Valeros

Rajuna's page

415 posts. Alias of stormraven.


Race

LOOT ::

Classes/Levels

uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

About Rajuna

Male human (Varisian) uMonk 4 / uRogue 4 / gestalt 4

LN Medium humanoid (human)

Init +5; Senses low-light vision; Perception +10 (+12 vs. surprise and to detect invisible or incorporeal creatures)

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Defense
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AC 20, touch 20, flat-footed 20* (+1 Deflection, +5 Dex, +1 dodge, +2 Wis, +1 Monk) *=Uncanny Dodge
AC 24, touch 20, flat-footed 24* <-- w/ Mage Armor

HP 33 (4d10)

Fort +4, Ref +9, Will +3

+1 vs Traps and AC vs traps
+2 vs Enchantment

Defensive Abilities
danger sense +1, evasion, uncanny dodge

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Offense
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Speed 40 ft.

Melee
MW butterfly sword +10/+10 (1d4+5/19-20 | S) or
unarmed strike +9/+9 (1d8+5 | B/P)

Ranged
MW shuriken +10/+10 (1d2+5 | P)
shuriken +9/+9 (1d2+5)

Special Attacks flurry of blows (unchained), sneak attack (unchained) +2d6, stunning fist (4/day, DC 14), Debilitating Injury

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Statistics
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Str 12, Dex 20, Con 10, Int 14, Wis 14, Cha 8

BAB +4; CMB +9 (+11 vs grapple+); CMD 25 (27 vs. Dirty Trick, Disarm, Grapple, Reposition, Steal, Trip)

Feats Agile Maneuvers (EitR), Combat Expertise (EitR), Combat Reflexes (Monk 2nd), Deadly Aim (EitR), Deft Maneuvers (EitR), Dodge (Monk 1st), Eclectic (1st), Ghostslayer (1st), Power Attack (EitR), Snake Style (3rd), Stunning Fist (Free Monk), Unarmed Combatant (EitR)

Traits blood of dragons, on the payroll, spirit sense, Drawback: Paranoid

Skills
Acrobatics +12 (+16 to jump)
Appraise +6
Bluff +6
Climb +8
Disable Device +16 (+2 vs traps)
Escape Artist +12
Knowledge (dungeoneering) +9
Knowledge (history) +6
Knowledge (local) +9
Knowledge (religion) +8
Perception +10 (+2 vs traps ; +2 vs. surprise & to detect invisible or incorporeal creatures)
Prof: Cook +6
Prof: Thief +6
Ride +9
Sense Motive +12
Sleight of Hand +12
Stealth +12
Survival +2
Swim +5
Use Magic Device +3

Languages Common, Draconic, Varisian, Necril

SQ fast movement (unchained), finesse weapon attack attribute (DEX), Finesse Training (Monk Weapons), ki pool (4 points, magic), paranoid, rogue talent (minor magic - light), trapfinding +2, uncanny dodge, debilitation injury, still mind, rogue talent (major magic – mage armor), stunning fist (fatigue), ki power (psychic reading),

Gear
traveler's clothing
holy symbol with compartment
> potion of invisibility
MW thieves' tools
Ring of Protection +1
Wayfinder
> Ioun Stone: dark blue rhomboid (cracked)
Wrist-Sheath, spring-loaded
> Wand of Mage Armor (50)

Scabbard of Vigor
> MW butterfly sword (thigh)
shuriken (16) (various locations)
MW Shuriken (12) (various locations)

MW backpack
> butterfly sword (1)
> bedroll
> burglar's outfit
> trail rations (2)
> waterskin
> Rope of Climbing

bandolier
> potion of Mage Armor (2)
> Potion of CLW (1)
> Potion of CMW (1)
> tanglefoot bag (2)
> flint and steel
> whetstone
> 110 pp, 72 gp, 9 sp, 3 cp

Encumbrance: 45.3 lbs (Light Load)

Special Abilities:
~ EitR ~
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

~ Rogue ~
Agile Maneuvers Use DEX instead of STR for CMB
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitation Injury Add an Injury (Bewildered, Disoriented, or Hampered) on any successful precision damage attack
Evasion If succeed at Reflex save vs attack that normally deals half damage on a successful save, take no damage instead.
Minor Magic – Light (Sp) Cast Cantrip at will
Major Magic – Mage Armor (2xDay) (Sp) Cast spell 2xDay
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge Never lose DEX bonus when flatfooted (never are) and retain DEX vs invisible opponents

~ Monk ~
AC Bonus +1 Bonus to AC and CMD.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Dodge +1 to AC ; +4 to AC for Move Thrus
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 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.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Still Mind (Ex) Gain +2 bonus to resist Enchantments.
Stunning Fist (4/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist – Fatigued Replaced stunned condition with fatigued condition for 1 rnd.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

