[ooc-][bigger-]Encounter Name | Round X, Initiative X[/ooc][/bigger]
[b-]Narakumi Hayashi | hp 32/32; AC 17/14T/17FF; +8F/+10R/+3W [/b]
[ooc-]Move: [/ooc]
[ooc-]Standard:
[ooc-]Swift:
[ooc-]Passive: Deflect Arrows, Ki Pool, Ammunition
Male Human Tian-Min Slayer (Stygian) 1/Monk 3
LN Medium Humanoid (human)
Init +6; Senses Low-Light Vision, Perception +9; Honor Points: 28 points
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Defense
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AC 17, touch 14, flat-footed 17 (+4 Dex + 2 Wisdom + 1 natural)
hp 32 (3d10+6 +1d10+2)
Fort +8, Ref +10, Will +4
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Offense
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Speed 40 ft.
Ranged Dart (Shuriken) +8 (1d4+2 20/x2, 10 ft.), Shortbow +8 (1d6 20/x3, 60 ft.), or Kunai (dagger)+8 (1d4+2, 20/x2, 10 ft.)
Melee Shortsword (Ninja-to) +8 (1d6+2, 19-20/x2), Longsword (Katana) +6 (1d8+2, 19-20/x2), +8 Unarmed (1d6+2 20/x2), +6 bo staff (1d6+2/1d6+1), or Sap +8, (1d6+2 20/x2 nonlethal)
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Statistics
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Str 14, Dex 19, Con 14, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +6 (+8 to Grapple); CMD 21 (23 vs. Grapple)
Feats Weapon Finesse, Point-Blank Shot, Improved Unarmed Strike (Monk), Improved Grapple (Monk), Stunning Fist (Monk; DC 15 or be stunned; 2/day), Mantis Style, Deflect Arrows
Skills +11 Acrobatics (4), +3 Bluff (1), +6 Climb (1), +3 Disguise (1), +8 Escape Artist (1), +8 Heal (4), +2 Intimidate (0), +7 Knowledge (local) (2), +9 Perception (4), +7 Ride, +6 Sense Motive (1), +9 Sleight of Hand (2), +11 Stealth (4), +7 Survival (2), and +5 Swim (0)
Languages: Tian
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Traits
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Noble born Clan Nara/Narukami (campaign) – +2 to damage rolls with light or one-handed weapons vs. flat-footed foes.
Blood of Dragons (race) – You gain Low-Light Vision.
Reactionary (combat) – +2 to Initiative
Child of the Streets (social) - +1 to Sleight of Hand, always a class skill.
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Drawbacks
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Nervous – Taking 10 results in taking an 8.
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Special Gear
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Cloak of Resistance +1, amulet of natural armor +1
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Gear
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Backpack [Bedroll, flint and steel, ink, iron pot, mess kit, soap (50 uses), torches (10)], Clothes [Shinobi shozoku, common clothes (style depending on location), Monk outfit [hat, robe, sandals], Belt Pouch [Thieves’ tools, steel mirror], Book Pouch [Hammer and Anvil, Cyphered Scrolls], shortbow, 2 Belt sheaths [2 shortswords (Ninja-to), 1 Kunai, 1 longsword (Katana)], 2 daggers [Hidden, DC 17 to find, Standard action to draw out], travel cloak (gray-green), bo staff, and shinobi medallion.
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Ammunition/Consumables
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Thigh quiver [arrows (10)], Disguise Kit (6 uses), candle (5), trail rations (5), Grappling arrows (30 ft; x5), Shuriken Holster (7 shuriken);
Reiki healing pins/tags (10 uses; DC 20 Heal to utilize), flash powder (x1), shinobi smoke pellet (smokestick) (x1), silk rope (50 ft)
Money Pouch [40 GP];
2,000 gp worth of building items: wood/iron/clay;
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Special Abilities
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Favored Class Bonus: + 1/6 Slayer Talent
Racial Bonus Feat: Humans gain an additional feat at 1st level.
