Master Soan

Raidin's page

No posts. Alias of trawets71.


Full Name

Raidin

Race

Human

Classes/Levels

Monk 4/Paladin 2/CoI 6| AC 33 T 24 FF 30 | HP 94/94 | F +16 R +14 W +17; +2 vs. Enchantment, sleep effects, paralysis effects, and stunning effects, +1 vs. charm and compulsion effects | Init +2 | Perc +20

Gender

Male

Size

Medium

Age

25

Alignment

LG

Deity

Irori

Languages

Common

Occupation

Cook

Strength 20
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 20
Charisma 14

About Raidin

Character Sheet:

Size Medium Humanoid (Human)
Init +2; Perception +20

DEFENSE

AC 33, touch 24, flat-footed 30 (+4 armor, +3 class, +2 deflection, +2 dex, +1 dodge, +1 insight, +5 natural, +5 Wis)
hp 94 (4d10+2d10+6d8+12+12)
Fort +16, Ref +14, Will +17; +2 vs. Enchantment, sleep effects, paralysis effects, and stunning effects, +1 vs. charm and compulsion effects

OFFENSE
Speed 40 ft.
Ranged: Shuriken +14 (1d2+5) range 10’
Ranged: Shuriken Flurry +14/+14/+9/+4(1d2+5) range 10’
Melee: Flurry of Blows +18/+18/+13/+8 (2d6+10/7)
Melee:Dagger +17/+12/+7 (1d4+5)

Statistics

Str 20, Dex 14, Con 12, Int 10, Wis 20, Cha 14
Languages: Common
Base Atk +12; CMB +17; CMD 38

Skills
Acrobatics +18 (12), Climb +9 (1), Heal +12 (4), Kn: Dungeoneering +8 (2), Kn: Geography +8 (B2), Kn: History +12 (B6), Kn: Local +8 (2), Kn: Nature +8 (2), Kn: Nobility +8 (B2), Kn: Religion +12 (5), Perception +20 (12), Perform: Sing +7 (B2), Profession: Cook +20 (B12), Sense Motive +15 (7), Stealth +17 (12), Swim +9 (1) Total: 60 Background: 24

Favored Class: Monk +1 Skill Point

Stat Increase:
4th Level: Dex
8th Level: Wis
12th Level: Wis

Monk (Unchained) Abilities:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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 his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk 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. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su): At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power. Barkskin
Still Mind (Ex): ): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Paladin Abilities:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex):The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Champion of Irori Abilities:

Weapon and Armor Proficiency: A champion of Irori gains no additional weapon or armor proficiencies.

Detect Chaos (Sp): This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil.

Martial Artist (Ex): The class levels of a champion of Irori stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.

Smite Chaos (Su): At 1st level, a champion of Irori gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of Irori deals to targets of his smite. A champion of Irori cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect. At 8th level, a champion of Irori gains an additional use of his smite evil ability.

Ki Pool (Su): At 2nd level, a champion of Irori gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.

Pursuit of Knowledge (Ex): At 2nd level, a champion of Irori adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained.

Sweeping Smite (Ex): At 3rd level, as a standard action, a champion of Irori can make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil (whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.

At 6th level, a champion of Irori can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty.

Valiant Stand (Su): At 4th level, a champion of Irori gains a sacred bonus on attack rolls and to AC equal to 1/2 his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally.

Shield the Weak (Su): At 5th level, as an immediate action once per round, a champion of Irori can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The champion of Irori must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect.

Skill Mastery: At 6th level, a champion of Irori becomes well practiced in a certain number of his skills. This ability functions exactly like the skill mastery advanced rogue talent.

Feats and Traits:

FEATS
1-Power Attack
1-Weapon Focus: Unarmed (race bonus)
1-Dodge (class bonus)
1-Stunning Fist (class)
1-Improved Unarmed Strike (class)
2-Improved Grapple (class bonus)
3-Dragon Style
5-Dragon’s Ferocity
7-Extra Ki
9-Improved Critical: Unarmed Strike
11-Toughness
Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

TRAITS

Centered: Having anchored yourself in your faith and your knowledge of yourself, you’ve made it difficult for others to dominate you. You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1.

Open Palm of Irori: Your practice of the tenets of Vudrani martial arts has granted you a perfect balance between body and spirit. You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage.

Gear:

20 Shuriken 4 gp (2#), 5 Adamantine Shuriken 301 gp (.5#), 5 Cold Iron Shuriken 2 gp (.5#), 5 Silver Shuriken 11 gp (.5#), Dagger 2gp (1#), Bedroll .1 gp (5#), Cheap Holy Text 1 gp (1#), Flint and Steel 1 gp , Mwk. Cooking Kit 53 gp (16#), Mess Kit .2 gp (1#), 50' Silk Rope 10 gp (5#), Soap .5 gp (1#), 10 Trail Rations 5 gp (10#), Belt Pouch 1 gp (.5#), Waterskin 1 gp (4#), Wooden Holy Symbol of Irori 1 gp, Monk’s Outfit (2#)

Amulet of Mighty Fists Holy Undead Bane 36,000 gp
Cloak of Resistance +3 9,000 gp (1#)
Ring of Protection +2 gp 8,000 gp
Headband of Inspired Wisdom +4 16,000 gp (1#)
Belt of Giant Strength +4 16,000 gp (1#)
Monk’s Robe 13,000 (1#)
Handy Haversack 2,000 gp (5#)
Dusty Rose Prism Ioun Stone 5,000 gp

Ioun Torch 75 gp

Wand of Mage Armor (50) 750 gp
Wand of Cure Light Wounds (5) 750 gp
Elixir of Hiding 250 gp
Elixir of Vision 250 gp
Potion of Cure Moderate Wounds 300gp
Potion of Enlarge Person 50gp
Potion of Cure Light Wounds 50 gp
2 Potion of Vanish 100 gp

15 # Total 100#/200#/300#

31 gp, 2 sp

Daily Resources:

Stunning Fist: 11/day Used: 0
Ki: 12 Used: 0
Smite Evil: 2/day Used: 0
Lay on Hands: 4d6 6/day Used: 0

Backstory:

Raidin was left at the Irorian monastery of Tar Kuata as a newborn. He was cared for and tutored in the monastery. He developed a love of knowledge and assisted in the library there. When he came of age he travelled to Sothis and boarded a boat bound for Vudra to learn more of his heritage as it was believed his mother was Vudrani.
His love of learning and experiencing new things kept him moving and learning. He next travelled to Tien Xia as his mentor was from there and wanted to experience that land for himself. While he spent time in the libraries and monasteries to pick up more knowledge Raidin knew some of the best knowledge came from experience, and made sure to venture out of the cities and into the dungeons and ruins wherever he travelled by joining adventurers.
He realized that he had seen places that were only rumors where he grew up but not the vast lands just to the north of his homeland. In Goka he boarded a ship to Absalom. In Absalom he trained to become a paladin. Upon completion of his training he headed north into Andoran and travelled on to Ustalav. There were a number of monsters and undead there that made him stay for a while. He heard of the plot to bring the Whispering Tyrant back and knew that would make a mockery of the virtues of hard work, discipline, and devotion to the causes of justice, truth, and the pursuit of perfection. Raidin had to stay and make sure the people of Ustalav had the ability to find perfection.

Dice:

[dice=Scimitar]1d20+5[/dice] [dice=Damage]1d6+3[/dice]
[dice=Morningstar ]1d20+5[/dice] [dice=Damage]1d8+3[/dice]
[dice=Dagger ]1d20+5[/dice] [dice=Damage]1d4+3[/dice]
[dice=Shortbow]1d20+3[/dice] [dice=Damage]1d8[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Acrobatics]1d20+10[/dice]
[dice=Kn: History]1d20+9[/dice]
[dice=Kn: Religion]1d20+9[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Sense Motive]1d20+10[/dice]
[dice=Fort Save]1d20+9[/dice]
[dice=Reflex Save]1d20+8[/dice]
[dice=Will Save]1d20+12[/dice]