About Narayan Singh
Narayan's grin is... unsettling, but entirely heartfelt. His jaw juts out over a very short neck, which with his broad shoulders gives him a somewhat squat appearance even though he stands comfortably over 6' tall.
AC 26 (+1 natural armor, +2 Dex, +4 Cha, +1 Dodge, +4 Mage Armor, +3 Monk, +1 Def)
FF 23 (+1 natural armor, +4 Cha, +4 Mage Armor, +3 Monk, +1 Def)
TAC 21 (+2 Dex, +4 Cha, +1 Dodge, +3 Monk, +1 Def)
CMD 37 (+10 BAB, +6 Str, +2 Dex, +4 Cha, +1 Dodge, +3 Monk, +1 Def)
Fort +12 (+7 Base, +1 Con, +3 Resistance, +1 Competence)
Improved Evasion; +2 vs. Mind-Affecting & Poison; +2 vs. fear, paralysis, sleep, +1 against fear and confusion, (+2 vs. sleep effects, paralysis effects, and stunning effects) Immune to disease.
Mighty Punch!! +19/+19/+13 2d6+13/10/9 20/x2
Acrobatics +8 (3 ranks, +2 Dex, +3 class) +12 to jump
Diplomacy +10 (6 ranks, +4 Cha)
Intimidate +16 (10 ranks, +4 Cha, +3 class)
Perception +2 (+2 racial)
Use Magic Device +18 (10 ranks, +4 Cha, +3 class, +1 trait)
Favored Class: Monk +2 hp, +8/4 Ki pool
Lowlight Vision: Narayan can see twice as far as humans in conditions of dim light.
Armored Scales: Narayan has a +1 natural armor bonus from his scaly flesh.
Resistant (Ex): Narayan receives a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex): Narayan receives a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Draconic Might: Any of Narayan's class abilities that make calculations based on his Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist) are instead based on his Charisma.
AC Bonus: Narayan adds his 3+ his Charisma bonus to his AC. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows: Narayan can make a flurry of blows as a full-attack action. When making a flurry of blows, he can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. Narayan can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. Narayan may not make a flurry of blows while wearing armor, using a shield, or carrying a medium or heavy load.
Unarmed Strike: Narayan's unarmed strikes and grapples can deal lethal damage. His unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Narayan's unarmed strikes deal a base of 2d6.
Improved Evasion: Narayan can avoid damage from many area-effect attacks. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. On failed saves, he still takes only 1/2 damage. Evasion can be used only if Narayan is wearing light armor or no armor. He does not gain the benefit of evasion.
Fast Movement: Narayan has a +30 enhancement bonus to his land speed. If he wears armor or carries a medium or heavy load he loses this speed.
Ki Pool (Su): Narayan has a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in his ki pool is equal to 1/2 his monk level + his Charisma modifier (12). As long as he has at least 1 point in his ki pool, he can make a ki strike which is treated as a Lawful, cold iron, silver, and magic weapon for the purpose of overcoming damage reduction.
Draconic Mettle: Narayan gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.
Draconic Fury: Narayan can expend 1 point from his ki pool as a swift action to imbue his natural attacks with Acid, causing them to deal 1d6 points of Acid damage for a number of rounds equal to 1/2 his monk level (5).
Purity of Body. Narayan is immune to all diseases.
Flying Kick: Whenever Narayan makes a flurry of blows he may move a distance equal to his fast movement bonus (30'). This movement is made as part of his flurry of blows attack and does not require an additional action. At the end of this movement, Narayan must make an attack against an adjacent foe. This movement may be between attacks. The attack made after the movement must be a kick.
Qinggong Power (Barkskin): Narayan may spend 1 ki point to cast Barkskin on himself as a spell-like ability (+4 to AC).
Qinggong Power (Restoration): Narayan may spend 2 ki points to cast Restoration on himself as a spell-like ability.
Elbow Smash: Narayan can follow up a punch with a strike from his elbow. If the attack hits, he can make an additional attack using the same bonus with a -5 penalty. If this second attack hits it deals nonlethal damage. Narayan must attack with a fist to use this style strike.
Qinggong Power (Ki Leech): Naryayan may spend 0 ki points to cast Ki Leech on himself as a spell-like ability. As a result he has it up unless dispelled, and as such gains 1 ki point whenever he crits or reduces below 0 hp any living creature.
Dragon Style: While using this style, Narayan gains a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. He ignores difficult terrain when he charges, runs, or withdraws. He can also charge through squares that contain allies. Further, he can add 1-1/2 times his Strength bonus on the damage roll for his first unarmed strike on a given round.
Weapon Focus (Unarmed): Narayan gains a +1 bonus on all attack rolls he makes with Unarmed Strikes.
Stunning Fist: A Stunning Fist forces a foe damaged by Narayan's unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 level + Cha) - DC 19, in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round. He must declare that he is using this feat before making the attack roll.
Dodge: Narayan's training and reflexes allow him to react swiftly to avoid an opponent's attacks. He gains a +1 dodge bonus to his AC.
Steadfast Personality: Narayan relies on his assuredness and sense of self to help keep his mind clear. He adds his Charisma modifier instead of his Wisdom bonus on Will saves. If he has a Wisdom penalty, he must apply both his Wisdom penalty and his Charisma modifier.
Dragon Ferocity: Narayan attacks with the strength of a dragon, his telling blows striking fear into his enemies. While using Dragon Style, Narayan deals an additional 1/2 Strength bonus on unarmed strike damage rolls. When he scores a critical hit or a successful Stunning Fist attempt while using this style they are also shaken for d4+Str bonus rounds (+6)
Dazzling Display: Narayan's skill can frighten enemies. Narayan can perform a bewildering show of prowess as a full-round action. He may make an Intimidate check to demoralize all foes within 30' who can see his display.
Enforcer: Narayan is skilled at causing fear in those he brutalizes. Whenever he deals nonlethal damage with a melee weapon, he can make an Intimidate check to demoralize his target as a free action. If he is successful, the target is shaken for a number of rounds equal to the damage dealt.
Shatter Defenses: Narayan's skill with his fists leaves opponents unable to defend themselves if he strikes them when their defenses are already compromised.
Medusa's Wrath: Narayan can take advantage of his opponents' confusion, delivering multiple blows. Whenever he uses a full-attack action he may make two additional unarmed strikes at his highest BaB. These bonus attacks may only be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Dangerously Curious: Narayan gains a +1 bonus on Use Magic Device checks, and Use Magic Device is a class skill.
Honored Fist of the Society: Narayan has studied dozens of ancient texts on martial arts that only the Society possesses, and is more learned in these arts than most. He increases his ki pool by 1 point.
Combat Gear: Wand of Mage Armor (34), Scroll of Magic Weapon, Wands of Cure Light Wounds (25, 50), Acid Flask, Alchemist's Fire, Monk's Spade, Cold Iron Shuriken (25), Scroll of Monkey Fish, Potion of Fly, Cloak of Resistance +3, Holy Amulet of Mighty Fists, Bodywrap of Mighty Strikes +1, Deliquescent Gloves, Belt of Mighty Strength +4, Monk's Robe, Scroll of Gust of Wind, Scroll of Delay Poison, 2x Cracked Pale Green Prism Ioun Stones (Attacks, Saves), Cracked Dusty Rose Ioun Stone, Headband of Charisma +2
Other Gear: Monk's Kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), waterskin.) Antitoxin (x2), Shining Wayfinder, Scroll of 6x Protection from Evil (spring), Wand of Shield (42), Potion of Enlarge Person (spring), Wand of Heightened Awareness (39), 2x Scroll of Lesser Restoration, Wand of Magic Weapon (47), Wand of Remove Sickness (49)
Current Gold: 3958.5 gp
Prestige and Boons:
Purifier: When attempting a caster level check to remove a curse, disease, or other condition, Narayan increases his effective caster level by half the number of goals he has completed (4). He also applies this benefit when others attempt caster level checks to remove such conditions from him.
Miracle Worker: Once per adventure, Narayan can use the Lay on Hands class feature as though he were a level 8 Paladin (4d6).
Paragon: When Narayan or one of his allies purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%.
Gloomspire Explorer (1/1): Despite having studied only a small portion of Sevenfinger's tomb, Narayan is now one of the Society's foremost experts on the enigmatic Gloomspires. While adventuring in the Gloomspires he receives a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. Once, Narayan can gain the benefit of this boon for the duration of one scenario set anywhere other than the Gloomspires.
