attack take -3 to hit, +6 damage on melee attacks until next turn Reaper’s Momentum If Kazu has martial focus, up to twice a turn when a foe is reduced to 0 hp or less with melee or thrown weapon attack immediately make a melee or thrown weapon attack on another creature Run Move at five times normal move when running, +4 to acrobatics when making a jump after a running start +4 bonus on your check, retain your Dex bonus to AC while running Tight Guard When reading an action, taking a total defense action, or using the attack action to attack with a light weapon, you gain a +3 shield bonus to your AC and CMD until start of next turn Feats and Talents (by Level and Source):
Level One Campaign Feat: Combat Stamina
Level Feat: Weapon Focus (Monk)
Level Two Formcrafter Bonus Feat: Dragon Style
Level Feat: Discipline Focus (Radiant Dawn)
Level Three Level Feat: Greater Unarmed Strike
Level Four Level Feat: Weapon Specialization (Monk)
Level Five Campaign Feat: Signature Skill (Varied)
Level Feat: Radiant Dawn Style
Level Six Formcrafter Bonus Feat: Wildcard Style Feat
Level Feat: Vital Strike
Level Seven Level Feat: Combat Style Master
Level Eight Level Feat: Improved Critical (Monk)
Trait and Racial Trait Details:
-------------------- Traits -------------------- Blood of Pharaohs, Campaign Long ago, one of your ancestors ruled over the Sea of Dust. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of the necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language as one of your bonus languages. Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Gift for Magic (Warp), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice. Heavy Hitter, Regional You gain a +1 trait bonus on damage rolls made with unarmed attacks. Life of Toil, Social You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves. Reactionary, Combat You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Dragon Sight (2 RP) Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Skills Details:
-------------------- Skills -------------------- Ranks: 56 (32 Class +16 Background +8 FCB -8 Int +8 Spheres) Acrobatics +23 (8 Ranks +7 Dex +3 Class, +5 Circumstance)
Stamina Combat Tricks:
Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent. Combat Reflexes When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round. Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Combat Style Master When it is not your turn, you can spend 2 stamina points to take the free action to switch your style. Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0. Dragon Style On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modifier to that attack’s damage roll. Improved Critical When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage. Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn. Stunning Fist You can spend 5 stamina points to declare that you are using Stunning Fist after you’ve hit with an unarmed strike. Vital Strike After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower. Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn. Weapon Focus (Monk)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn. |