Kenza Bloodborn's page

397 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).

Full Name

Kenza Bloodborn


| HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8


| Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None


Female Half-orc Monk 4








Common, Osiriani, Ancient Osiriani



Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 14
Charisma 10

About Kenza Bloodborn


PFS # 276820-8
Faction Sapphire Sages
Experience 9
Fame 16, Prestige 16

Kenza Bloodborn
Female Half-orc Monk 4
LN Medium Humanoid (human, orc)
Init +2; Senses Dakvision 60 ft., Perception +9

AC 17, touch 16, flat-footed 14 (+0 armour, +2 Dex, +1 dodge, +1 monk, +1 natural, +0 shield, +2 Wis)
hp 30 (4d8+8)
Fort +7, Ref +7, Will +7
...+2 vs. enchantment spells and effects
...+2 vs. hot weather
...+1 vs. disease, poison
Defensive Abilities: Evasion

Speed 40 ft.
Melee unarmed strike +7 (1d8+3 magic bludgeoning)
…flurry of blows +9/+9 (1d8+3 magic bludgeoning)
...dagger +6 (1d4+3/19-20) (slashing or piercing)
...+1 sai +7 (1d4+4) (bludgeoning)
...sai +5 (1d4+3) (bludgeoning)
Ranged sling +5 (1d4+3)
…dagger +5 (1d4+3/19-20)

Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 19
Traits Ancient Historian (linguistics), Honoured Fist of the Society
Feats deflect arrows, dodge, improved unarmed strike, iron hide, maneuver training, still mind, stunning fist (DC 14), weapon focus (unarmed strike)
Skills Acrobatics +9 (4R), Climb +10 (4R), Intimidate +8 (3R),Knowledge (history) +4 (1R), Knowledge (religion) +4 (1R), Perception +9 (4R), Stealth +8 (3R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities AC bonus +1, evasion, fast movement +10 ft., flurry of blows (+2/+2), intimidating, ki pool (magic, 5 points), orc blood, orc ferocity, slow fall (20 ft.), still mind, stunning fist, unarmed strike, weapon familiarity
Languages Common, Orc, Osiriani, Ancient Osiriani

Special Abilities:


Deflect Arrows You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Ki Pool 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 (+1 from trait) = 5 points. 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. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons 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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
...The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

Slow Fall (Ex): 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.

Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier=DC 14), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack a number of times per day equal to your monk level, plus one more time per day for every four levels he has in classes other than monk, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
...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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.


Combat Gear dagger (4), +1 sai, sai (2), sling, sling bullets (20), acid (5), alchemist's fire (3), holy water (8), potion of cure light wounds (4), potion of cure moderate wounds, potion of mage armour (4), potion of neutralize poison, potion of lesser restoration (3)
Possessions cloak of resistance +1, hot weather outfit, charcoal (2), journal, monk’s kit (backpack, belt pouch, blanket, flint and steel, rope, soap, torches (10), trail rations (5), waterskin), tinder twig (2)
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 41 lbs.
Money 1,304 GP 8 SP 0 CP

Temporary Gear:


[] [] [] [] Gremlin’s Token: While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.

Debt to the Scarred Sage As a representative of the Jeweled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threats to the organization. Whether this will ultimately be to your benefit or not remains to be seen.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NP, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Formidable Renown: Word of your defeat of the cultists of Lissala and your tenacity in the face of a relentless onslaught of summoned outsiders had quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Magnimarian Debt: The many wealthy and influential attendees of the auctioneer the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of raise dead, resurrection or true resurrection, you may call upon this favour to reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon cross it off the Chronicle Sheet.

Heroes of Magnimar Thanks to your action in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.

Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 prestige point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.

Resisting the Gossamer King Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against diseases and poisons.

Secrets Beyond Sight: You know that there's more to understanding history and your surroundings than sight alone. You can cross this boon off your chronicle sheet to gain one of the following benefits:
[] As a standard action you cast object reading as a spell like ability (CL 5th)
[] As a swift action you gain the scent universal monster ability for ten minutes.
[] As a swift action you gain blind sense to a range of 10 feet for one round per character level.
[] As a swift action you gain tremor sense to a range of 20 feet for one round per character level.

[] [] [] [] [] Ulfen Ally: Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from this boon.

[] [] Whispers of the Amberhollow: Your exposure to the mysterious amberhollow has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

Completed Scenarios:

#39: The Citadel of Flame
#35: Voice in the Void
Special: Race for the Runecarved Key
#9-04: The Unseen Inclusion
#6-10 : Wounded Wisp
Feast of Ravenmoor
#10-02: Bones of Biting Ants


Kenza was born in an Osiriani pyramid—cut from her mother’s stomach as she died from an ancient trap. She shouldn’t have been there—not while pregnant—but when did a Pathfinder ever rest? Kenza’s father never really knew what to do with baby—and certainly wished it had been is wife he left the pyramid with instead of the green-skinned mewling babe. When they got back to the city he decided there was really no way to prove the child was his, so he dropped the baby off with the caretaker’s at the Sothis Lodge, and left her care to them. Without her father’s protection she came to be known as Kenza Bloodborn—the half-orc who killed her mother while coming into the world.

To his credit, her father tried to reconnect with Kenza when she was a bit older. But he was a scholar, and she didn’t take well to his tutelage. Why learn about a tree when you can climb it and examine the real thing yourself? Finding little in common with the fidgety child her returned her to her caretakers in the Sothis Lodge and returned to his studies.

Kenza was born and raised to be a Pathfinder and indoctrinated into the Sapphire Sages beliefs young. She knew she was never going to be as clever as the other children around her, but she honed her body and resilience—intending to be a useful tool for the Society she considered her family. When she came of age Kenza joined the Pathfinder Society officially and was inducted into the Sapphire Sages. She is proud to serve the Society in whatever manner she can and—most importantly—hopes to prove to her mother’s spirit that Kenza was worth dying for.

Appearance and Personality:

Kenza is a solidly built half-orc woman with pale green skin tattooed with ancient osiriani sigils. She wears her long black hair tied back, and has rather large teeth protruding from her mouth. She is stoic, brave and unbending—willing to go to any lengths to protect her fellow Pathfinders and make her parents proud.