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Ruan Mirukova

Rowena Lordail's page

1,006 posts. Alias of Nazard.


Race

Max HP 90; Current HP 90;

Classes/Levels

Effects:

Gender

AC 23/T 23/FF 17; F/R/W +12/+13/+11;

About Rowena Lordail

CONSUMABLES:

Ammunition
shuriken (16) X X X X X X X X X X X X X X X X

Potions
cure moderate wounds (2)

Alchemical Items
alchemist’s fire-- 1

Magic Items
Daredevil Boots (10/day)X X X X X X X X X X

Class Abilities
Stunning Fist (6; Fort DC 18) X X X X X
Empyreal Focus (1) X
Ki pool (7) X X X X X X
Attacks of Opportunity (7) X X X X X X X

Hero Points (2)

ROWENA LORDAIL

Femle human Qinggong Monk (Maneuver Master 5/Fighter (Brawler) 4
LG Medium humanoid (human)
Init +6; Senses Perception +21, Sense Motive +4
Languages Common

DEFENSE
AC 23 (Dex +6, Wis +5, deflection +2), touch 23, flat-footed 17
CMD 32 (35 vs bull rush, 34 vs grapple, 34 vs trip, 33 vs drag and reposition; 35 vs sunder against bardiche)
HP 90 (5d8+10+4d10+8)
Fort (8) +12, Ref (5) +13, Will (5) +11
Defensive Abilities evasion, maneuver defense (trip, bull rush, grapple)

OFFENSE
Speed 40 ft
Melee
unarmed strike +15/+10 (1d8+5; 20/x2; B; lethal or non-lethal)
unarmed strike vs undead +17/+12 (1d8+7+2d6; 20/x2; B)
+1 bardiche +10/+5 (1d10+4; 19-20/2; S; brace, reach)
cold iron kama +13/+8 (1d6+2; 20/x2; trip)
unarmed bull rush +20 (+22 vs undead)
unarmed grapple +19 (+21 vs undead)
unarmed trip/throw +19/+14 (+21/+16 vs undead)(trip or throw to any threatened square)
Combination Attacks
If using flurry of maneuvers, -2 to all maneuver checks.
If using TWF, -2 to all attack rolls.

Ranged
shuriken +11 (1d3+2; 20/x2; 20 feet)

Special Attacks
combat reflexes (7/round), flurry of maneuvers, ki pool (7/day), stunning fist (6/day; DC 18), meditative maneuver (1/day)

STATISTICS
Abilities Str 14 (+2), Dex 22 (+6), Con 14-3 (+2), Int 10 (+0), Wis 18 (+4), Cha 8 (-1)
Base Attack +7; Melee Touch +9; Ranged Touch +13
CMB +15 (bull rush +17, grapple +17, trip +17, drag and reposition +16) (+2 with unarmed strike; +4 with unarmed strike vs undead)

Feats
Agile Maneuvers (human)
Improved Unarmed Strike (Monk Free)
Stunning Fist (Monk Free)
Improved Trip (Monk 1)
Ki Throw (1)
Improved Bull-Rush (Monk 2)
Improved Ki Throw (3)
Combat Reflexes (F1)
Two-Weapon Fighting (5)
Weapon Focus: unarmed strike (F2)
Weapon Finesse (7)
Vicious Stomp (F4)
Improved Grapple (9)

Traits
Bullied
Poverty-Stricken
Empyreal Focus

Skills
Perception (9) +21
Survival (4) +12
Climb (2) +7
Acrobatics (9) +18 (+23 to jump) (+23 to avoid AoO with boots)
Stealth (9) +18
Knowledge (Religion) (4) +7
Swim (0) +7

SQ
close combatant, close control, daredevil boots, fast movement, high jump, maneuver training, reliable maneuver

Favoured Class
Monk 1: +1/4 bonus to ki pool
Monk 2: +1/4 bonus to ki pool
Monk 3: +1/4 bonus to ki pool
Monk 4: +1/4 bonus to ki pool
Monk 5: +1/4 bonus to ki pool

Special Abilities
Agile Maneuvers (Feat): You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Amulet of Mighty Fists (Undead bane)(Equipment): Against undead foes, her unarmed attacks have +2 to hit, and +2d6+2 to damage.

