Sajan Gadadvara

Kitajo Uchihide's page

579 posts. Organized Play character for Ietsuna.

Full Name

Kitajo Uchihide


| HP 75/75| AC 29 T 26 FF 26 | CMB +12, CMD 34 | F +8 R +9 Will +8 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +16, SM: +14


| Speed 50ft | Stunning Fist: 8/8 | Ki Pool: 10/10 | Active conditions: None


Male LN Human (Tien) Monk (Unchained) 8



Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 20
Charisma 8

About Kitajo Uchihide

Kitajo Uchihide
Male Human (Tian-Min) monk 8
LN Medium humanoid (human)
Init +2, Senses Perception +16


AC 22, touch 22, flat-footed 19 (+2 Dex, +1 deflection, +1 dodge, +7 misc)
hp 65 ((8d10)+24)
Fort +8, Ref +9, Will +8 (+2 Vs. enchantment spells and effects)
Quigong Power - Barkskin (1 ki point, self only, CL8)


Speed 50 ft.
Melee unarmed strike +14/+9 (2d6+6)
Ranged alchemist's fire (flask) +10 (1d6)
Ranged shuriken +10/+5 (1d2+4)
Ranged rope dart +10/+5 (1d4)
Melee temple sword (cold iron) +12/+7 (1d8+4/19-20)
Melee flurry of blows +14/+14/+9 (2d6+6)
Melee cold iron/alchemical silver Monk's Spade +12/+7 (1d6+6/1d6+6/x2)


Str 18, Dex 14, Con 12, Int 10, Wis 20, Cha 8,
Base Atk +8; CMB +12; CMD 34
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (Unarmed Strike)
Skills Acrobatics +13 , Climb +8 , Escape Artist +7 , Knowledge (History) +7, Knowledge (Religion) +7 , Perception +16, Profession
(Fisherman) +11, Sense Motive +14, Stealth +8, Swim +8
Traits Honored Fist of the Society, Quain Martial Artist
Languages Common, Minkaian, Tien
SQ ac bonus, barkskin, bonus feat, elemental fury, evasion, fast movement, flurry of blows, ki pool, ki powers, qinggong power, skilled, still mind, stunning fist, unarmed strike, weapon and armor proficiency,
Combat Gear Wand of Cure Light Wounds (39 charges), Wand of Mage Armor (34 charges), rations (trail/per day) (5), torch (10), alchemist's fire (flask) (2), potion of cure light wounds (2), potion of magic fang (2), potion of mage armor (2), shuriken (20)
Other Gear headband of inspired wisdom +2, amulet of mighty fists +1, unarmed strike, ring of protection +1, outfit (monk's), cloak of resistance +1, belt of giant strength +2, backpack, common, blanket (winter), rope (hemp/50 ft.), waterskin (filled), soap (per lb.), belt pouch, wayfinder, traveler's any-tool, temple sword (cold iron), cold iron / alchemical silver monk's spade, rope dart, flurry of blows, Monk's Robe 17119.4 gp

Abundant Step (Su) A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.

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 f lat-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.

Barkskin (Sp) Spend 1 ki point to use barkskin (self-only) as a spell-like ability (caster level 5).

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Elbow Smash The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a -5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.

Elemental Fury(Su) (Acid) A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Evasion (Ex) At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 1-2. A monk in armor or carrying a medium or heavy load loses this extra speed.

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.

Honored Fist of the Society You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.

Ki Pool (Su) At 3rd 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 3rd 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

Ki Powers (Su) At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

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

Qinggong Power (Su) A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.

Quain Martial Artist 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. You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Still Mind (Ex) At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and 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.

Style Strike (Ex) At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

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. The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1-2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.


Kintajo is very direct. In combat he will move up and strike, if a full round action he will flurry.

Single attack
[dice=Unarmed Strike] 1d20+14 [/dice] [dice=Damage] 2d6+6 [/dice]

Flurry of Blows
[dice=Flurry Unarmed Strike 1] 1d20+14 [/dice] [dice=Damage] 2d6+6 [/dice]
[dice=Elbow Smash] 1d20+9 [/dice] [dice=Damage (Non-Lethal)] 2d6+6 [/dice][dice=Jabbing Style Damage (Non-Lethal)] 1d6[/dice]
[dice=Flurry Unarmed Strike 2] 1d20+14 [/dice] [dice=Damage] 2d6+6 [/dice] [dice=Jabbing Style Damage] 1d6[/dice]
[dice=Flurry Unarmed Strike 3] 1d20+9 [/dice] [dice=Damage] 2d6+6 [/dice] [dice=Jabbing Style Damage] 1d6[/dice]
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.


6-01 Trial by Machine (1-2) 1PP
Year of the Shadow Lodge (1-2) 2PP
7-01 Between the Lines (1-2) 2PP
Blood Under Absalom (1-2) 2PP
8-06 Reaping What Your Sow (1-2) 2PP
6-06 Hall of the Flesh Eaters (1-2) 2PP
7-19 Labyrinth or Hungry Ghosts (3-4) 2PP
8-00 The Cosmic Captive (3-4) 2PP
9-00 Solstice Scar (3-4) 2PP
8-07 From the Tome of Righteous Repose (4-5) 2PP
7-16 Lost Colony of Taldor (4-5) 1PP
Wrath of the Fleshwarped Queen 2PP
0-04 Frozen Fingers of Midnight 2PP
9-00 Solstice Scar B (5-6) 2PP
9-00 Solstice Scar C (5-6) 2PP
10-00 The Hao Jin Cataclysm (5-6) 2PP
Legacy of the Stonelords 2PP
9-00 Solstice Scan D (5-6) 2PP
2-23 Shadow's Last Stand Part 1 (6-7) 2PP (GM Credit)
2-24 Shadow's Last Stand Part 2 (6-7) 2PP
8-09 Forged in Flame Part 1 (6-7) 2PP
8-11 Forged in Flame Part 2 (6-7) 2PP
10-11 Hao Jinn Hierophant (8-9) 2PP (GM Credit)

23 XP, 40 Fame, 35 PP