About RūhaRūha
Abilities:
Str 10 Dex 16 Con 12 Int 12 Wis 20+2 Cha 11 Feats:
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Dodge (bonus) +1 AC Mantis Style You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist. Exotic Weapon Proficiency (firearms) Proficient with firearms. Point Blank Shot +1 attack and +1 damage to ranged attacks within 30 feet. Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. Robot's Bane You gain a +1 bonus on attack and damage rolls against creatures with the robot subtype. Additionally, you gain a +1 dodge bonus to your AC and a +1 bonus on saving throws against attacks and effects from robots. If you have at least 11 ranks in Knowledge (engineering), these bonuses increase to +2. If you have at least 17 ranks in Knowledge (engineering), these bonuses increase to +3. Traits:
Alien Blooded:Your family descends from the stars, or so one of your grandparents liked to remind you. They insist that thousands of years ago, your ancestors crashed in a place in Numeria and barely made it alive while others were burned by the explosions in the technological vessel they came in. Your body is resistant to radiation, treating it as two less severe steps, and you only need to reroll checks each minute instead of each round after the initial save. You have alien blood in your ancestry or alternatively, you can play a Kasatha, Lashunta or Triaxian character.
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. Skills:
(Gain 6/level @4base+1INT+1FCB for first 6 levels, then 5/lvl; 2 background/level)
*Acrobatics +24 (10 rank, 3 CS, 3 Dex, +8 Enh) Appraise +1 Bluff +0 *Climb +0 *Diplomacy +0 Disable Device -- Disguise +0 *Escape Artist +3 Fly +3 Handle Animal -- Heal +9 (3 rank, 6 Wis) *Intimidate +0 *KN: Arcana +1 *KN: Dungeoneering +5 (1 rank, 3 CS, 1 Int) *KN: Engineering +15 (11 rank, 3 CS, 1 Int) *KN: Geography +1 *KN: History +1 *KN: Local +5 (1 rank, 3 CS, 1 Int) *KN: Nature +1 *KN: Nobility +1 *KN: Planes +1 *KN: Religion +12 (8 rank, 3 CS, 1 Int) *Linguistics +11 (7 brank, 3 CS, 1 Int) *Lore (Future Mysticism) +15 (11 brank, 3 CS, 1 INT) *Perception +20 (11 rank, 3 CS, 6 WIS) *Perform (Oratory) +7 (4 brank, 3 CS) *Ride +3 *Sense Motive +20 (11 rank, 3 CS, 6 Wis) Sleight of Hand -- Spellcraft -- *Stealth +12 (6 rank, 3 CS, 3 Dex) Survival +6 *Swim +0 Use Magic Device +0 Languages:
Common, Kasatha, Dwarven, Androffan, Orc, Ysoki, Auran, Aklo, Undercommon. Equipment:
Combat Gear
Javelin x5, Dagger, Autograpnel +1, EMP Pistol +2. Consumables Caltrops, Tindertwig x2, Chalk x6, Mage Armor (CL1) Scroll x3, Timeworn flare gun, Potion of Fly (x1), Concussion Grenade (x3), Antitoxin (x6), Antiplague (x6), Snapleaf. Other Gear Traveler's Garb, Backpack, Bedroll, Rope (50ft, hemp), Flint and steel, Torches (x4), Hammer, Piton (x4), Waterskin, White access card, Flashlight. Passive Magic Gear: Headband of WIS +2, Pearl of Power (1st, dedicated to mage armor), Pearl of Power (3rd, dedicated to heroism), Cloak of Resistance +2, Ring of Prot +1, Ring of Ki Mastery. Cybernetics Skillslot (w/ Mk4 Acrobatics Chip) Coin 5959 gp Racial Capabilities:
Defensive Training: +2 dodge bonus to Armor Class.
Desert Runner: +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Desert Stride: A kasatha moves through nonmagical difficult terrain in desert environments at normal speed. Jumper: A kasatha is always considered to have a running start when attempting Acrobatics checks to jump. Multi-armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. Stalker: Perception and Stealth are class skills for kasathas. -------------------- Special Abilities -------------------- Proficiencies Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses 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. Unarmed Strike (Ex) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's 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. Unarmed Strike damage increases by level. Bonus Feat (1st level): Dodge. Advice (Ex) A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). Can start inspiring as move action at 7th, swift at 13th. This ability replaces flurry of blows, fast movement, and improved evasion. Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Insightful Strike At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. 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. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool 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, cold iron and silver weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. 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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Qinggong Ki Power
Purity of Body At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Mystic Wisdom At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).
Character Fluff and Background:
Appearance: Rūha is a tall, lanky humanoid with four arms and a clearly elongated cranium. Her leathery skin has a mottled lilac hue, though much of it is covered by a simple brown woolen cloak. Though most of her technological gear has long-since been hidden away after it ran out of power, she retains a set of unusually fine goggles and a close-fitting black face mask that covers her mouth and nose. Both are made of unusually flexible, resilient materials that have no clear analogue in common use on Golarion. Under her cloak, she wears a more humble set of trousers and a long black jacket (and tie) that has been specially tailored to her anatomy.
Personality: Rūha is patient and reserved, with a deep curiosity about the new world she's found herself exploring. At the same time, she carries a heavy longing for the world she left behind, as well as the friends and family she expects she may never see again. As a result, she has a love-hate relationship with things that remind her of home. She believes strongly in fate, that many things happen simply because they must, even if there's no real reason behind it. Background: In AG 321, Rūha was an associate professor of comparative philosophy at Bright-Bow Intermediate Edification Institute, teaching young kasatha about the many different personal ethe of intelligent species across the galaxy. From the well known philosophy of the Cycle, prominent now throughout the Pact Worlds, to more esoteric and niche philosophies of distant species and hidden cults. On one field trip to a particularly inspiring and meditative spot with her class, an asteroid temple overlooking a red sun slowly being consumed by a black hole, Rūha's life as a teacher was abruptly cut short. A student, playing around, managed to kick off with enough force from the surface of the asteroid to leave its feeble gravity. Simultaneously, the student's zero-g maneuvering thrusters failed to operate. By the time Rūha was alerted, the young kasatha was well off into space. She wasted no time in launching after the student, desperate to grab them and return them to safety. But by the time she reached her charge, the two were far from the asteroid. She fired her own maneuvering thrusters to slow the pair, but the jets could not do much more than slow them down before they ran out of fuel. In a last moment of desperation, she kicked away the student, propelling them back to safety... and herself to the black hole above. In the hours drifting that followed, she tried to resign herself to her death, tried to be satisfied that at least her final moments had been spent heroically. But she was no hero, and those last terrifying hours only led her to despair and regret for things left undone. However, upon reaching the oblivion of the black hole's event horizon, at the moment her consciousness faded, she was not torn apart. Instead, Rūha vanished from the world. Or at least, the world as anyone knew. She awoke with her face pressed to weathered cobblestones. All around her, seven ancient stone arches, and beyond them an ivy-covered town like something from a story. In the days that followed, she would meet strange, primitive humans dressed in animal hides and coarse fabrics, whose language seemed both familiar and incredibly foreign. They studied her, and she them. Among them, one elderly man she'd eventually learn was named Ghedrun Wollingtop, spent the most time with her in an effort to help nurse her back to health and teach her the common tongue. Her second chance at life was a puzzle that she couldn't solve, but at the very least she could learn and grow, to pay back the man who had helped her in her time of need. Over those first few months, Rūha came to learn that she'd arrived on Golarion - Lost Golarion - from before the Gap. Well before the Gap, if the technology was anything to go by. No one in Sevenarches knew what she was or had ever seen the gates in the central plaza flash as they did when they deposited her in the past. On her end, everything was just as novel, though her well-rounded education meant that she quickly picked up on the basic details of the world she'd found herself in. After learning common, she dedicated herself to simple labor in an effort to repay her helpers. She was well aware that as a strange and unusual creature found in such a primitive time, they could have just as easily just stabbed her to death upon finding her, if only out of fear. Once she felt her debt was repaid, she set out on a journey, to learn all she could of the world, and perhaps maybe find a way back to her own time. A few months of journeying was enough to catch rumors of the 'technological' wonders of Numeria, a harsh land whose miracles sounded awfully similar to things that would be common in her own time. Her curiosity piqued, she found passage up the Sellen River, to Hajoth Hakados, and then - upon hearing of a great violet flame burning atop a hill - up the Seven Tears River to Torch. Macros:
[dice=Unarmed Strike]d20+14[/dice] [dice=Damage (B, cold iron, silver, lawful)]d10[/dice]
[dice=Javelin]d20+11[/dice] [dice=Damage (P)]d6[/dice] [dice=+1 Autograpnel (grapple, slow-fire)]d20+12[/dice] [dice=Damage (P, adamantine)]d8+7[/dice] [dice=+1 EMP Pistol vs. touch]d20+13[/dice] [dice=Damage (E, vs. robots)]2d6+2[/dice] [dice=Scorching Ray vs touch]d20+11[/dice] [dice=Damage (F)]4d6[/dice] |