Sajan

J. Kopp's page

***** Pathfinder Society GM. 3 posts. No reviews. No lists. No wishlists. 17 Organized Play characters.


RSS

Scarab Sages 4/5

1 person marked this as a favorite.

Still 'as a' Stone (protege of Venture Captain Dayerth Geltoun and Jeweled Sage Prospect)

Story of the Salvation of the Sages:
The feeling of being a passenger on the back of our leader the Diamond Sage Tahonikepsu was an honor and absolutely majestic! Arriving in Resu was uneventful until Grand Master Torch arrived… Then the dead came and, to my surprise, Tahonikepsu joined the fight breathing electricity over the hordes of ghasts and the giant bone creature. It was impressive when Setekhenaton grew to 4 times his size and tripped the Gashadokuro as he called it. It was a good thing too, our hunter almost ended up in the belly of that stinking horror. I had no problem dispersing the horde of ghasts even though I was assisted by both Tahonikepsu and Setekhenaton. Our gnomish minstrel kept messing with this evil altar and even managed to break it. My thoughts regarding the gnome's focus on knowledge without developing her body into an extension of discipline and strength seemed silly to me. She even bragged about avoiding combat! Later, I would learn a lesson in humility and honor her unique skill set.

Once inside, Amenopheus accompanied us through each room and assisted with our investigation by deciphering Aryana Tahari’s research. It seemed the dungeon was made to frustrate Pathfinders and drain them of stamina without direct threats to engage. The memory mindscape was a waste of time. Nobody knew how to either free the memories or if that was even our purpose. Even the famed Amenopheus was at a loss and accessing the information from the jewel was taxing so close to the sage jewels' corruption so we recommended he wait until after the ritual.

Reunited with the other sages, we began the ritual to cleanse the sage jewels. Setekhenaton was certain his understanding of Ancient Osiriani hieroglyphs would aid in the completion of the ritual… The blast of energy during the ritual leads me to believe otherwise. I was impressed with the knowledge and coordination needed to complete the ritual. Once completed, Tahari manifested near the sages and the jewels (as we suspected she would) but it was worrying when we noticed our sage companions were stuck, transfixed, blankly staring into more mindscapes... Mindscapes vex me...

Through hard-won skill we freed a couple sages and Tahari approached within my reach, I saw my opportunity and took it. I poured everything into a desperate charge, funneling all my strength and training into a series of overhand punches, and even though I heard her wail, she shrugged off my attacks like they were nothing.

Then Tahari flew into my body and took control… She possessed me!!

The last time this happened Seelah almost ended my life. This time I was truly worried for the sages and my companions. Tahonikepsu moved away from me not realizing the threat I posed, and I struck her solidly, wincing inside my head while outside (Tahari-Still) smiled wickedly. She chuckled at me internally saying, “I could get used to this body”. I could see the realization on Setekhenaton and the gnomish speech-crafter that they knew I was not in control. As a group they pushed the malevolent spirit out of me before she could cause any more lethal mayhem.

Rounds later, sustaining burns, strength-drain, and being knocked prone we finally triumphed. Aryana Tahari and her minions were defeated, and we managed to save the sages and keep all the jewels intact! Such victories come at a cost and our hunter’s owlbear companion succumbed to his wounds.

I was pleased with our victory. It is quite evident that I have neglected studies into areas other than the arcane and the intricacies of social interaction elude me. My primary focus of martial excellence was overshadowed by my lack of knowledge and social graces. Maybe one day, with training, I could become a Jeweled Sage. I must meditate on this and until I find the answers I seek I, Still ‘as a’ Stone, welcomes adventuring with enigmatic Pathfinders from other disciplines, even if they are small… and weak… and undisciplined.

Scarab Sages 4/5

1 person marked this as a favorite.

Still 'as a' Stone (protege of Venture Captain Dayerth Geltoun):

Name: Still 'as a' Stone
Alignment: Lawful Neutral
Race: Oread
Class: Unchained Monk 11
Description: Still is 5' tall Oread with a wider than normal physique for an Oread. Still attributed this to his many hours of training under the tutelage of he personal mentor, Dayerth Geltoun. Still knows his immense strength comes from these disciplined workout sessions. Still could care less for the teachings of Sarenrae but the discipline of physical training overshadows many of the sermons of the sun goddess. His incessant desire for knowledge, outside of martial technique, is with the Arcane and the manipulation of magical trinkets. Still's adventures have taken him from the Shackles to Irrisen and even pursuing magical masks in Osiriani crypts. He is always seeking new physical challenges and Arcane Lore. There are so many styles to learn and so many techniques to master and Still is never sure he is on the correct path. The Brothers of the Seal have reached out to train him in their ways, but after meeting Setekhenaton the Constant, his path for self-development is at a major crossroads and he is not sure the route to take.

