Kaze
Kaze, Seeker of Enlightenment
Name: Kaze
XP: 2500
Elf Fist
Martial Artist 3
Type: Medium biped fey, reach 1
Speed: 50 ft.
STR: 12
DEX: 12
CON: 12
INT: 14
WIS: 20
CHA: 12
Vitality: 39
Wounds: 12
Melee Attack: 4 = 3 (class) + 1 (STR)
- Quarter Staff +4 (1d8+2 subdual; threat 20; Qualities: Double, trip)
Unarmed Attack: 8 = 3 (class) + 5 (WIS) [forte]
- Punch +9 (1d4+10 lethal; threat 18-20)
Ranged Attack: 4 = 3 (class) + 1 (DEX)
- Small Rock +4 (1 subdual; 15 ft. x 3)
Fortitude save: +4 = 2 (base) + 1 (CON) + 1 (life of discipline)
Reflex save: +3 = 2 (base) + 1 (DEX)
Will save: +7 = 2 (base) + 5 (WIS)
Defense: 18 = 10 + 3 (class) + 5 (WIS)
DR: 0
Resistances: Cold 7 (armor)
Spell Resistance: -
Initiative: +7 = 2 (class) + 5 (WIS)
Action dice: 3d4
Lifestyle: 2
- Panache: 0 (+1 Appearance, 0s income)
- Prudence: 2 (25% Money saved/earned)
Legend: +1
Reputation: 0
Renown: -
Origin Abilities:
- Burden of Ages: Regains only 1/2 (round up) healing from effects that heal vitality.
- Keen Sight: Visual range increments are equal to Wisdom score x 50 ft. Ignores 2nd and 4th range increment penalties when Aiming.
- Sharp Hearing: Hearing range increments are equal to Wisdom score x 10 ft. May act during surprise rounds unless deafened.
- Practiced Acrobatics: Regain AD spent on failed Acrobatics checks.
Class Abilities:
- Unyielding: May spend up to 3 AD when Refreshing, and Refresh when unconscious or dying.
- Martial Arts: Gain Martial Arts feat.
- Life of Discipline (Discipline of the Body): +1 CON and Fortitude save, may spend AD to hold breath for a really long time.
- Way of the Warrior: Gain feats (Blocking Basics)
Skills: Total = Ranks + Attribute Modifier + Misc
- Acrobatics +6 = 5 + 1
- Athletics +6 = 5 + 1
- Blend +6 = 5 + 1
- Bluff +1 = 0 + 1
Crafting +2 = 0 + 2 - Disguise +1 = 0 + 1
- Haggle +5 = 0 + 5
- Impress +1 = 0 + 1 [+2 error range vs. non-elves]
- Intimidate +5 = 0 + 5
- Investigate +5 = 0 + 5
- Medicine +2 = 0 + 2
- Notice +10 = 5 + 5
- Prestidigitation +1 = 0 + 1
- Resolve +7 = 6 + 1
- Ride +1 = 0 + 1
- Search +2 = 0 + 2
- Sense Motive +10 = 5 + 5 [+2 error range vs. non-elves]
- Sneak +6 = 5 + 1
- Survival +5 = 0 + 5
- Tactics +2 = 0 + 2
Origin Skills: Blend & Crafting
ACP -0
Feats:
- Martial Arts: +2/+1 damage/threat range to unarmed attacks, substitute WIS for DEX/STR when calculating Defense/unarmed attack checks.
- Master's Art: +2/+1 damage/threat range to unarmed attacks, substitute WIS for DEX/STR when calculating Initiative/unarmed damage rolls.
- Two-Hit Combo: May accept -2 penalty to take 2 Standard Attacks as one half action.
- Tiger Nation: Gain Unarmed proficiency, STR-based damage rolls are +1, access to new skill pair.
- Blocking Basics: When parrying unarmed, gain 1 Edge, also gain Fending Stance.
Stances:
- Fending Stance: When both hands free, reduce threat range of incoming unarmed and melee attacks by 2. Cannot Run, Jump or Tumble.
Interests: +4 Knowledge bonus
- Language: Elf
- Language: Common
- Study: Lotus Elf Culture
- Alignment: Path of the Enlightened (Good)
- Study: The Search for Enlightenment
Proficiencies:
- Unarmed (forte)
- Blunt
- Hurled
Advanced tricks:
- Parry
- Cheap Shot
- Shove
- Relentless Attack
- Merciful Strike
Gear
General Equipment:
Backpack (S/-; Soft 2; 3 lbs.; 10s)
Bedroll (S/-; Soft 1; 3 lbs.; 5s)
Canteen (T/1h; Soft 1; 5 1/2 lbs.; 5s)
Firesteel (D/2h; Hard 1; 1/2 lbs.; 8s)
Supplies
Rations (7 uses; T/2h; Hard 1; 5 lbs.; 5s)
Transportation
-
Armor
(partial, Warm) Padded armor (DR 0; Cold 7; DP -0; ACP -0; Speed -; Disguise +0; Soft 2; 4 lbs.; 15s)
Weapons
Quarter Staff (1d8 subdual; threat 20; double, trip; M/2h; Hard 2; 5 lbs; 5s)
Money in hand: 0s
Stake: 0s