Ru-Shi

Kush's page

39 posts. Alias of LoreKeeper.


About Kush

Kush
Unchained monk 1
Unchained rogue 14 (cutpurse)
Enlightened paladin 2
Trickster 1 (mythic)
LN male medium human (chellish)
Init +10; Senses Perception 32

-=DEFENSE=-
AC 32[40], touch 30, flat 32[40] wis +4, dex +10, cha +1, deflection +5, monk +1, insight +1 [armor +4, shield +4]
HP 144 3d10 + 14d8 + 48
Fort +24; Ref +34; Will +27 roll twice vs disease
Special snake style, song of silver +1

-=OFFENSE=-
Speed 40ft
Melee unarmed flurry +24/+24/+19/+14 (1d8+10 20/x2) Type: bludgeoning; Size: Medium; Wgt: -
Melee sunblade vs normal +26/+21/+16 (1d10+12 19-20/x2) Type: slashing; Size: Medium; Wgt: -
Melee sunblade vs evil +28/+23/+18 (1d10+14 19-20/x2(/x3)) Type: slashing; Size: Medium; Wgt: -
Special sneak attack +7d6, furyborn, stunning fist DC 22, hamstring strike DC 27, personal trial (2/day; +2 atk, dmg, AC, saves)

-=OTHER=-
Str 8, Dex 30, Con 16, Int 12, Wis 18, Cha 18 20pt buy, racial bonus on Dexterity
BAB +13; CMB +12/+23; CMD 45
Traits historian of the rebellion, mutant eye (sharingan)
Racial focused study, heart of the slums
Feats improved unarmed strike, stunning fist, combat reflexes, skill focus [stealth, sense motive, sleight of hand, perception], alertness, weapon finesse, snake style, extra ki, hellcat stealth, snake sidewind, iron will, snake fang, dampen presence, stealthy, vigilanti dark vision, iron will
Talents ki pool, shadow clones, fast stealth, style master (snake sidewind), offensive defense, hamstring strike, double debilitation, minor magic (acid splash), major magic (shield), dispelling attack, hunter's surprise, crippling strike
Special finesse training, sneak attack +7d6, measure the mark, evasion, stab and grab, ki pool (7), debilitating injury (+6), improved uncanny dodge, rogue's edge (sense motive, stealth), aura of law, confident defence, sense perfection, personal trial (1/day), divine grace, lay on hands (1d6, 5/day)
Mythic mythic power (5/day), surge 1d6, fleet charge, transfer magic (path)
Favored class rogue
Favored class bonus +12/6 extra talent, +2 skill point
Skills skills per level: 8 (4 monk, 2 paladin); Armor check penalty: 0
Trained acrobatics +31(15) +40 to jump; bluff +24(15); climb 6(1); craft (alchemy) +10(1); disable device +33(5/*16); knowledge (local) +22(15); knowledge (religion, planar, nobility) +8(1); perception +34(15); perform (dance, sing) +10(1); ride +17(1); sense motive +40(17); sleight of hand +39(15); stealth +55(17); swim 6(1)
Untrained escape artist +13; survival +3[+7 in urban/underground]
stealth +55 (17 ranks, 3 class, 10 dex, 10 feat [focus, stealthy], 1 trait, 2 racial, 10 competence, 1 sacred, 1 luck)
sense motive +40 (17 ranks, 3 class, 3 wis, 10 feat [focus, alert], 2 trait, 2 style, 1 sacred, 1 competence, 1, luck)

Equipment:

Wealth 50gp


  • manual of dex +1
  • ioun stone of int +2 (disable device)
  • headband of will/cha +6
  • cloak of resistance +5
  • philtre of love (x4)
  • potion of barkskin (CL 12) (x4)
  • oil of non-detection (CL 5) (x4)
  • stone of good luck
  • pale green ioun stone
  • ring of protection +5
  • keen scabbard
  • silver smite bracelet
  • ring of chameleon power
  • ring of foe focus (not worn)
  • belt of dex +6
  • monk's robe
  • ioun stone of con +2
  • furyborn amulet of mighty fists
  • cap of the free thinker
  • +1 brawling leather armor
  • belt of dex & con +2 (sold)
  • immovable rod (x2)
  • boots of springing and striding
  • cloak of elvenkind (--sold--)
  • masterwork buckler
  • masterwork thieves tools
  • belt of dexterity +2 [crafted, +150gp scroll]
  • ring of protection +2 (not worn)
  • ring of protection +1 (not worn)
  • 24 masterwork shuriken
  • alchemist lab (200gp)
  • potion of crafter's fortune (x2)
  • potion of cure light (x2)
  • potion of protection from evil (x4)
  • potion of shield of faith (+3) (x1)
  • potion of neutralize poison (x1)
  • potion of cure disease (x1)
  • potion of remove curse (x1)
  • potion of cure serious (x4)
  • potion of cure moderate (x7)
  • potion of lesser restoration (x1)
  • oil of magic weapon (x8)
  • dose of scent blocker (x3)
  • bedroll
  • lantern, hooded
  • oil (1-pint flask)
  • rations (2)
  • waterskin
  • sack
  • torch
  • flint & steel