Statblock:

Inventory Sheets and audit trails can be provided upon request
Male oread unchained monk 11
LN Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +26
Activated Abilities: Barkskin, Dragon Style, Mage Armor, Power Attack
--------------------
Defense
--------------------
AC 33, touch 24, flat-footed 29 (+4 armor, +3 Dex, +1 dodge, +1 insight, +4 monk, +5 natural, +5 Wis)
hp 101 (11d10+31)
Fort +16, Ref +17, Will +17; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. enchantments, +2 racial
bonus vs. altitude fatigue and sickness
Defensive Abilities improved evasion; Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +16/+16/+16/+11/+6 (2d8+14) or
cold iron dagger +15/+10/+5 (1d4+13/19-20) or
tonfa +15/+15/+15/+10/+5 (1d6+13)
Ranged cold iron shuriken +14/+14/+14/+9/+4 (1d2+7)
Special Attacks flurry of blows
unchained), stunning fist (12/day, DC 20), style strike
Monk (Unchained)Spell-Like Abilities (CL 11th; concentration +8)
-Barkskin (self only, 1 ki)
-Restoration (self only, 2 ki)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 14, Int 12, Wis 20, Cha 5
Base Atk +11; CMB +15; CMD 42
Feats Additional Traits, Combat Style Master, Deflect Arrows, Dodge, Dragon Style, Horn Of The Criosphinx, Improved Unarmed Strike, Iron Will, Medusa's Wrath, Power Attack, Pummeling Charge,
Pummeling Style, Stunning Fist
Traits clever wordplay, cornered fury, dangerously curious, fate's favored, reactionary
Skills Acrobatics +11 (+13 to cross narrow ledges, +19 to jump), Appraise +3, Bluff -1, Climb +13, Diplomacy -1, Disguise -1, Escape Artist +9, Fly +5, Heal +7, Intimidate -1, Knowledge (arcana) +14, Knowledge (history) +7, Knowledge (religion) +7, Perception +26, Profession (miner) +16, Ride +5, Sense Motive +11, Spellcraft +12, Stealth +5, Survival +7 (+9 to avoid becoming lost), Swim +13, Use Magic Device +18
Languages Common, Osiriani, Terran
SQ crystalline form, fast movement (unchained), ki pool (10 points cold iron, lawful, magic, silver), ki powers (furious defense, qinggong power, qinggong power, sudden speed), mountain-born, stylestrikes (defensive spin, elbow smash)
Combat Gear potion of protection from evil, potion of shield of faith +2, scroll of feather step , scroll of fly, scroll of heroism (x2), scroll of suppress charms and compulsions, wand of cure light wounds (24 charges), wand of divine favor (49 charges), wand of heightened awareness (32 charges), wand of mage armor (22 charges), wand of shield (26 charges), acid, alchemical solvent, alchemist's fire, alkali flask, antiplague, antitoxin, holy water, smelling salts, soothe syrup, twitch tonic, vapors of easy breath; Other Gear cold iron dagger, cold iron shuriken (37), tonfa, amulet of mighty fists +1 , belt of physical perfection +2 , cloak of resistance +4 , cracked dusty rose prism ioun stone , cracked pale green prism ioun stone (saves) , dull grey ioun stone , dusty rose prism ioun stone , eyes of the eagle , handy haversack, headband of inspired wisdom +4 , monk's robe , ring of feather falling , stone of good luck (luckstone), swarmbane clasp (in haversack), wayfinder, bedroll, blanket, cold weather outfit, collapsible plank, crowbar, hemp rope (50 ft.), monk's outfit, piton (10), sunrod (2), trail rations (10), waterskin, spring-loaded wrist sheath, spring-loaded wrist sheath, swampfolk bribe-still realizes his fists would be better diplomatic instruments-> (worth 1,200 gp), 4,522 gp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Style Master May switch styles as a free action
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore
difficult terrain/allies when charging.
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastery for 3 ki.
Horn of the Criosphinx Add 2x your Str bonus to damage rolls on charges while wielding a two handed weapon. Special: A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mountain-Born +2 to save vs. altitude fatigue/sickness and on Acrobatics to cross narrow ledges.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Stunning Fist (12/day, DC 20) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
-Elbow Smash On fist hit, gain extra att at -5 that deals nonlethal dam.
-Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Sudden Speed (Su) As a swift action, use 1 ki to increase base speed by 30 ft for 1 min.
Mantle of the black rider You may not benefit from more than one mantle at a time
-[1/day as swift action +3 to str for 1 min]
-[1/day add +3 insight bonus to one init roll]
-[1/day as swift action, +3 bonus to skill and ability checks for 1 min]
orange ochre ioun stone Extra Feat (Additional Traits [fate's favored, reactionary])
Cornered Fury (racial trait: Round Mountain Ratfolk training)+2 melee attack and AC if no conscious ally in 30 ft.

Story of the Salvation of the Sages:

Will update this with my fellow scarab sage member Setekhenaton the Constant in the near future.

Scarab Sages

I am new to pathfinder and I keep building what I think are awesome characters but then I come to the message boards and I am always let down.

I keep missing information in the RAW of different abilities.

I chose to make my maneuver master as a specialist in grapple because in Ult Combat it states that: "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."

My goal was at 8th level to be able to make 4 grapple checks in one round... (he is a maneuver master not a maneuver novice)

Move @ -2 Maintain
Standard @ -2 Grapple
Flurry @ -2 Grapple
Flurry @ -5 Grapple

So the way I was interpreting this was when I don't move (except for 5 foot step) I am able to do one grapple check at -2 (since all take the penalty of the flurry) then my flurry allows me an additional one at -2 so before level 8 I am effectively able to do 2 grapple checks in one round....

Now that I am level 6 I have Greater Grapple which allows me to maintain as a move action I get to maintain as a move at -2, do another Grapple check at -2, and do my flurry grapple at -2.

I guess what I need to know is if a Full-attack can be replaced with a Move and a Standard (with no movement besides a 5 foot step) or if it HAS to be a Full-attacks? If that is the case then since a MM can do grapples as part of a full attack then it should stack with haste just like flurry of blows does.

So if the RAW doesn't allow me to do this then I would like it to be rewritten to suit my character build (joke don't get angry). Thank you!