Chung Po

Matsuno Kaijitsu's page

77 posts. Alias of Chad Newman.


Full Name

Matsuno Kaijitsu

Race

HP 29/29 | AC 16 | T 16 | FF 12 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +2 | Perc +10 | Sense Motive +10

About Matsuno Kaijitsu

Stats:

Matsuno Kaijitsu
Male human (Tian-Min) monk (Zen Archer) 3
LN Medium Humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC: 16, touch 16, flat-footed 12 (+4 Dex, +2 untyped bonus)
HP: 29 (3d8+9)
Fort +5, Ref +5, Will +7
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Offense
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Speed 40 ft.
Melee unarmed strike +3 (1d6+1)
Ranged or
. . mwk composite longbow flurry of blows +7/+7 (1d8+1/×3) or
. . mwk composite longbow +8 (1d8+1/×3)
Special Attacks flurry of blows, zen archery
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Statistics
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Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +2; CMB +3; CMD 19
Feats Deadly Aim, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Ranged Trip, Trick Shooter, Weapon Focus (longbow)
Traits friends and enemies, greenskin stalker (isger, river kingdoms, or varisia)
Skills Acrobatics +8 (+9 to jump), Bluff -1 (+0 vs. goblinoids), Climb +5, Escape Artist +9, Perception +10 (+11 vs. goblinoids), Sense Motive +10 (+11 vs. goblinoids), Stealth +8, Survival +4 (+5 vs. goblinoids), Swim +5
Languages Common, Minkaian, Tien
SQ fast movement
Combat Gear mwk composite longbow (+1 Str), alchemist's fire (3), durable alchemical silver arrows (6), durable arrows (24), durable cold iron arrows (10), blunt arrows (20);
Other Gear belt pouch, blanket, chalk (2), charcoal stick (2), earplugs, everburning torch, flask, flint and steel, grappling arrow (2), masterwork backpack, oil (2), soap, spider's silk rope (50 ft.), trail rations (5), twine (50'), vial (2), waterskin, 172 pp, 10 gp, 9 sp, 11 cp
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Special Abilities
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Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greenskin Stalker (Isger, River Kingdoms, or Varisia) +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival vs. golblinoids.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 3/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Trip As full-rd act, attempt to trip with ranged wep at -2 penalty.
Trick Shooter +2 to ranged combat maneuvers. Refrain from damaging at no penalty.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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Kurata
Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8, Ride +4 (+6 to stay in the saddle)
SQ combat riding
Other Gear bit and bridle, feed (per day) (30), military saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Matsuno, or “Lucky” to his friends, was born to Uchida and Iira Kaijitsu, a merchant family of Magnimar. Uchida's brother, Lonjiku Kaijitsu, was the leader of the Kaijitsu family of Sandpoint and the father of Ameiko and Tsuto Kaijitsu. The Kaijitsu's of Magnimar shared little with the patriarch of Sandpoint, being of even temper and calm spirit, and succeeded at business to a high degree. Matsuno was raised to take on the family business, but also in the traditional and fine arts of his Tian-Min heritage. He was taught calligraphy and art, and he studied the lessons of the masters. He learned self control and discipline through the practice of the martial arts, and learned the formal style of bow shooting practiced by his people. All of this was to prepare him for a life of patience, control, and accuracy with figures and numbers, but fate would have something else in store for him.

When Matsuno was a young man, he felt the tug of the wide world beyond the walls of the city pull at him, and he knew in his heart that the role of a merchant was not his calling. He had a yearning to explore the world and see everything he could in life. He had studied as much as he could on the subject of adventuring and learned all of the tales and stories of those brave souls who had found their fortune and made their mark on the world as heroes. One day he addressed his desires with his father and surprisingly enough he found him to be receptive and supportive of his dreams. Uchida recognized the wild soul within his son and knew to chain and shackle his spirit would be to break him. The only promise that was made on the day Matsuno departed to find his fame was that he would return regularly to tell his father and mother the tales of his deeds and to one day settle down and take over the business when his adventures had some to an end.

In the years that followed he found himself teamed up with three different groups of adventurers. The first was a group calling themselves “The Band” who had agreed to a mission to plunder the remains of an ancient Thassalonian ruin. After not more than thirty steps into the ancient grounds the party encountered the guardians of the place, stone statues that came to life. Every member was lost except for Matsuno, who managed to beat a hasty retreat from the ruins and scramble back to the surface. He reported back to their sponsor that all hands were lost during the adventure, which did not please the man who promptly had him chased from the village. A second group, going by no specific name, came to be formed in the village of Clearwater. Their quest was to uncover the reasons behind a rash of recent goblin attacks. After the party set out it wasn’t long before they discovered the seemingly abandoned goblin village. In reality these goblins had been laid claim to some strange devices that the goblins proceeded to use against the party, once more killing all but Matsuno. He made his way back to the village to report the outcome, and was treated to some rather sour looks. The final group, “The Dawn’s Edge” was a hardier bunch, having some success until the encounter with the strange being in the woods that ended up luring them all into a hidden pool of quicksand. Matsuno, ever wary, was not so quick to follow the light that bobbed through the dark wood and kept his distance. When the party vanished into the muck he did his best to save them, but to no avail. When he reported this to the society that hired the group they called him “Lucky” for surviving the mess and his previous encounters, and the name stuck.

In the years that followed Matsuno was somewhat of a transient, working in places that would have him and keeping his eyes peeled for the next bit of adventure that he might find himself thrown into. After visiting many countries and never truly finding a home he found himself in southern Varisia, where he joined up with the Greenskin Stalkers, a group of somewhat unorthodox goblin hunters in the region. After several months of adventuring word got to the band of problems in the area of Sandpoint with local goblin tribes. Matsuno, recalling his family ties to the village, offered to ride out and scout the area to confirm or refute the truth of these tales. After a week of travel he arrived in the village only to find his cousin distraught over the recent events, and recounting a tale that was hard to believe involving her brother. She mentioned that a group of heroes who had helped save the town were at that very moment headed to get to the root of the problem. He struck out from the town at once, determined to put the menace to rest.

An opportunity unlike any he had hoped for was about to present itself…

Description:

Matsuno is a slender human of average build. His dark hair is close cropped and neat, and he is always clean shaven and well groomed. While he is not a handsome man by most standards he does take pride in his appearance and goes out of his way to remain clean and presentable.

He wears loose fitting cotton clothing and ties down his sleeves and legs with layers of wrapped linen to prevent them from restricting his movements. His prize possession is a well-made longbow of ebonwood and horn which is highly polished and lacquered. He sports two quivers at his belt, one on each hip, each containing arrows with several different types of fletchings. Strapped to his back is a large pack with another quiver attached to the side. A single silver locket hangs from his neck, usually neatly tucked within the safety of his shirt.

He voice is clear and deep and his eyes are bright, showing an inner wisdom and understanding uncommon for someone his age.

Mannerisms:

Matsuno is well studied, but sometimes has difficulty remembering specific pieces of lore he has been exposed to, almost to the point of being slightly scatter-brained. He spends much of his free time in practice and meditation, and truly treats his body like a temple. He does not enjoy sitting idle and will come up with any available reason to avoid inactivity.

Because of his childhood and formative years he is not overly comfortable around his peers and sometimes has trouble establishing lasting relationships. He has also seen many companions fall around him and does not form attachments easily. This tends to leave him a bit aloof when it comes to forming close ties with others, and can be taken as a bit standoffish.