Drinking & Dragons

ROR:NPC/Tsuto Kaijitsu

From Drinking and Dragons



XP 1,200

Male half-elf rogue 2 / monk 3

LE Medium humanoid (elf, human)

Init +3; Senses low-light vision, Perception +11


AC 17, touch 17, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge, +2 misc )

hp 44 (5d8+15)
Fort +5, Ref +10, Will +6, +2 vs. enchantment spells and effects, +2 vs. enchantment spells and effects

Defensive Abilities evasion, still mind;


Speed 40 ft., Fast Movement

Ranged masterwork shortbow (composite) +7  (1d6/x3)
Melee flurry of blows +5/+5  (1d6+1)

Special Attacks flurry of blows, sneak attack 1d6, stunning fist


Str 12, Dex 17, Con 12, Int 13, Wis 14, Cha 8

Base Atk +3; CMB +5; CMD 21

Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Skill Focus (Bluff), Snatch Arrows, Stunning Fist, Throw Anything, Toughness, Weapon Finesse

Skills Acrobatics +10 , Acrobatics (Jump) +14 , Bluff +9 , Craft (Glass) +5 , Diplomacy +6 , Disable Device +12 , Disguise +6 , Intimidate +6 , Perception +11 , Perception (Trapfinding) +12 , Perform (Wind Instruments) +6 , Sleight of Hand +8 , Swim +5

Languages Common, Elven, Goblin

SQ ac bonus, adaptability, elf blood, elven immunities, fast movement, keen senses, maneuver training, multitalented, trapfinding

Combat Gear potion of cure moderate wounds, potion of cure light wounds; Other Gear masterwork shortbow (composite), ring of protection +1, cloak of resistance +1, thieves' tools (masterwork), masterwork musical instrument (flute)


AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fast Movement (Ex) You gain a +10 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Monk Bonus Feat

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Still Mind (Ex) You gain a +2 bonus on saving throws against enchantment spells and effects.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.