Skilled: +1 skill point/hit dice.
Class Features: Slayer
Stygian Slayers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.
• Studied Target (Ex): +1 to attack, damage, Bluff, Sense Motive, Knowledge, Perception, and Survival checks to any target studied by a move action, increase DC of abilities by +1.
• Track (Ex): Add ½ Slayer level (minimum 1) to tracking with survival.
Class Features: Monk
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
• AC Bonus (Ex): Gain +2 to AC, Flat-footed, and Touch when unarmored.
• 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. 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.
• Unarmed Strike (Ex): 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. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. The damage is lethal or nonlethal. Unarmed Strikes deal 1d6 damage.
• Bonus Feat (2): Improved Grapple, Mantis Style
• Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
• Evasion (Ex): No damage on a successful Reflex save versus a spell or effect.
• Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to their land speed equal to 10 feet. Not applied when armored or carrying medium or higher loads.
• Ki Pool (Ex): W/1 point in his ki pool, can make a ki (magic) strike. 1 point additional attack on flurry of blows.
Ethnicity: Min
Character theme: Archetypal shinobi
Backstory themes: Fate, Duty, and Oni intrusions.
Birth/Ancestry: Firstborn son of Narukami Jiro (a government official) and Nara Ino.
Appearance: Average height and weight, shoulder-length black hair, black eyes, pale skin, appearance is all too common.
Hero/Action Points: 0 points
Quote:
“The road to perfection is not by remaining in isolation. It is by acknowledging one’s failures and shortcomings, and filling the gap with the efforts of whose successes make up for your failures.
“A true shinobi does not work alone—a true shinobi is one arm of a greater true body.
“A shinobi lives in the shadow—he does not succumb to the Dark, nor can he walk in the Light, though whom serves shows only ere the end.”
Personal Haiku:
“Evil, take form! Dark and bright, be one! Gold sun, set.”
Interpretation:
May the sun set, so that twilight bring both dark and bright together: evil oft is clearer in moments of confusion.
Goals:
a. Rising in the Shadowdragon Order and expanding its influence in the wilds.
b. Honoring Clan Nara by being victorious and powerful.
c. Restoring Clan Narukami, and repelling the dark spirit that haunts it.
d. Aiding his newfound nakama.
Kingdom Roles:
a. Spymaster
b. Councilor
c. Royal Enforcer
Previous Mission:
[Classified] x 3
Current Mission:
On a mission to serve King Huang in building a buffer/vassal nation between his lands and Shenmen.
Zan and Rong:
Human Monk 1 (2)
LN Medium humanoid (human) Init +3; Senses Perception +6
DEFENSE AC 16, touch 16, flat-footed 12 (+3 Dex , +1 dodge , +2 Wis )
hp 9 (1d8+1)
Fort +2, Ref +5, Will +4
OFFENSE Speed 30 ft.
Melee unarmed strike +3 (1d6+1) or kama +3 (1d6+1) or unarmed strike flurry of blows +2/+2 (1d6+1)
Ranged light crossbow +3 (1d8/19–20) or shuriken +3 (1d2+1) or shuriken flurry of blows +2/2 (1d2+1)
Special Attacks flurry of blows , stunning fist (1/day, DC 12)
TACTICS Before Combat The monk uses Stealth to catch enemies off-guard, starting any surprise round with Stunning Fist .
During Combat The monk never fights multiple opponents if she can help it, and prefers to use her shuriken with a flurry of blows before entering melee.
STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8
Base Atk +0; CMB +1; CMD 17
Feats Combat Reflexes , Dodge , Improved Unarmed Strike , Stunning Fist , Weapon Finesse
Skills [/b]Acrobatics +7, Knowledge (history, religion) +5, Perception +6, Sense Motive +6, Stealth +7
Languages Common, Dwarven
Combat Gear potions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear kama , light crossbow with 10 bolts, shuriken (20), 50 gp