Vencarlo Orinsini

Leng the Wanderer's page

372 posts. Alias of Jesse Heinig.

Full Name

Leng the Wanderer




Monk (wanderer, weapon adept) 5 | 40/43 HP | AC 17 T 17 FF 13 | Fort +7 Ref +8 Will +7 | Initiative +3 | Perception +10 | Perfect Strike 3/5 | Ki Pool 3/4







Special Abilities

Perfect Strike 5/day


Lawful Good




Common (Taldane); Draconic


Itinerant, vagabond

Homepage URL


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

About Leng the Wanderer

Leng the Wanderer
Male human monk (wanderer, weapon adept) 5
LG medium humanoid (human)
Init +3; Senses Perception +10


AC 17, touch 17, flat-footed 13 (+3 Dex, +2 Wis, +1 feat, +1 monk bonus)
HP 43 (5d8, +10 Con, +5 favored class)
Fort +7 (+5 base, +2 Con), Ref +8 (+5 base, +3 Dex), Will +7 (+5 base, +2 Wis)


Speed 40 ft.
Melee Unarmed strike +6 (1d8+3/x2)
Melee Flurry: Unarmed strike +5/+5 (1d8+3/x2) x2
Melee +1 flame tongue kusarigama +8 (S: 1d3+5+1d6 fire, B: 1d6+5+1d6 fire, x2; reach)
Melee Flurry: +1 flame tongue kusarigama +7/+7 (S: 1d3+5+1d6 fire, B: 1d6+5+1d6 fire, x2; reach) x2


Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 10
Base Atk +3; CMB +8; CMD 24
Languages: Common (Taldane); Draconic


Level 1
Combat Reflexes: You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Monk 1
Improved Unarmed Strike: You are skilled at fighting while unarmed.
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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Wanderer 1
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Kusarigama

Weapon Adept 1
Perfect Strike: When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: 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.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike 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.

Monk 2
Improved Grapple (Combat): You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Weapon Adept 2
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Kusarigama

Level 3
Ascetic Style (Combat, Style): You blend arms and martial arts, using weapons with the same ease as unarmed strikes.
Prerequisite(s): Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st.
Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.
Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.

Wanderer 3
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 5
Ascetic Form (Combat, Style): You have mastered the ability to blend the use of arms with martial arts.
Prerequisite(s): Ascetic Style; Weapon Focus with the chosen melee weapon; base attack bonus +5 or monk level 5th.
Benefit(s): You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats.


Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit(s): You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

Martial Manuscript (Faith): You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating.
Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

Adventuring Skills

Total skill ranks: 25/10 (20 monk, +5 human; 10 background)

Acrobatics +11 (5 ranks, +3 Dex, +3 class skill)
Knowledge (religion) +8 (5 ranks, +3 class skill)
Perception +10 (5 ranks, +2 Wis, +3 class skill)
Sense Motive +11 (5 ranks, +2 Wis, +3 class skill, +1 trait)
Survival +10 (5 ranks, +2 Wis, +3 class skill)

Background Skills

Craft (weaponsmith) +8 (5 ranks, +3 class skill)
Knowledge (geography) +8 (5 ranks, +3 class skill)

Untrained Skills

Bluff +0
Climb +3 (+3 Str)
Diplomacy +0
Intimidate +0
Stealth +3 (+3 Dex)
Swim +3 (+3 Str)


Total starting wealth: 35 gp

Traveler's outfit (free)
+1 flame tongue kusarigama (12 gp, 3 lbs.)
Backpack (2 gp, 2 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Poncho (5 sp, 2 lbs.)
• 117 gp, 9 sp

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Monk (wanderer, weapon adept) 5

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: 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.

Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.

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.

Far Traveler: At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.
This ability replaces the bonus feat gained at 1st level.
Chosen Bonus: Exotic Weapon Proficiency: Kusarigama
Level 4 Bonus: Language: Draconic

Flurry of Blows (Ex): 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, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
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.

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

Unarmed Strike (Ex): 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.

Way of the Weapon Master (Ex): At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces 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.

Long Walk (Ex): At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.
This ability replaces still mind.

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.

Light Step (Su): At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level).
This ability replaces slow fall.

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


Description: Leng is a very nondescript man. With sandy blond hair, a long nose, and a wiry, lean frame of average height, he would blend in easily with any number of day laborers or young farm workers. Sometimes he even makes his living that way. He has rough hands and a humble demeanor. He favors wearing a wide-brimmed hat and loose, baggy breeches, tunic, and sandals.

Hair: Sandy blond
Eyes: Brown
Height: 5' 9"
Weight: 169 lbs.
Age: 22

Background: Like many monks, Leng was an orphan, raised in a monastery. He does not know if his parents were killed in a rebellion, starving in a famine, dead of plague, or simply unwilling to raise a child. Occasionally he makes up stories about them in order to make a roundabout point via fiction, always with a hint of amusement.
Trained in the body arts favored by students of Irori, he had a knack for the use of obscure weapons and little sense of any sort of "home." After he completed his initial training he took to wandering from place to place, never staying in one town more than a few months (sometimes only a few days) before hitting the road again.
Along the way he's had the occasional tussle with goblins or bandits, and he has met a few like-minded travelers -- Varisian caravaneers, mostly -- with whom he sometimes travels.

Personality Traits: Leng typically speaks only in short, clipped sentences when responding to people, but every once in a while he gets up a head of steam and starts relating an aphorism, proverb, or story -- usually to get some point across. He is very easygoing and seems to have blunted affect; he rarely shows much emotion and doesn't seem to do much to relate to others or to make friends. He is strongly loyal to those few people he does befriend, though, and he places a great value on life. Unlike many orphans, he does not wonder about his parentage. He reasons that he never knew his parents, so this frees him to go about his life however he likes, without any preconceptions. He thus took to a life of travel, as he has no home and he enjoys meeting new people and seeing new places.