Bullied (Trait):You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Close Combatant (Ex):At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

Close Control (Ex):At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Combat Reflexes (Feat): 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.

Daredevil Boots (Equipment):As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +21 bonus on attack rolls against that enemy until the end of her turn.

Empyreal Focus (Trait): Once per day, can apply a +2 trait bonus to any one skill.

Evasion (Ex): 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.

Fast Movement (Ex) 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.

Flurry of Maneuvers (Ex)At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

High Jump (Ex)A monk receives a bonus equal to his level on Acrobatics checks made to jump and is always considered to have a running start. He can spend a Ki point to get a +20 bonus to Acrobatics to jump for one round.

Improved Bull Rush (Feat) You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Improved Grapple (Feat) 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.

Improved Ki Throw (Feat) When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a –4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target’s square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target.

If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of –4 on your combat maneuver check for each target after the first.

Improved Trip (Feat) You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Improved Unarmed Strike (Feat) You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Ki Pool (Su)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.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
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.

By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional combat maneuver at his highest attack bonus when making a flurry of maneuvers attack, or:
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round, or
Gain a +20 bonus to Acrobatics checks made to jump for one round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.

Maneuver Training (Ex)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.

Meditative Maneuver (Ex)As a swift action, can add Wisdom modifier to one combat maneuver check.

Poverty-Stricken (Trait)You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Reliable Maneuver (Ex)At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.

Stunning Fist (Feat) 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.

Special: 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.

Two-Weapon Fighting (Feat) Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Vicious Stomp (Feat) Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Weapon Finesse (Feat) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus—Unarmed Strike (Feat) You gain a +1 bonus on all attack rolls you make using unarmed strikes.

COINS
PP – 0
GP – 1540
SP – 0
CP – 12

EQUIPMENT
Carrying Capacity: Light – 43 lbs; Medium – 86 lbs; Heavy = 130 lbs; Current – 41.5 lbs (light)

Weapons – 20 shuriken (4 gp, 2 lbs), cold iron kama (4 gp, 2 lbs), +1 bardiche (2313 gp, 14 lbs)
Armour
Alchemical – alchemist’s fire x 2
Other Combat Gear
Scrolls
Potions – cure moderate wounds
Wands
Other Magic Items – amulet of mighty fists (undead bane) (4,000 gp), ring of protection +2 (8,000 gp), eyes of the eagle (5,000 gp), rope of climbing (3,000 gp) , ring of feather falling (2,200 gp), daredevil boots (1,400 gp), cloak of resistance +2 (4,000 gp), headband of wisdom +2 (4,000 gp), belt of physical might +2 (Str/Dex) (10,000 gp)
Mundane Gear – Monk’s Outfit (5 gp, 2 lbs), Bedroll (0.1 gp, 5 lbs), Belt Pouch (1 gp, 0.5 lbs), Waterskin (1 gp, 4 lbs), Hooded Lantern (7 gp, 2 lbs), 3 x Oil (0.3 gp, 3 lbs), Backpack (2 gp, 2 lbs), Ruby (100 gp)

BACKGROUND
Rowena was born the third child to happy, if impoverished, parents in Rag’s End in Magnimar. Not really having any means to feed three children, they often went without themselves for days on end, doing their best to shelter the children from the harsh realities of their existence. Reality caught up with them, unfortunately, when they were finally unable to pay their rent. The landlord, Loris Raknian, slumlord of great disrepute of Rag’s End, insisted on payment, sending in the Gallowed as enforcers. Rowena’s parents, instead of doing the sensible thing of allowing the thugs to smash their meager belongings, terrorize their children, and break their arms and legs, chose to fight back – naturally, they were mercilessly slaughtered. No sooner had their bodies hit the floor when the thugs turned to Wick, Rowena’s brother and eldest of the children, to demand payment. Unable to come up with the cash, Wick instead pledged himself into indentured servitude to Raknian, soon becoming one of the slumlord’s drug runners. Rowena was soon only barely able to recognize her fun-loving older brother, so hard and sad he had become.

