Master Soan

Sajan Hasegawa's page

39 posts. Organized Play character for Trong Le.


Full Name

Sajan Hasegawa

Race

Human

Classes/Levels

Monk 4 | HP:24/35 | AC/T/FF:18/17/14 | CMD:23 | F:6 R:8 W:5 | Init: +3 | Perc: +8 | Speed: 40

Gender

Male

Size

Medium

Age

45

Special Abilities

Flurry of Blows, Stunning Fist, Combat Reflex, Deflect Arrows, Evasion, Improved Unarmed Strike, Ki Pool, Mobility, Slow Fall, Spring Attack

Languages

Common, Vudrani

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Sajan Hasegawa

Male human monk 4
LN Medium humanoid (human)
Init +3; Senses Perception +8
DEFENSE
AC 18, touch 17, flat-footed 14 (+1 armor, +1 deflection, +3 Dex, +1 dodge,
+1 monk, +1 Wis)
hp 35 (4d8+12)
Fort +6, Ref +8, Will +5; +2 vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee flurry of blows +5/+5 (1d8+3) or
unarmed strike +6 (1d8+4) or
+1 temple sword +7 (1d8+5/19–20)
Ranged shuriken +6 (1d2+3)
Special Attacks flurry of blows, stunning fist (4/day, DC 13)
STATISTICS
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 23
Feats Combat Reflexes, Deflect Arrows, Dodge*, Improved Unarmed
Strike, Mobility, Spring Attack, Stunning Fist
Skills Acrobatics +10 (+14 when jumping), Climb +10, Knowledge
(nobility) +1, Knowledge (religion) +1, Perception +8, Sense Motive +8,
Stealth +10
Traits child of the temple*, deft dodger*
Languages Common, Vudrani
SQ fast movement*, maneuver training*, ki pool (3 points, magic),
slow fall 20 ft.
Combat Gear potion of cure light wounds, potion of cure moderate
wounds, potion of bull’s strength; Other Gear +1 temple sword,
shuriken (35), bracers of armor +1, ring of protection +1, belt pouch,
silk rope (50 ft.), trail rations (2), wooden holy symbol
* The effects of this ability have already been calculated into
Sajan’s statistics.
SPECIAL ABILITIES
Flurry of Blows Sajan can make a flurry of blows as a full attack. He
can make one additional attack, and takes a –2 penalty on all his
attacks during this round. These attacks can be any combination of
unarmed strikes and attacks with monk special weapons. Sajan uses
his monk level as his base attack bonus for these attacks.
Stunning Fist Four times per day before making an attack roll with an
unarmed strike, Sajan can use this feat. If a foe is damaged by the
attack, it takes damage as normal and must attempt a Fortitude save
(DC 13). If it fails, it’s stunned for 1 round (it drops what it holds, can’t
take actions, loses its Dexterity bonus to AC, and takes a –2 penalty
to AC).
Combat Reflexes Sajan may make up to three attacks of opportunity
in a round, and may make attacks of opportunity when flat-footed.
Deflect Arrows Once per round when a ranged weapon attack would hit
him, Sajan can deflect it if he has one hand free. He takes no damage
from the attack. He must be aware of the attack and not flat-footed.
Evasion If Sajan makes a successful Reflex saving throw against an
effect that would normally deal half damage on a successful save,
he instead takes no damage. If he is helpless, he does not gain the
benefit of evasion.
Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
attacks of opportunity, and can deal lethal or nonlethal damage as
he chooses.
Ki Pool While Sajan has at least 1 point in his ki pool, he can make
a ki strike, treating his unarmed strike as a magic weapon for the
purpose of overcoming damage reduction. As a swift action, he can
spend 1 point from his ki pool for one of the following to: make one
additional attack at his highest attack bonus when making a flurry
of blows, increase his speed by 20 feet for 1 round, or gain a +4
dodge bonus to AC for 1 round.
Mobility Sajan gets a +4 dodge bonus to AC against attacks of
opportunity caused by his movement.
Slow Fall When within arm’s reach of a wall, Sajan can treat a fall as
20 feet shorter than it actually was.
Spring Attack As a full-round action, Sajan can move up to his
speed and make one melee attack without provoking attacks of
opportunity from the target. He can move both before and after the
attack, but must move at least 10 feet before the attack and can’t
attack a foe he is adjacent to at the start of his turn.