Toshiro Matsumoto


Toshiro Matsumoto
Four Winds
Lawful Neutral
Diety: Irori


HP: 75
AC 23
Ki Pool 10

STR 20
DEX 16
CON 15
INT 13
WIS 20
CHA 13

Acrobatics 19
Stealth 18
Perception 20
Sense Motive 18
Swim 12
Climb 19

BAB 9/4
Furry of Blows: 10/10/5/5/0
Fort 12
Ref 12
Will Save 14
Unarmed Strike 2d6
2+5 2d6 element:acid, cold, electricity, or fire

Melee attack roll:
Melee damage:
Unarmed Strike: 2d6+5+2+1d6
Range attack roll:
Range Damage: 1d2+5

Leather gloves
Adamantine Knuckles +2 Flaming 1d6
Amulet of Mighty Fists +1
Headband of inspired Wisdom +2
Bracers of Armor +2
Cloak of Resistance +2
Belt of Giant Strength +2
Ring of Jump
Ring of Climb

-27000 /3000GP
Leather gloves
Adamantine Knuckles 1d3+4 3000
Hanbo 1d6 1dp
Amulet of Mighty Fists +1 5000
Headband of inspired Wisdom +2 2000
Bracers of Armor +2 4000
Cloak of Resistance +2 4000
Belt of Giant Strength +2 4000
Bag of Holding II 5000:
Rope silk 5lbs 10gp
Potions: Spider Climb 3
Invisible 2
Oil 10 lamps
50gp of shuriken(500)
2 cure moderate
1 bears endurence
1600 silver coins
50 silver shurikens (8 silver for one shuriken)

Wisdom in the Flesh (Irori)
Benefit: Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you.

Honored Fist of the Society (Monk, Pathfinder Society)
Benefit: You increase your ki pool by 1 point

Elemental Fist 2d6
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.(2d6 at 5th level, 3d6 at 10th level, and so on).
Flurry of Blows
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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk’s base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting
AC Bonus: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.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Combat Reflexes:
Benefit: 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.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Combat Expertise:
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Spring Attack:
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Whirlwind Attack:
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. 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. A helpless monk does not gain the benefit of evasion.
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. A helpless monk does not gain the benefit of improved evasion.
Fast Movement
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training:
At 3rd level, 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.
Still Mind
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool:
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
Slow Fall:
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump:
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. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round
Purity of Body:
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body:
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool
Deflect Arrows :
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
Spider Step:
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.
Prerequisites: Dex 13, Dodge, Mobility.
Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Diamond Body
At 11th level, a monk gains immunity to poisons of all kinds.
Slow Time
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.


Abandoned by clan and gods, the shortest of the Matsumoto clan would have perished were it not for the timely arrival of a woman of his namesake clan. She took pity on the dwarven child, left in the snows of the distinctive mountain range that served as natural walls for her home island among the Minkai Empire.
She herself had been newly brought into the clan, the unfortunate would be wife of local daimyo Matsumoto Ishida. Unfortunate in that while she was bound for the island of Ikari from her native lands as part of an arranged marriage, she was taken with the black reske, a disease notoriously difficult for divine magic to deal with. In the end she survived, but lost her ability to have children of her own. This turn of events left her useless as the wife of the daimyo, but knowing she could not return home except as an outsider and burden, Ishida adopted her into his clan regardless.
Now with a dwarven child to care for, she pleaded its case before the Daimyo, who despite circumstances had come to love her, and as such could not refuse her the joy already the child had brought her. Once again she seemed to have purpose and no longer haunted the halls of the Ikari Citadel as a living ghost. It is said his compassion was rewarded when years later a traveling wise man performed a miracle and cured the woman, and so it was that finally the two could be wed. However, whatever curse claimed hold on Eun-Ae, it would not pass. When word that Eun-Ae was with child, the enemies of Matsumoto plotted, and the night of the child’s birth saw rise to death, and the doom of the Matsumoto clan.
The demon called Oni no Kuragama struck a deal, and was sent to eliminate the bloodline of the Matsumoto family. This particular wording perhaps saving the life of the young dwarf Toshiro, who though an adopted son, was linked by no blood to the Matsumoto line, rendering him both ineligible for succession and invisible to the demonic magic that would wipe away the family he had known. In the aftermath his adopted mothers family would come to investigate the deaths themselves, and send Sook-Joo, the daughter of Eun-Aes sister. Upon arrival several weeks later she found Toshiro cast out by the new daimyo, and took pity on him, taking him to a monastery to be cared for, before eventually leaving on her own search for justice.
After many years rumors of his cousin grew fewer and fewer, before finally the last came that she had crossed the crown of the world in her pursuit. No longer content, and nervous that she may suffer the same fate as his mother, Toshiro said his goodbyes and picked up her trail into the west.

Toshiro Matsumoto

The Forgotten Company Mikhael