Special:

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.
Stab and Grab (Ex): At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability replaces trap sense.
Mutant Eye (trait, magic): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it. Reflavored as mutant eye implanted in place of original eye (Kakashi-style)
Rogue's Edge (Sense Motive): 5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.
15 Ranks: You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target's attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute.
Hamstring Strike: Anytime a rogue with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her opponent. If the attack succeeds, the rogue deals weapon damage as normal, but instead of the rogue dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC = 10 + 1/2 the rogue's level + the rogue's Dexterity modifier) negates this effect.
Dispelling Attack: An opponent that is dealt sneak attack damage by a rogue with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level.
Hunter's Surprise: Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.
Transfer Magic: Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn’t cause it to revert to the original target. If the transferred magic can’t affect you (for example, if it doesn’t affect creatures of your type), it ends immediately as if dispelled. You can’t use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor.
Sun blade: In normal combat, the glowing golden Blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).
The Blade also has a special sunlight power. Once per day, the wielder can swing the Blade vigorously above his head while speaking a command word. The sun Blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun Blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.
Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Personality & Background:

Kush grew up in the slums of Kintargo, making ends meet mostly by not being. Not being in the way. Not being seen. Not being beaten. Not being killed. He had gotten real good at that - but every good run can come to an end with just a moment's bad luck.

When he first came too he saw an unsettling woman bent over him. A woman with far too many chains attached to her. Blades stuck in her flesh. Grim purposeless tatoos - or perhaps just permanent fixtures on her skin from excessive cuts. Her expression was solemn and the scalpel she wielded sharp and glistening red. Kush did not understand, but the creature spoke to him in dead monotone assuring him that he would have the truth. It would be inside him. With horror he saw the scalpel hovering on the very center of his vision, before retreating. Relief. Then pain as the blade punctured through his pupils and there were only screams.

When he next came too he was disorientated. He could still see - but his vision was an overlap of his normal vision in his right eye and a crimson misted vision on his left. It was hard to focus. The left eye mostly moved independently, his normal eye had to catch up to focus on the same thing. With time he did find that his left eye focused on things that were important, things he might have dismissed himself but now emphasized. Small, subtle things. But important. The truth.

Progression:

level 1 - skill focus [sense motive], improved unarmed strike (class), combat reflexes (class), stunning fist (class), skill focus [stealth, racial], alertness [rebel]
level 2 - weapon finesse (class)
level 3 - ki pool, snake style
level 4 -
level 5 - shadow clones, extra ki
level 6 -
level 7 - hellcat stealth, fast stealth, stealthy [rebel], snake sidewind [favored]
level 8 - skill focus [sleight of hand, racial]
level 9 - offensive defense, snake fang
level 0 -
level 1 - hamstring strike, dampen presence
level 2 -
level 3 - double debilitation, minor magic (acid splash), major magic (shield) [favored]
level 4 -
level 5 - dispelling attack, hunter's surprise
level 6 - skill focus [perception, racial], iron will [from mythic]

weapon snatcher
crippling strike
kawarimi
skill mastery
confounding blades
familiar
knock-out blow
multitalented + greater multitalented

Items:

Kush items:

Cloak of resistance +5 (25000)
Headband of unshakeable resolve +4 (5700 to 17700; +12k)
+ Charisma +2/+4
Bracers of armor +8 (64000)
Silver smite bracelet (8000)
Manual of Dex +1 (27500)
Furyborn heartseeking amulet (16000 to 36000; +20k)

Sell:
Belt of Dex Con +2 (10000)