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The Damned Reborn (Inactive)

Game Master Aiunder

The mere mention of your name brings fear to commoners and even nobles in their walled and guarded manors are nervous when your name is heard.
Well that was true until you died.


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Jinx(Quick mock up, let me if things need to change.):

Jinx
Drow Monk (Hungry Ghost Monk) 6
LE Medium Humanoid (elf)
Init +7; Senses darkvision, low-light vision; Perception +13
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Defense
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AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 48 (6d8+6)
Fort +6, Ref +10, Will +7; +2 vs. enchantments, +2 vs. enchantment
Defensive Abilities evasion; Immune sleep; Resist elven immunities; SR 12
Weakness light blindness
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Offense
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Speed 20 ft.
Melee Unarmed strike +8 (1d8+4/x2)
Special Attacks flurry of blows +4/+4/-1, ki strike, magic, steal ki
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
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Statistics
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Str 18, Dex 20, Con 12, Int 8, Wis 14, Cha 10
Base Atk +4; CMB +10; CMD 20
Feats Combat Reflexes (6 AoO/round), Dodge, Hamatulatsu, Improved Unarmed Strike, Power Attack -2/+4, Punishing Kick (Push 5') (6/day) (DC 15), Tiger Claws, Tiger Style
Traits Killer, Warrior of Old
Skills Acrobatics +4 (+0 jump, +10 to jump), Climb +3, Escape Artist +4, Fly -1, Perception +13, Ride -1, Stealth +8, Swim +3
Languages Elven, Undercommon
SQ high jump, ki defense, ki pool, poison use, slow fall 30', unarmed strike (1d8)
Other Gear 10500 GP
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Special Abilities
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Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
Hamatulatsu Unarmed attacks can inflict piercing damage and sicken foes
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Killer Add weapon's critical modifier to its critical bonus damage.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5') (6/day) (DC 15) You can push or knock down an opponent with an unarmed attack.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (12) You have Spell Resistance.
Steal Ki (Ex) If you confirm a critical or reduce a living enemy to 0 HP or less, restore 1 Ki point.
Tiger Claws Make a single attack with both hands, and combine the results
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

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Grand Lodge

Okay here is The Raven all filled out for your review

The Raven:

Human Neutral Evil Rogue(Knife Master)6th Nationality:Molthune
Age:20 medium male Hgt.5'5 Wgt.185 Hair:Brown Eye: Brown
S-14 +2 HP:29 Speed:30ft
D-18 +4 Init: +6[0+2(trait)+4(dex)]
C-10 +0
I-18 +4
W-10 +0
Ch-14 +2

Fortitude: +3[2+0(Con)+1(cloak)]
Reflex: +10 [+5+4(dex)+1(cloak)]
Will:+3 [2+0(wis)+1(cloak)]
BAB: +4
CMB:+6[+4+2]
CMD:20 {10+4(BAB)+2(Str)+4(dex)]

AC:20(22)[10+5(armor)+4(dex)+1(dodge)+2(v. light weapons)]
Touch:15 Flat:15

Weapons
Kukri(x2) +8 1d4+2 18-20/x2 slashing 1lb 8gp
Dagger (x20) +8 1d4+2 19-20/x2 Piercing 10ft 1lb 2gp
Cestus +8 1d4+2 19-20/x2 bludgeoning 1lb 5gp

+1 Mithral Mail +5 Dex bonus+6 -0 10% 15lb

Skills: 72
Acrobatics +13
Bluff +9
Climb+9
Diplomacy+9
Disable Device+13
Disguise+9
Escape Artist +10
Intimidate+10
Knowledge(Local)+10
Knowledge(Nobility)+6
Linguistics +9
Perception +13(+5 from eyes of the eagle)
Sleight of Hand +12(+15 for concealing blades)
Stealth+12
Survival+7(Hunted)
Swim+9

Racial and Class Abilities
Hidden Blade: this ability allows the Knife master to add half his level to Sleight of hand checks to conceal a light blade currently this is +3, this replaces trapfinding
Sneak Stab: This ability alters the rogues normal sneak attack ability. If he makes a sneak attack it only deals d4 damage(+3d4 currently) unless it is with the following weapons: Dagger, Kerambit,Kukri,Punching Dagger, Star knife, or Swordbreaker dagger it deals a d8 for damage instead (+3d8 currently) other wise it is exactly as the Sneak attack ability and deals this extra damage to those caught flat footed
Uncanny Dodge: He cannot be caught flat footed unless it is by some at least 4 levels higher(currently 10+)
Evasion: on any reflex save that requires you to save for half damage on a successful save you instead take no damage on a successful save.
Blade Sense: The Knife master gets a +1 dodge bonus to AC any time he is going against a light blade, this replaces Trapsense. He thus gains an extra +1 per three levels after third with the maximum +6 at 18th level. (Currently +2)
Rogue talents: Currently 4 (3from levels 1from a feat):
Finesse Rogue: Gain Weapon Finesse for free
Combat Training: Martial Weapon Profiency:Kukri
Stand Up:This allows me to stand up from a prone position as a free action, it still provokes an attack of opportunity though
Fast Stealth: Allows me to move my full speed while using the stealth skill
Human Skill bonus: Gain +1 skill point per level
Bonus Feat: Extra feat at 1st level

Feats: Fast learner, Dodge,Quick Draw, Extra Rogue talent:Fast stealth

Traits:
Reactionary: +2 to Intiative
Hunted: +1 to Survival and survival is a class skill for you

Equipment
Explorers outfit (Gray),Bedroll, belt pouch, 2 bandoliers,canteen,Earplugs, Everburning torch, Fishing kit, grooming kit, Signet Ring: Raven over crossed daggers,Grappling hook, Tankard, Shaving Kit, Steel Mirror, Soap, Spidersilk Rope(50ft), Whetstone(x2),
Wrist Sheaths(x2),mwk thieves tools

Magic Items:
Handy Haversack, Cloak of Resistance +1, Gloves of Reconnaissance, Eyes of the Eagle

pp-10
gp-10
sp-10
cp-10

Languages: Common*,Varisian*,Elven,Dwarven,halfing, Infernal,Draconic,Orc

Grand Lodge

So with creation it came between Smitten and Hunted, choose Hunted as I was a career killer and thief and earned the ire of not only The Molthune Military Aristocracy but also the Church of Abadar, and they sent people hunting the vile Raven, I chose Hunted... and thus love to be so!

Qadira

Still tweaking Bumple "Pox on Golarion" Fie I think while he is not as outright bloodthirsty as some of you, his brand of evil is more like holding society hostage over the next outbreak and what form it will take.

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