Creeping Death

Yugatta Sakittumi's page

387 posts. Organized Play character for Caro Cogitatus.


Full Name

Yugatta Sakittumi

Classes/Levels

Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Gender

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3

About Yugatta Sakittumi

Medium Female Humanoid (Half-Elf):

Yugatta is a thin, attractive half-elven woman with facial features and greenish skin that mark her as foreign born. She speaks in a strange accent (notably, she uses "thee" and "thou" to describe you, and "this woman" to describe herself). She has a deep tan, which is unusual for her kind. She wears no makeup and her straight brown hair is done in a simple style. 5' 10", 120 lbs, green eyes, with a deep tan from many days at sea.

Backstory:

"Thee would know of this woman's past? Very well."
The half-elven woman before you is thin and attractive, with a light greenish tinge to her skin which you don't think you've ever seen before. Unlike most elves, she also has a deep tan and unusually shaped eyes which mark her as foreign-born.
"This woman was born in the civilized land, far away across the sea. This woman wished to see sights and hear sounds and smell odors that were unfamiliar, so this woman signed on as assistant navigator to a trading vessel. Aboard this ship this woman saw many wonders and was happy."
"Then one day the ship was beset by a storm, and sorely damaged, and in the midst of this storm a kraken rose from the depths to feast. Many sailors were plucked from the decks and plunged under the surface to be eaten. This woman found her way to the ship's dinghy and there escaped notice of the beast. This woman knows of no other survivors."
"This woman awoke the next day to a dinghy half full of rainwater and no provisions, no oars, no sail, nothing. This woman quailed, this woman cried, this woman shouted at the gods. This woman slept. After a time this woman grew very hungry and tried to catch fish with her bare hands, but she could not."
"This woman grew feverish and ill, and in this woman's illness this woman saw visions of future, of past, of faraway, and of near. When this woman awoke from her fever she tried again, and this time this woman succeeded."
"This woman spent many days in the tiny boat. This woman pondered many things. This woman found grace and skill at tumbling, at balance, at diving for seaweed and shellfish. This woman floated. This woman gained wisdom."
"One day this woman awoke, the boat gently beached upon thee's land. Still wishing to see sights and hear sounds and smell odors that are unfamiliar, this woman seeks employment which will give this woman such. This woman has unique skills which thee has need of."
From Tian-Xia.

HP/Init/Move/Vision/BAB:

Max HP 24 (3x(1d8+2)) Initiative +2 Vision Low-light vision Move 30ft + 10ft BAB +2
Init=(Dex +2, Misc +0)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Monk 3 (Favored Monk, Rogue) Alignment Lawful Good Deity Irori XP 8 PP 12 Point Buy 20

AC 17 (Touch 16, Flat Footed 14):

(Base +10, Armor +1, Shield +0, Dex +2, Wis +3, Size +0, Natural Armor +0, Dodge +1, Deflection +0)
Spell Failure 0% Armor Check - Max Dex unlimited SR 0

Fort +6 Refl +6 Will +7 (+2 vs Enchantment, Evasion):

Fortitude Base +3 Con +2 Magic +1
Reflex Base +3 Dex +2 Magic +1
Will Base +3 Wis +3 Magic +1

Skills/Languages:

* Acrobatics +7 (DEX +2, Ranks +2, Favored +3, Armor +0, Encumbrance +0)
+ Appraise +0 (INT +0, Ranks +0)
+ Bluff +0 (CHA +0, Ranks +0) Feint DC=10+(Target BAB)+(Target WisMod) or 10+(Target Sense Motive), Target loses Dex AC
* Climb +6 (STR +2, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
* Craft (Untrained) +0 (INT +0, Ranks +0)
+ Diplomacy +0 (CHA +0, Ranks +0)
Disable Device +3 (DEX +2, Ranks +1)
+ Disguise +0 (CHA +0, Ranks +0)
* Escape Artist +6 (DEX +2, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
+ Fly +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
+ Heal +5 (WIS +3, Ranks +0, Kit +2)
* Intimidate +4 (CHA +0, Ranks +1, Favored +3) DC=10+(Target HD)+(Target WisMod), Shaken (–2 attacks, saving throws, skill/ability checks) 1 rd
* Knowledge (History) +4 (INT +0, Ranks +1, Favored +3)
* Knowledge (Religion) +4 (INT +0, Ranks +1, Favored +3)
* Perception +12 (WIS +3, Ranks +1, Favored +3, Skill Focus +3, Racial +2)
* Perform (Untrained) +0 (CHA +0, Ranks +0)
* Profession (sailor) +9 (WIS +3, Ranks +1, Favored +3, Trait +2)
* Ride +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
* Sense Motive +3 (WIS +3, Ranks +0)
* Stealth +7 (DEX +2, Ranks +2, Favored +3, Armor +0, Encumbrance +0)
* Survival +8 (WIS +3, Ranks +0, Trait +1, Wayfinder +2, Kit +2)
* Swim +6 (STR +2, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
Use Magic Device +1 (CHA +0, Ranks +1)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Elven

=== Special Attacks ===
Flurry of Blows Extra unarmed attack; all attacks -2; BAB=Monk level.
Stunning Fist 3/day, DC=15, 1 rd. A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
Scorpion Style Single attack, normal damage, speed=5ft for 3 rds unless Fort DC14
Hamatulatsu Critical hit Piercing damage: sickened 1 rd or staggered
Critical Hit +1 on Confirmation rolls

=== Weapons === BAB +2 STR +2 DEX +2 WF +1 FoB +1/+1
Unarmed Strike +5 (1d6+2/20x2) B/P FoB +4/+4
Temple Sword +4 (1d8+2/19-20x2) S FoB +3/+3
Masterwork Sling +5 (1d4+2/20x2) B 50ft
Dagger +4 (1d4+2/19-20x2) P/S 10ft

CMB/CMD Bull Rush +5/20 Dirty Trick +5/20 Disarm +5/20 Drag +5/20 Grapple +5/20 Overrun +5/20 Reposition +5/20 Steal +5/20 Sunder +5/20 Trip
CMB = Monk (+3) + STR (+2) + Size (+0), CMD = 10 + Monk (+3) + STR (+2) + DEX (+2) + WIS (+3) + Size (+0)

Ability Scores: STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 10 (+0)

Equipment:

Bracers of Armor +1 (1 lb, 1000gp)
Cloak of resistance +1 (1 lb, 1000 gp)
Dagger (1d4/19-20x2 P/S, 10 ft, 1 lb, 2 gp)
Temple Sword (1d8/19-20x2 S, 3 lb, 30gp)
Sling, Masterwork (1d4/20x2 B, 50 ft, 0 lb, 300 gp)
x10 Bullets, Sling (0.5 lb, 0.01gp)
Explorer's Outfit (0 gp)
Backpack, Masterwork (4 lb, 50gp)
Rope, Silk 50 ft. (5 lb, 10gp) 4 HP, DC 24 Strength check to burst
Survival Kit, Masterwork (5 lbs, 50gp)
x6 Potion of Cure Light Wounds
Wand of CLW (2PP) 50/50 charges
Potion of Jump
Wayfinder (1 lb, 0gp) light at will, +2 competence to Survival (avoid becoming lost), can contain an ioun stone
Healer's Kit (1 lb, 50gp) +2 Heal, uses 10/10
Kit, Pathfinder's (mug,fishhooks,flint&steel,needle,whistle,string,thread,waterskin,whets tone)
includes bedroll,7 days trail rations (12 lbs)
coins 2255.9gp
Weight Allowance: 66/133/200

=== Feats ===
Weapon Focus, Unarmed Strike +1 bonus on attack rolls with one weapon.
Dodge Dodge +1 dodge bonus to AC.
Scorpion Style To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Hamatulatsu Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.