Even working as a drug runner, Wick was unable to truly support his family. Marina, the middle child, had grown bitter about their circumstances as well, and her desire for vengeance against Jaijarko and those who had murdered her parents led her to the Church of Calistria, which, in turn, led the beautiful fifteen-year-old into a life of a temple prostitute.

Rowena, unlike her older sister, has been plain of face from the day she was born. In many ways, her dull features saved her from some of the rougher element to be found in Rag’s End. She ran with the boys, playing their rough and tumble sports, making her a bit tougher and cruder than the other girls her age. What she couldn’t handle with strength, she made up for with an almost unnatural grace and nimbleness, and a keen sense of danger. She learned to kick where it hurts, and was quick with a right hook to put any would-be bully in his place.

While her plain looks kept her from the cruder harassments men would often bestow upon girls upon their flowering, it meant that when the time came to take up employ waiting tables in wagoner’s taverns to support the family (and her brother’s chronic pesh addiction, courtesy of Raknian’s goons), only the roughest and meanest tavern would hire her. Pox-ridden men, toothless men, men who hadn’t seen the inside of a washtub in six months began to violate her – first, with their eyes, then, their words, then, their hands. Her boss was unsympathetic and told her that if she wanted to work for him, she had to learn to put up with it. The bouncers in the bar stopped any of the men who seemed like they were going beyond fondling, though they took their time about it.

That one fateful night, both the worst and best of her fourteen years, began like any other. After the bouncers had finally kicked out the last of the drunks, Rowena was able to head home through the dark of the pre-dawn alleys. Here, far from the protection of the bouncers, she felt the first rough hand grab her and cover her mouth, another wrenched her wrist, another pinned her shoulder to the building. Knives appeared that began to slit clothing. Rowena punched and kicked as hard as she could, but there were too many and they were too strong. As acceptance of her circumstances started to settle in, and her kicks lessened, sharp steel blossomed in the chest of the man about to rape her. Two other men took an arrow through their necks, while still another went down under a barrage of arcane energy. The rest quickly fled into the night, leaving a terrified and confused young girl behind. Her rescuers, acolytes of the Empyreal Way wrapped a cloak around her and escorted her back to their inn. There, they took care of her, magically healed her injuries, and helped her clean herself up.

Rowena was completely enamoured with these brave and powerful heroes who had saved her, and they in turn were amused by the spirited young girl they had taken in. As followers of the Empyreal Way, they were beholden to do good by Rowena, and they did. Seeing that her brother and his addiction were all that was trapping the young girl now, they freed him from the company of the Gallowed and took the two of them out of Magnimar. They tried to convince Marina to leave also, but she was by now totally devoted to Calistria, and was unwilling to leave her place at the temple, especially not to run off with a band of religious kooks like those of the Empyreal Way. They stopped in Sandpoint, and there, got Wick clean of pesh and found him a job. His life now on track, Rowena asked the heroes to accompany them back to the Sanos Forest and the Monastery of the Empyreal Way, and joined as an acolyte, eventually pledging her soul in their service and that of Korada. Once so pledged, she began learning the peace-minded yet effective form of unarmed combat he favours, and found she was a natural.

Four years passed. Shortly after her eighteenth birthday, word arrived from her brother. The Gallowed, to send a message of displeasure to her brother at his abandonment, tracked down and brutally killed their sister Marina. Wick was too broken by the news to do more than send word along to the Monastery, but Rowena knew that justice for her sister must prevail. Against the strong urgings of her mentors and teachers, she left the cloister on her own and returned to Magnimar to track down her sister’s killers, and ultimately, the man who controlled them: Loris Raknian.

Being a rather green warrior, and bound by the code of the Empyreal Way, naturally, she failed miserably. With Raknian's goons hot on her tail, she spied a procession leaving Magnimar she always figured she'd be part of one day: a Pharasmin funeral procession. With her athletic nimbleness, it was an easy matter to hitch a ride on the hearse carriage, and ride out of Magnimar under cover of flowers. Raknian's men never found her, yet she soon found herself being hauled out of the hearse by the unlikeliest of people. Acting mostly on instinct, Rowena took hold of the strange half-orc's arm and hurled him into his brightly armored companion. A quick kick between the legs sent the shiny man to the ground (though nearly broke Rowena's foot), before the half-orc could show her a symbol she recognized, that of Ragathiel. Not sure what to make of the two men's bizarre story of insane goblins, she had to admit that something was going on. At first, she tried to convince the two to aid her in her vengeance quest, but in the end, agreed to accompany them to Wolf's Ear.

