Ko, Ascetic of the Void's page

46 posts. Alias of Simeon.

About Ko, Ascetic of the Void

Presenting Ko, kasatha monk/kineticist, silent warrior, and ascetic of the void!


Kasatha chaokineticist 2/unchained monk 4 (Pathfinder RPG Bestiary 4 174, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 14)
LN Medium humanoid (kasatha)
Init +3; Senses Perception +12
AC 20, touch 20, flat-footed 14 (+3 Dex, +3 dodge, +1 monk, +3 Wis)
hp 50 (6 HD; 2d8+4d10+16)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +12, Will +6 (+1 vs. emotion effects); +2 vs. enchantments
Defensive Abilities evasion, fortification 5%; Resist negative energy 2
Speed 40 ft.
Melee +1 temple sword +9/+9 (1d8+5/19-20) or
. . mwk temple sword +7/+7 (1d8+4/19-20) or
. . unarmed strike +7/+7 (1d8+4)
Special Attacks flurry of blows (unchained), kinetic blast, stunning fist (4/day, DC 16)
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—pulling infusion
. . Blasts—gravity blast (1d6+3)
. . Utility—basic chaokinesis, no breath
Str 19, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +9; CMD 29
Feats Deflect Arrows, Dodge, Double Slice, Improved Unarmed Strike, Multiweapon Fighting, Stunning Fist, Technologist, Weapon Focus (temple sword)
Skills Acrobatics +9 (+13 to jump), Climb +9, Escape Artist +8, Heal +7, Knowledge (engineering) +6, Knowledge (history) +8, Linguistics +1, Perception +12, Sense Motive +8, Stealth +10, Swim +11
Languages Common, Kasatha, Sign Language
SQ basic chaokinesis, burn (1 point/round, max 5), desert runner, desert stride, emptiness, fast movement (unchained), gather power, jumper, ki pool (6 points magic), ki power (slow fall), monk vow (vow of silence[UM]), multi-armed, no breath, stalker
Other Gear +1 temple sword[APG], mwk temple sword[APG], belt of giant strength +2, cloak of resistance +2, headband of inspired wisdom +2, backpack, belt pouch, black hologram generator, blanket[APG], hemp rope (50 ft.), soap, trail rations (5), waterskin, 332 gp, 1 sp
Special Abilities
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (6 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative energy (2) You have the specified Energy Resistance against Negative Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Fortification 5% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 1; Burn 0
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Multi-Armed (Ex) Has one primary and 3 off hands.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Pulling Infusion Your kinetic blast pulls foes toward you.
Slow Fall (Su) As an imm action, use 1 ki to negate fall damage for distance where adj to a wall.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Stunning Fist (4/day, DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Vow of Silence (+1 ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons accordingly.

Appearance and Personality:

Ko never speaks of his life before joining the Conclave of the Void, a monastery in the Diaspora. Granted, he never speaks of anything, as part of the Conclave's beliefs were that as there is no sound in space, one should aspire not to make any sound whatsoever. Indeed, the monastery is open to space, and the training as a kineticist allows them to survive in the void. While is is skilled in the use of sign language, he generally uses a simple hologram generator to communicate with those who can't understand his sign language. Ko is a tall kasatha man, dressed in the simple robes of a monk, albeit entirely black. He wears a black scarf over his mouth, in the tradition of the kasatha. A long scar runs across his face, along with several on his chest and arms. When asked where they came from, he simply answers that they were a mistake of his past. He has come to the Crawl under rather strange circumstances. As a test to ascend to a master of the Conclave, he was expected to get out of the limited gravity of the Conclave's monastery and drift through space in meditation, using nothing but the subtle manipulation of gravity to shift themselves through the void, travelling the system before returning to the Conclave, as a symbol of the favor of the void. The void has other plans for him however. He was caught up in the gravity swell of an Akitonian freighter which carried him along to Akiton, where he clung onto the ship for dear life, and eventually landed near the headquarters of the PECA. Little did he know, the freighter was bringing hopefuls to the Crawl, and he was taken along with them, simply accepting his fate.

dice=Temple Sword 1]1d20+9[/dice]
[dice=Temple Sword 2]1d20+7[/dice]
[dice=Unarmed Strike 1]1d20+7[/dice]
[dice=Unarmed Strike 2]1d20+7[/dice]

dice=Temple Sword 1(Damage 1)]1d8+5[/dice]
[dice=Temple Sword 2 (Damage 1)]1d8+4[/dice]
[dice=Unarmed Strike 1 (Damage 1]1d8+4[/dice]
[dice=Unarmed Strike 1(Damage 1)][1d8+4[/dice]