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Takeda Hasashi LN
Character Name Alignment
UMonk 4
Character Level
Human - Laotse - Hattori Clan M
Race Size
Male 24
Gender Age
no no
Height Weight
black black
Hair Eyes
João Barbosa
Player
tbd Hattori
Deity Homeland
N/A 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
13 +1 N/A +1
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
15 +2 N/A +2
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
18
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+0
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+1
+3
Touch
18
Flat Footed
14
Flat Footed + Touch
14
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +1 +0 +0 +0
Reflex +7 +3 DEX +4 +0 +0 +0
Will +2 +0 WIS +2 +0 +0 +0
Saving Throw Notes

Reflex Saves = + evasion

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +2 +0 +0 +4
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +2 +1 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Laotse, Common

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +4 +2 +3
  Bluff +0 (CHA)  +0 +0 +0
Climb +6 (STR)  +1 +2 +3
Diplomacy +5 (CHA)  +0 +1 +4
  Disguise +0 (CHA)  +0 +0 +0
Escape Artist +9 (DEX)  +4 +1 +4
  Fly +4 (DEX)  +4 +0 +0
  Heal +2 (WIS)  +2 +0 +0
  Intimidate +0 (CHA)  +0 +0 +0
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +1 (INT)  +1 +0 +0
  Knowledge: Nature +1 (INT)  +1 +0 +0
  Knowledge: Planes +1 (INT)  +1 +0 +0
Knowledge: Religion +1 (INT)  +1 +0 +0
Perception +7 (WIS)  +2 +2 +3
Ride +4 (DEX)  +4 +0 +0
Sense Motive +6 (WIS)  +2 +1 +3
Stealth +9 (DEX)  +4 +2 +3
  Survival +2 (WIS)  +2 +0 +0
Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
Craft: Player +1 (INT)  +1 +0 +0
Craft: Swords +2 (INT)  +1 +0 +1
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Weapon Finesse
With a light weapon, elven curve blade, Rapier, whip, or spiked chain made for a Creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a Shield, its armor check Penalty applies to your attack rolls.
Agile Maneuvers
You add your Dexterity bonus to your Base Attack Bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Stunning Fist
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Combat Reflexes
You may make a number of additional Attacks of Opportunity per round equal to your Dexterity bonus. With this feat, you may also make Attacks of Opportunity while Flat-Footed.
Improved Grapple
You do not provoke an attack of opportunity when performing a Grapple Combat maneuver. In addition, you receive a +2 bonus on checks made to Grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to Grapple you.

Special Abilities

Racials


Lethal Swordsmen
+1+⅕ their level to craft (swords) skill checks. While using eastern swords, they get +1+⅕ their level their level to confirm critical hits.
Clear Mind
+1 to will checks. This bonus increases to +2 at level 8 and +3 at level 16.
Eastern Armor Mastery
While using Eastern Armor: +1 to Dodge AC and Max Dex Bonus and reduce any Armor Check Penalty to skills by 1. This bonuses increases to +2 at level 7 and +3 at level 16.
Eastern Armor Restriction
Characters with this trait can only use Eastern Weaponry and Armor, and may not use shields. They can use normal simple weapons, firearms, bows and crossbows, if they are proficient with it.
Mastery over...Chains
Proficient with rope dart, meteor hammer, double chained kama, flying blade, spiked chain and kusarigama. +2 to attack rolls and dodge AC while using any of these.
Clan of... Yattori
+1+⅕ their level to stealth checks. Ninjas get: a bonus ninja trick every three levels. Ninjas and Monks get +1+⅕ their level to damage rolls with thrown weapons.

Traits

World Traveler (Diplomacy)
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Monk Weapon Skill (rope dart)
Your exposure to teaching from the Houses of Perfection makes your attacks with monk weapons even more deadly. Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). You gain a +1 trait bonus on damage rolls with this weapon.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Rope Dart - Blocking, Distracting +9 20 Ranged Piercing 20 ft. 1d4+3
Skorpion Sword +7 19-20 x2 Melee Piercing/Slashing 1d8+1
Skorpion Lightsword +7 19-20 x2 Melee Piercing/Slashing 1d6+1
Arms & Equipment

Skorpion Sword
Category: Exotic One-handed
Weapon Group: Heavy Blade, Monk
Damage: 1d8 / 19-20 x2 / Slashing
Qualities: Finesse, Monk
Skorpion Sword, light
Category: Exotic light One-handed
Weapon Group: light Blade, Monk
Damage: 1d6 / 19-20 x2 / Slashing
Qualities: Monk
Weight: 2lbs
Rope Dart
Category Ranged Exotic
Weapon Group: Monk; Thrown
Damage: 1d4 / Critical x2 / Range 20 ft. / Piercing
Quailities: blocking, distracting, monk
Backpack, Masterwork
This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Rogue's Kit
This kit includes a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, and a waterskin.

Class Features

Weapons & Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
Bonus Feats
At 1st, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows
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. This additional attack stacks with the bonus attacks from haste and other similar effects. 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. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist
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 condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strikes
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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. A helpless monk does not gain the benefit of evasion.

Possessions & Property

Gold Coins
141

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

DMrico.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed