Valeros

Kenzo Hagetora's page

198 posts. Alias of Malinor..


Full Name

Kenzo Hagetora

Race

Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]

Classes/Levels

ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Gender

Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7

Size

M

Age

17

Alignment

LG

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

About Kenzo Hagetora

Kenzo Hagetora

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Male Human Monk (Zen Archer) 2
LG Medium humanoid (Human)

Init +4 ; Senses Perception +8

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Defense:

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AC 16, touch 16, flat-footed 13 (+2 Dex, +3 AC Bonus, +1 Dodge)

hp: 25 (2d8+4 Con + 3 Toughness +2 FC)

Fort +5, Ref +5, Will +6 (+1 Fortitude Saves vs. Attacks by Incorporeal Undead)

Defensive Abilities:

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StatsOffense:

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Speed: 30 Ft

Melee: Unarmed Strike +4 (d6+3; x2)

Ranged: +1 Longbow +6 (d8+1; x3)
Flurry w/+1 Longbow +5/+5 (d8+1; x3)

Special Attacks: Flurry of Blows, Perfect Strike

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Statistics:

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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 10

Base Atk +1 ; CMB +4; CMD 20

StatsRacial Abilities::

Skilled: +1 Skill point per level.

Class Abilities::

Flurry of Blows: Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Shot: At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Unarmed Strike: 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, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Traits:

Wilderness Wanderer Package: Equipment

Chance Survivor: +2 Initiative

Feats::

Point Blank Shot: +1 to hit and damage within 30 ft.

Precise Shot: Ignore the penalty for firing into melee.

Perfect Strike: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Toughness: +1 hit point per level, minimum 3 hit points.

WF: Comp LB[/b] +1 to hit with my bow.

Dodge +1 AC.

[b:
Skills:] Acrobatics +7 [2], Knowledge: History +4 [1], Knowledge: Nobility +4 [1], Knowledge: Religion +5 [2], Linguistics (B) +6 [2], Perception +8 [2], Sleight of Hand (B) +6 [1], Sense Motive (Class Skill) +10 (2), Stealth +7 [2]

Languages::
Common, Abyssal

Gear:

Combat Gear: +1 Composite Longbow (3 lbs, Trait & Legacy Item), Cold Iron Short Sword (2 lbs, 20 GP)

Gold: 97 Silver: 2 Copper: 2

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Tracked Resources
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Arrows 20/20 3
Cold Iron Durable Arrows 80/80 6
Backpack 1/1 2
bedroll* 1/1 5
belt pouch 1/1 .5
chalk* 5/5 -
climber’s kit* 1/1 5
cold-weather outfit* 1/1 7
fishhook* 1/1 -
flint and steel* 1/1 -
mess kit* 1/1 1
Crowbar* 1/1 5
shovel* 1/1 8
signal whistle 1/1 -
silk rope (50 ft.)* 1/1 5
trail rations* 5/5 5
Traveler's Outfit 1/1 5
waterskin 1/1 4

*= Carried in backpack

Total Weight lbs // light 76 or less/ 77-153 medium / 154-230 heavy

Background:

Kenzo is a member of a monastic order that aids in the protection of Kenebras. His first task as a full member of the order was to aid Doctor Rudolph van Richten with some research he was doing in Kenebras. The two spent quite a bit of time before Kenzo led him out of the area threatened by demons. He continued to communicate with the Doctor for several years before word came from the Doctor that he once again needed Kenzo's aid. With the Crusade coming to a close once more, Kenzo was given permission to travel and aid the Dr.

What does bring to the table?:

Kenzo is built to be a ranged damage dealer which will be useful as many enemies fly or tight spaces might limit how many members are able to reach the enemy. He is also stealthy and can assist with scouting. He has two knowledge skills which might also provide important insights into what is happening in the adventure.