The Yagevna family in Irrisen recognizes Narayan as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, he gains a +2 circumstance bonus on all diplomacy rolls when he mentions the Yagevna family and how he assisted them.
Light of Redemption: Narayan has helped to redeem a wayward priest, and in doing so has affirmed his own beliefs and convictions. Whenever he would receive more than one Will save to overcome an enchantment (compulsion) effect, he gains a +1 bonus on the extra Will save against that effect. I can cross this boon off of the chronicle sheet to reduce the Prestige Point cost of an atonement spell by 2.
Mendevian Commendation: Narayan has received a medal for his service to Mendev and the Fifth Crusade. He gains a +1 bonus on Charisma-based checks to influence crusaders of Mendev.
Envoy of Peace: Redeeming a few wayward souls makes the task easier in the future. Narayan gains a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude towards him, and he reduces the penalty to use a weapon to deal nonlethal damage by 1. I can cross this boon off to reroll such a Diplomacy check or nonlethal attack roll and use the higher result.
Narayan owes Grandmaster Torch a favor - one he plans to redeem in the future. When he calls in this favor, Narayan is obligated to fulfill his request so long as it doesn't violate any moral restrictions of his race, class, or alignment.
Lamashtu's Bane: Narayan's encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled his hatred for the Mother of Monsters and her followers. He gains a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Caravan: Narayan owns a controlling share in a caravan that makes regular trips through the Inner Sea region. He isn't required to maintain a presence in the caravan, and thus does not need to accompany the caravan as it makes its journeys, but he does shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan's interests to important merchants, politicians, and aristocrats.
Narayan's caravan is especially well guarded and uses shows of force to get what it needs, allowing him to use Intimidate to make Day Job rolls.
Haunt Survivor: Narayan's perilous interactions with the many haunts in Foxglove Manor have made him more attuned to the residual supernatural energies that power such manifestations. He gains a +2 bonus on Perception checks to notice haunts. 1/day he can reroll a saving throw to avoid a haunt's negative effects before the results are revealed.
Insight Into the Dark Tapestry (1/1): Narayan's experiences at Carrion Hill have given him a greater insight into the creatures that lie in teh darkness between the stars. Narayan may once gain one bit of useful information about a single aberration as though he had succeeded at a Knowledge check to identify the creature.
Fighting That Which Lies Between The Stars: Narayan has faced the horrors of the Dark Tapestry and is one of the few who has survived the encounter with both mind and body mostly intact. As a result, he has developed greater mental fortitude against such cosmic horrors. He receives a +1 bonus on saves against fear and confusion effects.
Fossilblight's Savior: By retrieving the artifact known as Fossilblight, Narayan's given the Pathfinder Society a chance at opening the Untouchable Opal. While the magical pick is integral to the Society's plans to open Ranginori's prison, the Decemvirate can be convinced to allow the weapon's use in extreme circumstances. Once at the start of an adventure, Narayan can requisition the use of Fossilblight for the remainder of the adventure.
Graveknight's Gratitude: Narayan returned the cursed helmet Grimgrin to the Pathfinder Society. Since the item's internment within the vaults of the Grand Lodge, there have been rumors of items randomly disappearing and reappearing. Once at the start of an adventure, Narayan may gain the temporary use of one non-consumable magic item for the duration of the adventure. This item must have a value of 3,000 gp or less, and it must be returned at the end of the scenario.
Magnimarian Debt: The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe Narayan a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist him when his life needs saving—or restoring. Once when Narayan would pay for the casting of a raise dead, resurrection, or true resurrection, he may call upon this favor and reduce the price of the spellcasting service by half.
Formidable Renown: Word of Narayan's defeat of the cultists of Lissala and his tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, Narayan gains a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Righteous Redemption: Thanks to Narayan's work bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Narayan has requisitioned two scrolls of lesser restoration from them.
Worthy Foe (3/3): Lastwall is the Inner Sea's bulwark against countless evils, and Narayan has proven himself against a local villain. As a swift action, Narayan may three times gain one of two benefits against magical beasts and humanoids with the orc subtype until the beginning of his next turn. First, he can choose to gain a +2 bonus on attack rolls and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures' attacks. Alternatively, he can gain a +2 bonus on caster level checks to overcome their spell resistance, increase the save DC of his spells and abilities against them by 1, and gain a +2 bonus on saving throws against their spells and abilities.
