Count Lucinean Galdana

Saren Artimis's page

2 posts. Alias of Tie My Shöelace.


About Saren Artimis

SAREN Age: 58
Male Monk (Master of Many Styles) 1

As Saren walked through the streets of Brevory he recalled the events leading up to this point, ”Hopefully a turning point, This is it, this is my retirement,” The aging vampire hunter thought, clenching a piece of paper in his fist, as he headed back to his house to collect his things and prepare for one final adventure.

Saren begins packing up all of the small things he used to carry with him when he was younger and out fighting the undead. ”Good thing I kept all of these for so many years. They are so useless most of the time, but life savers on those rare occasions, especially life savers when you don’t have them.” Seeing all these items brought back the memories of his youth, running around fighting the undead with his father across the land. He always had a strange way of dealing with his enemies, always saying the undead were easily tricked, leaving themselves open too much. The words ringed through Saren’s head for the millionth time,”Keep your guard up, take your time, focus, then… Rip their head off!” He chuckled a bit at the memory. That was the first time he actually saw his father kill a zombie, and the first lesson he received in earnest. After that his life was never the same.

Once he was done finishing up packing the small things he headed to his institute. To collect the last of his belongings before heading off, most importantly was his collection of daggers he inherited from his father after he died to a lich many many years ago. After his father died, Saren tried to continue with his father’s business but just didn’t have the heart for it anymore. Finally he decided that he would retire from bounty hunting and start teaching others who would be interested in learning his strange techniques.

He travelled across the River Kingdoms stopping in towns trying to set up a school to teach those interested. Unfortunately he wasn’t able to find any place with enough interest to make a living. With the last of his father’s saving he moved to Brevory with one last attempt to open a school to teach his father’s style of unarmed defensive fighting.

At first Brevory showed a ton of interest, but the techniques were not easily learnable by many of the students, only a handful were able to grasp the concepts. As such business dropped off and Saren was now forced to close the school. Today was that day, the last day of his teaching career. Saren grabbed his daggers and a few potions, he walked outside and locked the door, a sad smile on his face. He taught so many great people and wanted to teach more, but alas this was not his destiny. He wasn't really sure whether to be happy or sad. He lived a long life and a taught a few fantastic students, now he was going to go and settle the wilds, and perhaps make a name for himself after so many years. What did the gods have in store for him?

Saren grabbed his backpack and tucked in his daggers into the folds of his cloak and headed towards the rendezvous point, not looking back, a smile on aged face.

Appearance & Personality:

Saren has aged well, he only looks to be about 40 years of age, but he is actually 58. He is of medium height and at one time he had a very strong build, but age has taken its toll on him and can be seen. But this works to his advantage as he appears to be an easy target and those who have attacked him in the past have learned a hard lesson. Saren is a very patient person after having to teach so many students, and rarely if ever yells. The only way to tell he is mad is when he is completely silent and avoids eye contacts.

All stats include fighting defensive with crane style

==DEFENSE==:

AC 18, touch 18, flat-footed 12 (+2 dex, +2 monk bonus, +4 Crane Style)
hp 10 (1d8+1Con+1FC)
SR 0
Fort +3, Ref +4, Will +4
Defensive Abilities Wis AC Bonus (PFCR 57)

==OFFENSE==:

Spd 30 ft/x4
Melee Unarmed Strike +2 (1d6+4) 20/x2
Melee Melee Dagger +2 (1d4+4) 19-20/x2
Melee Masterwork Alchemical Silver Melee Dagger +3 (1d4+3) 19-20/x2 CM +1
Melee Masterwork Cold Iron Melee Dagger +3 (1d4+4) 19-20/x2 CM +1
Melee Darkwood Melee Dagger +2 (1d4+4) 19-20/x2
Ranged Heavy Crossbow +0 (1d10) 19-20/x2
Special Attacks Unarmed Strike (PFCR 59)

==STATISTICS==:

Init +2; Senses Perception +6
Str 19, Dex 14, Con 13, Int 12, Wis 15, Cha 11
BAB +0, CMB +4, CMD +22
Feats Crane Style (PFUC 93), Crane Wing (PFUC 93 - 94), Dodge (PFCR 122), Improved Unarmed Strike (PFCR 128), Power Attack (PFCR 131), Stunning Fist (PFCR 135)
Skills Acrobatics +6, Climb +8, Knowledge (religion) +6, Perception +6, Stealth +6, Survival +6
Traits Hunter's Blood (Survival) (WyFr), Rich Parents
Languages Common, Skald

Equipment:

Armor
Shield
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists

Other Equipment
Traveler's Outfit 4 lbs
Bedroll 5 lbs
Backpack 1 lbs
Acid (Flask) 1 lbs
Alchemist Fire 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Cologne 0 lbs
Compass .5 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Firework, Desnan Candle 0 lbs
Firework, Paper Candle 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Glowing Ink 0 lbs
Grappling Hook 5 lbs
Invisible Ink 0 lbs
Holy Water 1 lbs
Magnet .5 lbs x2
Oil 1lbs x5
Oil, Keros 0 lbs
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper, Stationary 0 lbs
Potion, CLW .5 lbs
Potion, Mage Armor .5 lbs
Powder .5 lbs
Rope, Hemp 10 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
String (50’) .5 lbs
Tindertwig 0 lbs x3
Various bits of torn cloth 0 lbs
Vermin Repellant
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whetstone 1 lbs
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

10g - 8sp - 3 cp

-- HUMAN RACIAL TRAITS --:

• Str: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Strength) : Humans get a +2 bonus on one ability score
of their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional rank
whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES –-:

*ARCHETYPES*
• You have selected the following Archetypes:
- Master of Many Styles (Monk)

• FAVORED CLASS (Monk) : You've gain the following bonuses: +1 Hit Point.
• FUSE STYLE: You can fuse the styles you know into a more perfect style. You
can have 2 style feat stances active at once. Starting a stance provided by a style
feat is still a swift action, but when you switch to another style feat, you can
choose which active style stance to persist. (PFUC 60).
• AC BONUS: Add +2 to AC and CMD when unarmored and unencumbered. Apply vs. touch
attacks and when flat-footed. (PFCR 57).
• MONK STUNNING FIST: Stunning Fist as a free feat at 1st level, with extra
benefits at higher levels. (PFCR 59).
• MONK WEAPONS AND ARMOR: Monks are proficient with club, crossbow (light
or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham, and sling. Monks are not proficient with any armor or shields When wearing
armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus,
as well as her fast movement and flurry of blows abilities. (PFCR 57).
• MONK BONUS FEATS: You have chosen the following monk bonus feats: 0. (PFUC 59
- 60).
• UNARMED STRIKE: You gain Improved Unarmed Strike at 1st level as a bonus feat.
You can attack with any appendage, no negatives for offhand attacking. You deal more
damage with an offhand attack. (PFCR 59).

-- COMBAT FEATS --:

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too.
(PFCR 122)
• IMPROVED UNARMED STRIKE: You are considered to be armed even when unarmed,
you do not provoke attacks of opportunity from armed opponents when you attack them
while unarmed. However, you still get an attack of opportunity against any opponent
who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal
or nonlethal damage. (PFCR 128)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• STUNNING FIST: Declare that you are using this feat before you make your
attack roll. A foe damaged by your unarmed attack are stunned until just before your
next action (Fort DC 12). A stunned creature drops everything held, can't take
actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. Can be used
only once per round. Can be used 1 times per day. Creatures immune to critical hits
cannot be stunned. (PFCR 135)

-- STYLE FEATS --:

• CRANE STYLE: You take only a –2 penalty on attack rolls for fighting
defensively. While using this style and fighting defensively or using the total
defense action, you gain an additional +1 dodge bonus to your Armor Class. (PFUC 93)
• CRANE WING: Once per round while using Crane Style, when you have at least one
hand free and are either fighting defensively or using the total defense action, you
can deflect one melee weapon attack that would normally hit you. You expend no action
to deflect the attack, but you must be aware of it and not flat-footed. An attack so
deflected deals no damage to you. (PFUC 93 - 94)

-- TRAITS --:

• HUNTER'S BLOOD (Survival): You earn a +1 trait bonus on Diplomacy when
used to gather information, Knowledge (religion), and Survival when used for tracking
when related to an undead quarry. Survival is a class skill for you. The undead have a
+1 bonus on any roll to learn about you, as your family's fame precedes you.
(WyFr)
•RICH PARENTS: Your starting gold increases to 900gp.

-- WEAPONS --:

• MELEE DAGGER: You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body (see the Sleight of Hand skill). [Weapon 2 (PFCR)]
• HEAVY CROSSBOW: You draw a heavy crossbow back by turning a small winch. Loading
a heavy crossbow is a full-round action that provokes attacks of opportunity. You can
shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls.
You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls
as if attacking with two one-handed weapons. This penalty is cumulative with the
penalty for one-handed firing. [Weapon 6 (PFCR)]