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828 posts. Organized Play character for JAF0.


Full Name

Kenji Nishida

Race

oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *

Classes/Levels

skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Gender

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 |

Languages

Common Tien Infernal

Occupation

548 gp

Homepage URL

PFS #52335-3

Strength 16
Dexterity 14
Constitution 13
Intelligence 11
Wisdom 18
Charisma 6

About Kenji Nishida

Kenji Nishida
Male oni-spawn tiefling monk (monk of the four winds) 6/sorcerer (wildblooded) 1
LN Medium outsider (native)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +10
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Defense
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AC 22, touch 19, flat-footed 20 (+1 deflection, +2 Dex, +2 monk, +3 natural, +4 Wis)
hp 50 (7 HD; 1d6+6d8+13)
Fort +7, Ref +8, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 50 ft.
Melee mwk cold iron kama +8 (1d6+3) or
mwk cold iron kama flurry of blows +8/+8/+3 (1d6+3) or
mwk silver kama +8 (1d6+2) or
mwk silver kama flurry of blows +8/+8/+3 (1d6+2) or
unarmed strike +7 (1d10+3 plus 1d4 bleed) or
unarmed strike flurry of blows +7/+7/+2 (1d10+3 plus 1d4 bleed)
Ranged sling +6 (1d4+3)
Special Attacks flurry of blows
Spell-Like Abilities (CL 7th; concentration +5)
1/day—alter self
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
7/day—heavenly fire (1d4 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5)
1st (4/day)— ray of enfeeblement (DC 15), true strike
0 (at will)— acid splash , detect magic , prestidigitation, resistance
Bloodline Empyreal
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 19, Cha 6
Base Atk +4; CMB +9 (+11 grapple); CMD 26 (28 vs. grapple)
Feats Armor Of The Pit ARG, Belier's Bite, Combat Reflexes, Deflect Arrows, Elemental Fist APG, Eschew Materials, Fiend Sight ARG, Horn Of The Criosphinx, Improved Grapple, Improved Unarmed Strike
Traits observant, wisdom in the flesh
Skills Acrobatics +10 (+24 to jump), Disable Device +14, Disguise +10, Escape Artist +7, Heal +6, Intimidate +0, Knowledge (arcana) +4, Perception +10, Profession (cartographer) +8, Sense Motive +8,
Spellcraft +10, Stealth +6, Survival +4 (+6 to avoid becoming lost), Swim +7; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Common, Infernal
SQ fast movement, high jump, ki pool (7 points magic), maneuver training, prehensile tail, slow fall 30 ft.
Combat Gear feather token (bird) , potion of cure moderate wounds (2), potion of invisibility , scroll of elemental body i (x2) , scroll of glitterdust (x2) , wand of cure light wounds (35 charges) , wand of cure
serious wounds (6 charges) , wand of heightened awareness (50 charges) , wand of infernal healing (46 charges), wand of mage armor (47 charges) , alchemist's fire (2); Other Gear mwk cold iron kama, mwk silver kama, sling, sling bullets (20), amulet of natural armor +1 , boots of levitation , cloak of resistance +1, handy haversack , hat of disguise , monk's robe , ring of protection +1 , rope of climbing , traveler's anytool, wayfinder, bedroll, concealable thieves' tools, flint and steel, masterwork backpack, spider's silk rope (50 ft.) , trail rations (5), waterskin (2), wrist sheath, wrist sheath, 6,977 gp
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Special Abilities
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Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (120 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Elemental Fist (2d6) You can add 2d6 energy damage to an attack.
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two weapon fighting.
Heavenly Fire (1d4 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.

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flurry attacks:

[dice=to hit]1d20+11[/dice]
[dice=dmg if hits]1d10+3+1d4[/dice]

[dice=to hit]1d20+11[/dice]
[dice=dmg if hits]1d10+3+1d4[/dice]

[dice=to hit]1d20+6[/dice]
[dice=dmg if hits]1d10+3+1d4[/dice]

racial information:

Oni-spawn Tiefling, +2 str, +2 wis, -2 cha
alter self 1x/day
prehensile tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
fiendish resistance cold 5, elec 5, fire 5
120' darkvision, low light vision (see feats)

traits:

Wisdom in the Flesh disable device based on wis and it's a class skill
Observant (faction) +1 to perception and it's a class skill

feats:

Improved Unarmed Strike (bonus feat)
Elemental Fist (1d6 elemental dmg, lvl x/day (bonus feat)
Improved Grapple (1st lvl bonus monk feat)
Fiend sight: Benefit: You gain low-light vision and your darkvision improves to 120 ft.
Bleeding Attack (Combat) Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
Combat Reflexes

monk class info:

Monk (Monk of the Four Winds)
class features:
AC Bonus (Ex)
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.

improved unarmed strike You are skilled at fighting while unarmed. 1d8 dmg
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
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.

A monk also deals more damage with his unarmed strikes than a normal person would (see table)

Elemental Fist (Su)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

flurry of blows (Ex) (+3/+3)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Evasion (Ex) At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex) A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki pool = 7

Slow Fall (Ex) 30' At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex) At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Sorceror class abilities:

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Celestial Bloodline/Empyreal Bloodline:

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks. This ability replaces the Celestial Bloodline Arcana.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level –4. This bloodline power replaces wings of heaven.

spells:

0 lvl dc 14: detect magic, acid splash, resistance, prestidigitation

1st lvl dc 15: true strike, infernal healing

equipment:

Things to pay for at the end of this adventure:

clothing
pack
rations x5
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
alchemist fire x2
thieves' tools
kama
hat of disguise
monk's robe AC, unarmed dmg at +5 lvls
spring loaded wrist sheathes (wand infernal healing, wand mage armor)
scroll glitterdust x2
scroll elemental body (7 mins_
CLW wand 44 chgs
wand mage armor 48 chgs
cloak of resistance +1
ring of prot +1
potion CMW x2
potion invis
sling 19 bullets
wayfinder
rope of climbing
amulet of natural armor +1
traveler's anytool
wand csw 5 chgs
boots of levitation
feather token bird

attacks:
sling, 20 bullets +5 to hit, 1d4+3 dmg B x2 crit
kama, +6 to hit, +1d6+3, S x2 crit
single unarmed attack +6 to hit, 1d6+3 dmg, x2 crit
flurry of blows +9/+9 to hit (2 attks), 1d6+3 dmg, x2 crit

appearance:

Kenji appears to be of Tian origins, though his features are clearly not completely human. His ears are pointed, but not elf-like, curling forward on the tips, almost as if they were barbed. His eyes are deeply colored, almost black, and when angry, the blackness fills the eyes entirely. His teeth are slightly fanged. His tail is the final touch to his inhumanity, though he keeps it hidden most of the time when in humanoid society. He is soft-spoken, barely opening his mouth when he speaks, the better to hide his fangs. He wears loose clothing, the better to hide his tail and move easily when his skills require it.

irrelevant info:

die rolls made at this post
tiefling table: 1d100 ⇒ 78
tiefling table: 1d100 ⇒ 53
tiefling table: 1d100 ⇒ 6
(taking 6: You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.