Fort Rannick Liberator: Narayan was instrumental in liberating Fort Rannick from the hands of the sinister Kreeg ogres. As a result, he may use the fortress as a base of operations in Varisia. To represent the favors and influence he has gained from Magnimar and the Black Arrows, he has regained 4 prestige points.
Icewalker (4/4): While adventuring in the Crown of the World was a chilling experience, Narayan's adventures on the polar ice have made him more resistant to the frigid conditions. Four times as a standard action, Narayan may either gain cold resistance equal to his level for 3 hours, or endure elements for 24 hours
Runic Tattooing (*3/3): Spending time with the saumen kar Ainamuuren has given Narayan a rudimentary understanding of magical tattoos. Whenever he casts a spell of 1st, 2nd, or 3rd level (including from an item) with a range of touch or personal, he can check one box/spell level as a swift action to store the spell on his body as a tattoo. At any time within the next 24 hours, Narayan may spend a swift action to activate tha tattoo and instantly gain the benefits of the spell.
Varki Archaeology (4/4): Successfully saving Svala from the undead hordes of frozen Pilungak has helped the Society retain a uniquely skilled agent. Four times when Narayan attempts a Knowledge check related to the Erutaki, the Varki, undead, magical beasts, or the Crown of the World, he may gain a +4 bonus on that check as an immediate action.
Gauntlet Pin: Narayan has braved the Gauntlet, survived, and earned a platinum pin to commemorate his deed! Word of his exploits has spread throughout the Society, inspiring his comrades and giving him the confidence to overcome future challenges. Thrice he can either:
The Wraithsoul Recovery (1/3): Narayan has recovered the Wraithsoul Stone, a powerful relic of incomprehensible blasphemy and entropy. Although the Dark Archive keeps the stone safely sealed so that it can tempt nobody else, Narayan has the opportunity to learn how to destroy the relic and finish the deed - a process that takes both time and resources. Narayan may spend his Downtime to make a Knowledge (arcana, planes, or religion) check at DC 21, then 24 to research the process. Once researched, he may spend his Downtime to attempt a DC 18 Will save to carry the Stone to a place where it can be destroyed and demolish it.
Siege-Hardened: Narayan survived the Siege of Nerosyan, and he learned some impressive tricks for fighting demons. He gains a +1 bonus on weapon damage rolls against demons.
Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of Narayan's actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, he reduces the cost of purchasing a Prestige Award while outside a major settlement by 4. He gains a 10% discount on any magical items that require a [Good] spell as a prerequisite.
Savior of the Tapestry: Narayan has averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. An Aspiring Warrior, an eager young lizardfolk inspired by Narayan's heroism to join the Pathfinder Society, has decided to join him on his adventures. Narayan may spend two prestige points to learn Draconic. and he may twice call on the Warrior for assistance, either using his skill at Acrobatics or Swim (+18*), or dealing an extra d6 damage on all damage rolls for 1 round.
Radiant Ruby Feathers*: Narayan's repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to him in the form of a pair of feathers imbued with sparks of Hao Jin's power. Narayan may use the following SLAs as a standard action twice: Burning Hands, cure critical wounds, fireball, scorching ray, restoration (permanent negative levels take both uses), wall of fire.
Hall of the Flesh Eaters (6-06), The Frozen Fingers of Midnight (00-04), Scars of the Third Crusade (5-22), Library of the Lion (5-11), Silent Tide (00-01), Trial by Machine (6-01), The Many Fortunes of Grandmaster Torch (00-14), Mists of Mwangi (0-05), Burnt Offerings (AP 1), Voice in the Void (01-35), The Skinsaw Man (AP 2), Carrion Hill, What Sleeps in Stone (8-13), Race for the Runecarved Key (4-00), From the Tome of Righteous Repose (8-07), The Hook Mountain Massacre AP 3, Death on the Ice, The Gauntlet!, Siege of the Diamond City, Hao Jin Cataclysm
@12 Fortress of the Stone Giants
Hand length scar below his clavicle (Ulfen bearded axe) (2), Buckled section of scales on his right hip (Juggernaut) (13), Diagonal line of clouded scales on abdomen, oddly sized (Duergar while enlarged) (20)