Sajan Gadadvara

Remulus St. Clayr's page

14 posts. Alias of Kibeth.


About Remulus St. Clayr

Remulus "The Nightmare" St. Clayr
Male Shadowlord Monk 8/Inquisitor 1/Shadowdancer 1| Ninja 10
LN; Age: Unknown; 6'0''

Ability Scores:

Str: 10(+0)
Dex: 26(+8)
Con: 10(+0)
Int: 10(+0)
Wis: 24(+7)
Cha: 10(+0)

[SPOILER="Saves"]
Fort: +7
Ref: +15
Will: +14
(+2 vs. Enchantment)

HP: 160
BAB: +6/+1
Init: +10
Speed: 40ft
Languages: Elven, Common

AC: 35 (10 + 4(Armor) + 8(Dex) + 4(Shield) + 7(Wis) + 2(monk)
Touch: 32
SR: 21

CMB: +16
CMD: 34

Description:

Backstory:

Combat:

+2 Agile Unarmed Strike
+16/+11 or +17/+17/+12/+12 Flurry, 2d6 + 8 Dex + 2 + 10d6 nonlethal sneak + 10 nonlethal sneak + 10 nonlethal sneak x2

Feats:

Weapon Finesse
Sap Adept
Sap Master
Combat reflexes
Touch of Serenity
Greater Trip
Knockout artist
Extra Rogue Talent
Improved Trip*
Agile maneuvers*

Traits:

Reactionary: +2 Init

Special Abilities:

Ninja Tricks:

Pressure Points - Strength or Dex damage on sneak attack, healable with heal check.

Combat Feat x2

Vanishing Trick - Swift action invisibility

Crippling Strike - +2 Str Damage on sneak attack

Ghost Step - Swift action walk through at least 50 feet of wall until end of turn

Invisible Blade - Vanishing Trick is Greater Invis

See the Unseen - See invis

Class Features
Flowing Qinggong Monk of the Lotus:

Touch of Serenity 9/day - DC 21 Will save or subject cannot attack or cast spells for 2 rounds, Cannot use more than once per round

Redirection 9/day - Immediate action make a trip and reposition maneuver against a target you threaten that attacks you or an ally. Target is sickened for 3 rounds if successful, DC 21 will save to halve duration. The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

Unbalancing Counter - At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).

Flowing Dodge - At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).

Elusive Target - At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.

Evasion - No effect on successful reflex save.

Flurry of Blows

Still mind - +2 vs. enchantment

Ki Pool (16) - 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.

Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round.

Slow fall - falls treated as 40 ft. shorter than they are

High Jump - At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Restoration Ki Power - 2 ki points

Ninja
Uncanny Dodge & Improved Uncanny Dodge - Can't be caught flat-footed

No Trace (+3) - At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Light Steps - As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Race
Shadowlord
+2 to any 2 stats
SR 11 + Char Level
Darkvision 60 ft.
Bonus feat at first level.
Must make Will save or be destroyed if resurrection is attempted

Equipment:

Greater Magic Fang Permanent - 7500
Agile Amulet of Mighty Fists - 2500
Belt of Incredible Dexterity - 18000
Headband of mental blah - 20000
Shadow Bracers - 16,000
Boots of striding and springing - 2700

Skills:

Trained:
Stealth - 43

Acrobatics - 26

Bluff - 20

Diplomacy - 20

Perception - 20

Sense Motive - 20

Disable Device - 21

Sleight of hand - 21

Escape Artist - 21