Toshiro has lived in Sandpoint his entire life, spending many of his days growing up with the late Lonjiku Kaijitsu. The two were friends, being some of the only Tien-blooded in the entire region and serving as caravan guards from time to time, but the two always had differing opinions on many subjects. Lonjiku settled down and had a daughter, Ameiko, but Toshiro was too absorbed in following the path of perfection and felt having a family would impede his progress towards enlightenment.
Over the years, Toshiro valued Lonjiku's friendship over the years, and felt like a second father towards Ameiko. He tried to impart his wisdom to the young Kaijitsu, encouraging her to follow her dreams. Even though her father disapproved, Toshiro encouraged her to pursue her passions of adventure and not settle for a sedentary life. He mentored her in every way he could, for he saw great potential in her. And even though Lonjiku never mentioned specifics, he always implied their family's heritage was much greater than they let on.
When the news and subsequent death of Lonjiku and the betrayal of his son Tsuto rocked Sandpoint, Toshiro did the best he could to be there for Ameiko. Seeing she was upset, Toshiro kept his distance and hoped she would find her way. He helped out around the town when things seemed bleak, offering guidance and wisdom to those that felt as if the town itself would fall into impending darkness.
To this day, Toshiro continues to the blessings of Irori to any interested in the town, while also assisting Ameiko with her tavern whenever he can. He knows that she is destined for great things and won't follow in her brother's footsteps, and is willing to help her achieve her goals in any way he can. In a way, he almost feels as if he owes the late Lonjiku, to ensure that his family legacy lives on in a meaningful and honorable way.
Appearance:
Toshiro is a half-Tien human that, despite his older age, still has a physique that reflects his youth. His flowing robes cover up his toned body though, hiding his martial prowess from most in the town. He keeps his head bald and his white beard short and trimmed, feeling that an unkempt look flies against what Irori expects of him.
Personality:
Toshiro is very friendly and cordial to everyone initially. He's willing to give anyone the benefit of the doubt before passing any sort of judgment. However, if someone shows disrespect towards another, he is quick to intervene with words. None in Sandpoint have seen him act with violence towards another, but most feel certain he could hold his own if provoked. He is very loyal and honest to all that befriend him. However, many have said that when talking to him, Toshiro often gets lost in his own thoughts, often leading to him talking a bit too much at times.
Toshiro Kato
Human (Tian-Shu) Monk (Sensei) 1
LN Medium Humanoid (human)
Init +1; Senses Perception +7
DEFENSE
AC 15, touch 15, flat-footed 13 (+1 Dex, +1 dodge)
HP 10 (1d8+2)
Fort +3, Ref +3 (-2 to avoid traps or hazards), Will +5
OFFENSE
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +1 (1d2+2/x2)
Special Attacks advice: inspire courage +1
STATISTICS
Str 14, Dex 13, Con 13, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +2 (+4 Grappling); CMD 17 (19 vs. Grapple)
SPECIAL ABILITIES
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acupuncturist +2 trait bonus to Fortitude saves vs poison.
Advice (4 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Advice: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Best Friend (Ameiko) (Ex) +1 vs foes threatening friend.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Ride) Ride becomes a Wisdom-based, class skill.