~ Feats & Traits ~
Ghostslayer Swift action: Imbued weapon can damage incorporeal creatures as if magical.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paranoid Aid Another DC 15 for attempts to help you.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks

Background:
High in Ustalav's forbidding Hungry Mountains nestled the village of Dragaswael. One night many years ago, out of the darkness and mist, nightmare creatures attacked the village. Their fangs and claws stained the land red. The village mounted a futile defense to allow some of their women and children a chance to escape. Sitta and her son Rajuna were among these lucky few. However, their escape wasn't without cost. The boy and his mother were horribly mauled by the creatures - their faces and bodies layered in bloody slashes. They staggered painfully into the fog-bound night, trying to find their way safely down from the mountains.

Despite her desire to save her child, Sitta's body wasn't up to the task. She died in the deep brambles of the strange forest-draped hills, orphaning the boy. Raj struggled on and survived despite his horrible wounds which, in the fullness of time, became heavy scars. [CHA 8] He journeyed slowly through the mountains fighting fatigue, injury, and grief. Weeks later, he found his way down into the more civilized lowlands of Ulcazar. Traumatized by his experiences and distrustful of everyone, [Drawback: Paranoid] he began a life as a scarred scavenger on the fringes of society - living by nerve and blade. [Class: uRogue]

Years passed and slowly Raj learned to interact with other people as something other than predator or prey. For the first time, he was considering his future. In the meantime, he needed food on the table. To that end, he was shadowing an old man with all sorts of interesting equipment that could be pawned to the right fence. His embryonic plans for a snatch & grab were ruined when a group of blade-wielding bravos set upon his mark. Normally, he would have shrugged and left the jackals to their sport. That day, for no reason he could explain, he decided to step in and make the fight a bit more even. In the end, the bravos were run off. And the Professor, Doc Lorr as Raj called him, [tie in to Carrion Crown] proved grateful - just not grateful enough to part with his equipment, much to the young thief's chagrin. Instead, he gave Raj a shot at a future. He took the scarred and scrappy teen to Ardis, vouched for him, and turned him over to the care of the Monastery of Wind. The monks would feed, clothe, and educate the boy until he was ready to make his way in the world, hopefully as a contributing member of society. The idea worked... mostly. [2nd Class: Monk] As the boy grew Doc Lorr visited him periodically.

Raj would never, could never, be a completely upright citizen. Larceny was in his blood… but he also had a cause. He didn’t want what happened to his family to happen to other people. He started using his combined skills [Gestalt] to stalk the many things that go bump in the Ustalavian night… and he was good at it. Maybe it was the trauma of his experiences or the curious nature of his blood that gave him better than human vision [Trait: Blood of Dragons] but he could sense invisible creatures and almost smell ghosts, spectres, and haunts. [Trait: Spirit Sense] And when he focused his ki, he could hurt them. [Feat: Ghostslayer]

Unbeknownst to Raj, Doc Lorr was keeping a close eye on him - particularly in his new-found hobby. It shouldn’t have surprised the young thief but, one day, Doc Lorr showed up on his doorstep with a job offer. The pay was good and it required the best of both Raj’s vocational and avocational skills. How could Raj say ‘no’ to the man who altered the course of his life? [Trait: On the Payroll] Raj took the job and never looked back. Any time Doc needed skullduggery, a little breaking & entering, or someone to watch his back, Raj was on retainer. He could sniff out a trap or a ghost with the best of them.

Raj's business kept him hopping around Ustalav but he made a point of passing through Ravengro regularly to check-in on Doc and his daughter... and see if Doc needed him for a job. Unfortunately, the note about Doc's death never reached him. So, it was with a large dose of shock that he arrives in Ravengro to find the old man dead and already buried. Raj had always carried a bit of a torch for competent and pretty Kendra Lorrimor. He had never spoken of it and went to great pains to try to hide it... Still, not being here for her after her father's death - in her hour of need - just guts him.

Appearance:
Rajuna is an athletically built 23 year old Varisian man with dark hair and a swarthy complexion. He isn't attractive, a fact enhanced by the two parallel fang slashes running from his hairline diagonally across his face and down his neck to his shoulder. A small divot of flesh was taken from the bridge of his nose where a fang crossed it. His clothes are strictly utilitarian - dark leathers and leggings further darkened by water and sweat stains along with worn and mud-spackled black boots. Over it all Raj wears a loose, black, woolen burnoose and scarf that break up his silhouette and hide his weapons - a matched pair of butterfly blades strapped to one thigh.