DESCRIPTION
Rowena is a woman of slim build and plain features. Her eyes are sharp and knowing, but sad, and she bears a scar on her right cheek, the relic of a training accident at the monastery. Her hair is cut short in the tradition of the Empyreal Way, though it has started to grow out since her departure from the cloister. Her clothes are a plain tunic of homespun wool and loose breeches, and a stout cloak in cooler weather; simple leather boots cover her feet in all seasons. She carries no visible weapons of any kind, save for a single polearm, though she does not have the walk of an unarmed or defenceless woman.

THE EMPYREAL WAY
About fifty years ago, a trio of devout and holy clerics (one of Iomedae, one of Shelyn, and one of Desna) broke away from their goddesses and turned their reverence to the lesser beings known as the Empyreal Lords. They did this not out of spite or malice towards their former patrons, but because they saw the war against evil in the world being co-opted by their deities’ special interests. Torin Odisil saw his deity Iomedae questing for greater power and control over Aroden’s defunct clergy, concerning more with pure justice and meddling with mortal leadership than advancing the cause of good. Carus Radiradas saw Shelyn’s focus on beauty and art as a lesser concern compared with the hardship and suffering he saw around him every day. Athamira Bannos began to see Desna as flighty, her dedication to gamblers chafing against the destruction addictive gambling was causing to the people of Riddleport, and her obsession with travel and exploration is irresponsible in the face of so many local troubles. Whether they were right or wrong in their assessments of their goddesses is immaterial; what mattered is that they had had enough.

In their mind, the Empyreal Lords’ motives were purer and nobler. Torin took up with Andoletta, and became the first Primarch of the order. Carus pledged himself to Arshea, and strove to champion the cause of freedom everywhere. Athamira devoted herself to Sinashakti, and although she recognizes that her new master and Desna had much in common, she knows that, for Desna, travel was an end unto itself, whereas with Sinashakti, travel is a means to meet new people and spread joy and peace as far as she can.

It was rough going for the trio at first, until they were able to find more converts to join their cause. They soon welcomed worshippers of Ragathiel, Korada, and Valani into their ranks, and located an abandoned commune of Erastil in the Sanos Forest which they took as their own. There, they created a community dedicated, among their own individual Empyreals’ portfolios, the ideals of good, or at least, their own interpretation of the nature and existence of good. Followers of the Empyreal Way focus their lives on the improvement of themselves and others above all else: good works are the truest sign and testament to their beliefs. A follower will always give a tenth of their income to charities, or spend it in support of charitable works. A follower will always show hospitality to others, and always be willing to open their homes to those in trouble. A follower will always strive to confront and defeat evil: ridding the world of evil is the ultimate good work, whether by means of conversion or elimination. For followers of the Way, good is the most important ethos, even if it means trouncing on established traditions or suppressing individual freedoms – so long as the greater good is achieved, the means are irrelevant. That being said, followers of the Way view such appalling methods such as poison or torture as corrupting of the user, and will never stoop to such methods or allow their companions to use them.

Traditionally, followers of the Way go out into the world in groups of six to fight the forces of evil. Within these groups (known as Hexastichs) there is one follower of each of the principal six Empyreal Lords. Each Hexastich has a mutually agreed-upon leader and is usually comprised of friends from the Monastery who decide to set out together. They typically journey for six years before returning to the Monastery to give testimonials on their efforts and relay what insights they have received and what they have learned.

Characters of most any class can be found among the acolytes of the Empyreal Way, although clerics, paladins, and inquisitors are more common. Bards tend to favour Sinashakti, druids and rangers favour Valani, while monks favour Korada. Many acolytes of Korada are experts in their Lord’s unique unarmed fighting style which focuses on defence and disabling opponents rather than killing them outright.


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