=== Class Features ===
Weapon and Armor 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. 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.
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.
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 (8th 2, 15th 3), taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. Damage 1d6 (4th 1d8, 8th 1d10, 12th 2d6, 16th 2d8, 20th 2d10) + Str mod.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus (Monk) feat.
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites; (Monk level)/day; DC=10+(1/2 Character level)+(Wis mod). 4th fatigued, 8th sickened 1 min, 12th staggered d6+1 rds, 16th blind or deafen, 20th paralyze 1d6+1 rds.
Evasion (Ex) At 2nd level or higher, a monk gains Evasion. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.
Fast Movement (Ex) At 3rd level, a monk gains a +10 enhancement bonus to his land speed (6th 20, 9th 30, 12th 40, 15th 50, 18th 60). 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.

(future):

High Jump (Ex) At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Improved Evasion (Ex) At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.
Quivering Palm (Su) Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Once/day (but see Martial Artist). Creatures immune to critical hits cannot be affected. Fortitude (DC=10+(1/2 Monk level)+(Wis mod) or death. A monk can have no more than 1 quivering palm in effect at one time.

=== Archtype (Martial Artist) ===
Pain Points (Ex) At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his Stunning Fist and quivering palm by 1. This ability replaces still mind.

(future):

Martial Arts Master (Ex) At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.
Exploit Weakness (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point. d20+(Monk level)+(Wis mod) vs 10+(object hardness) or 10+(enemy CR). If the check succeeds, +2 attack, ignore DR/hardness. Alternately, against one creature within 30 feet, Sense Motive/Reflex/Dodge AC bonus = (1/2 Monk level) until the start of his next turn. This ability replaces ki pool.
Extreme Endurance (Ex) At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.
Physical Resistance (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.
Bonus Feat At 12th level, a martial artist gains a monk bonus feat. This ability replaces abundant step.
Defensive Roll (Ex) At 13th level, a martial artist may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level). This ability replaces diamond soul.
Quivering Palm A martial artist may use this ability one additional time per day per level above 15th, but may not have more than one in effect at a time.
Greater Defensive Roll (Ex) At 19th level, a martial artist suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails. This ability replaces empty body.

=== Racial Qualities ===
Type Half-elves are Humanoid creatures with both the human and the elf subtypes.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Skill Focus, Perception You get a +3 bonus on all checks involving the chosen skill.

=== Traits ===
Poverty-Stricken (Social) (reskin) You were shipwrecked on a lifeboat for months. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Storm Pilot (Regional) You gain a +2 trait bonus on Profession (sailor) checks, and you treat the wind force of environmental wind effects (see Table: Wind Effects) as one step less powerful for the purposes of determining any penalties on ranged attacks and Fly checks as well as whether you would be checked or blown away.

=== Boons ===
Hydra's Fang The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the Divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
Hydra's Fang The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Monk HP d8+2=10 ST 14 (5 pts) DX 14 (5 pts) CN 14 (5 pts) IN 10 (0 pts) WS 14+2 (5 pts) CH 10 (0 pts)
Skills 4+1: Acrobatics, Perception, Profession (sailor), Stealth, *Swim
Feats: Weapon Focus Unarmed Strike
Bonus Monk Feat: Dodge
2 Monk HP d8+2=7
Bonus Monk Feat: Scorpion Style
Skills 4+1: Climb, Intimidate, Knowledge (History), Stealth, *Disable Device
3 Monk HP d8+2=7
Feat: Hamatulatsu
Skills 4+1: Acrobatics, Escape Artist, Knowledge (Religion), Stealth, *Use Magic Device

Pathfinder Society:

Player: Caro Cogitatus
Character: Yugatta Sakittumi
PFS#: 106336-5
Faction: Grand Lodge
Day Job: [dice=Profession Sailor]d20+9[/dice]
First Steps Part 1: In Service To Lore #37869 +1XP, +2PP, +417+10gp
#5-01 The Glass River Rescue #53586 +1XP, +2PP, +516gp
#5-08 The Confirmation #42641 +1XP, +2PP, +450gp, -1000gp Bracers of Armor +1
#79 The Half Dead City #52308 +3XP, +4PP, +1536gp, -1000gp Cloak of Resistance +1
#2 The Hydra's Fang Incident #72977 +1XP, +2PP, +757gp, -2PP Wand of CLW
#35 Voice In The Void #253109 +1XP, +2PP, +1251+20gp