Nameless Wanderer - "Scar"

A 6'2”, bald, slightly tanned monk whose most notable feature is his clear blue eyes. Equipped with nothing more than his black and orange Gi plus a wooden staff strapped to his back, this wanderer carries no name, only referring himself as “Scar.”



  • Strength – 17
  • Dexterity – 16
  • Constitution – 13 (+2 human trait) = 15
  • Intelligence – 12
  • Wisdom – 16
  • Charisma – 13

Armor Class and Defense

  • Armor Class – 17
  • Touch – 17
  • Flat – 13
  • Combat Maneuver Defense (CMD) – 20

Saving Throws

  • Fortitude – 5
  • Reflex – 6
  • Willpower – 6

Attack Modifiers

  • Melee – 4
  • Ranged – 0
  • CMB – 0


  • Initiative – 7
  • Speed – 30 ft (6 tiles)


  • 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 on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels 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.
  • 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
  • Evasion = 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.
  • 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.
  • Deflect Arrows = You can knock arrows and other projectiles off course, preventing them from hitting you. 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.
  • Dodge = 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.
  • Improved Initiative = +4 inititiave
  • 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.
  • 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. A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Born and raised in the small village of Abru, “Kugo” was the youngest of seven children. His family were stricken with poverty, one only a life of farmer’s knew. One day when playing with his siblings, he was nearly kidnapped by a group of slave-traders. When it appeared all hope was lost, “Kugo” was rescued by a middle-aged monk. Enamored by this monk, Kugo began to seek wisdom and training from him.

This monk owned no name and was a follower of Irori. This nameless teacher taught “Kugo” how to defend one’s self but more importantly, how to protect those who cannot defend themselves. Throughout all this training, this mentor would pass down stories and legends of the great Irori – the one who had managed to find spiritual, physical and mental perfection. Tales of the Frostfire Falls, a place of legend where the once-human-now-god meditated or of a ring forged with Irori’s own blood were just a few stories which were passed down. Supposedly they all were “keys” to reaching one’s own limits.

After training his pupil for several years, this nameless monk left in hopes to find truth to said tales… “Kugo” never saw his mentor again. Once he came of age, he left his town as well as his name in search of the same legends his master passed down to him. Not just to reach his own limits, but to protect those around him who could not.

Nameless Wanderer - "Scar"

Treasure Scales Jageto