ht: 5'10"
wt: 210 lbs
eyes: storm grey
hair: black, or none
skin: weathered bronze, badly scarred across neck and torso
Lawful Good
Languages Common(Taldane), Infernal, Abyssal, Celestial, Hallit, Sign, Elven
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Init: +7 (dex+5, AI+2); Senses Perception +13
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DEFENSE
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AC 21, touch 20, flat-footed 15. . (+1 armor, +5 Dex, +1Dodge, +4 Monk AC Bonus)
hp 85 (9d8+18+Mythic hp bonus+Dream bonus)
Fort +9, Ref +14, Will +9
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OFFENSE
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Spd 60 ft.
Ranged
. . Radiance: +2 Cold Iron Returning StarKnife +13/8(1d4+6/x3/20'/p)
. . +1 Returning Dagger +12/7(1d4+4/19-20x2/10'/p/s)
. . +1 Returning Throwing Axe +12/7(1d6/x2/10'/s)
. . Masterwork Cold Iron Chakram +12/7(1d8+4/x2/30'/s)
. . Cold Iron Kunai +11/6(1d4+4/x2/10'/b/p)
. . Masterwork Cold Iron Shuriken +12/7(1d2+4/x2/10'/p)
Melee
. . Unarmed Strike +10/5(1d10+4/20/x2)
. . Radiance: +2 Cold Iron StarKnife +12/7(1d4+6/x3/20'/p)
BAB: +6; CMB: +13; CMD: 29
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Skills
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Acrobatics +14(36jump), Appraise +0u, Bluff -1u, Climb +16, Diplomacy -1u, Escape Artist +9, Fly +5u, Handle Animal -1u, Heal +2u, Intimidate -1u, Knowledge (Arcana) +0u, Knowledge (architecture/engineering) +0u, Knowledge (Dungeoneering) +0u, Knowledge (Geography) +0u, Knowledge (History) +0u, Knowledge (Local) +0u, Knowledge (Nature) +0u, Knowledge (Nobility) +0u, Knowledge (Planes) +0u, Knowledge (Religion) +0u, Linguistics +5, Perception +14, Perform (any) -1u, Profession (Thrown Weapon Acrobat) +6, Ride +5u, Sense Motive +14, Sleight of Hand +6, Stealth +19, Survival +3, Swim +8
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Traits
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Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
Acrobat: You gain a +1 bonus on Acrobatics checks, and you take only a —2 penalty instead of the normal —5 penalty when using the Climb skill to attempt an accelerated climb.
Weathered Emissary: You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
The Wardstone Broke (Succubus bestowed Mythic Trait): You gain a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth checks without an increase in the time required to make the check.
Dream after the Wardstone Broke You gain a +2 bonus to Stealth, +5 hit points, Defiant Luck, and a +2 bonus to your Charisma.
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SPECIAL ABILITIES
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Improved Unarmed Strike: 1d10
AC Bonus: +2 (+wis mod{+2})
Fast Movement: +30'
Bonus Feats: Point Blank Shot, Precise Shot, Improved Precise Shot
Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack.
Deadly Aim: -3/+6
Dodge: +1 AC
Evasion, Improved
Fast Movement
Fast Thrower: Quick Draw, Shot on the Run(2 attacks)
Flurry of Blows (Thrown Weapons) to hit: +11/+11/+6/+6
High Jump (Ex): 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.
Invisible Blade when using Stealth to maintain obscured location after sniping, -10 on Stealth roll (instead of -20)
Maneuver Training
Mobility
Stealth Synergy (Teamwork): Working closely with an ally, you are able to move like twin shadows. Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
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Ki Pool: 11
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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.
Ki strike vs DR cold iron/silver
Barkskin +4AC
Ki Missile (1 ki) thrown weapons do Unarmed Strike damage. Weapons also count as ki focus weapons for special ki attacks until next turn
True Strike (1 ki) +20 to hit
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Mythic Abilities
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Base Abilities:
Hard to Kill
Mythic Power: 5
Surge: 1d6
Ability: +2 dex
Amazing Initiative: +2
Champion's Strike:
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Path:
Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn’t multiplied by 5, but the weapon doesn’t have a maximum range increment.
No One of Consequence (Ex): Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you’re under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.
Feat:
Dual Path: Trickster
Deadly Throw (Ex): As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
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Vows
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Vow of Fasting
Vow of Silence
Vow of Truth
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Background
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They came on a night of thunder and lightning, when the moon burned red reflecting the slaughter and carnage across the battlefield.
The howls of the infinite hoards of the Abyss straining to burst through the weakening fabric rise in unison. They are so close. They redouble their efforts, yearning to spill forth across the blackened, charred lands, smash through the ragged army that had the temerity to challenge them and claim the spoils of the radiant jewel that is Golarion. It is so close, victory is at hand and their ardor rises at the anticipation of pending victory.
Yet on this night, as on so many others, when all hope for the beleaguered defenders seems lost, new heroes arrive. Those few and proud and foolhardy, who come to the Worldwound. Some come for the adventure, some as a duty to protect, some because they have been told that they must, but all who arrive of their own free will because they have something special, something that has brought them here so that there world can survive, succeed and hopefully prosper. On this night, the two look down into the chasm and conflict below, wind whipping their hair, rain plastering the shear fabric of their garments to their impossibly sculpted bodies. His steel grey eyes meet hers…then turn to deep purple as his chest heaves with the energy and excitement building within him, his smile broadens a feral, almost fiendish smile and he holds out one hand, as if entreating her to join him. The other draws his ancestral blade. A huge sword of immense power and magical energy known in another tongue as Radiant Fate Cleaver. A white hot protective flame erupts around them as she meets his smile and takes his hand and they step off into the thin icy air, the better to reach their foes all the more quickly.
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The two heroes soon learn that not all their defenses work as expected against the corrupting influences of the other realm and worse still, as days stretch on to weeks, weeks stretch on to months and months to years, he comes to realize how they are changing the woman he loves, the love of his life, the being of incomparable beauty both outside and in whom he worships more than life itself and from whom he has received her favor. She begins to take on aspects of the fiends they face, and though they are of great assistance in the innumerable battles with the demonic hoard, he finally comes to realize that he cannot accept their defiling influence any longer…and, he belatedly sees, she was not the only one marked by their influence. They have paid their dues to this world of their birth and though the threat still lingers, it will have to be left for the next generation, new heroes…another challenge and another day.
What the young warrior, proven in a thousand battlefields on this plane as others as well is not aware of, is what was left behind. …but would he even care?
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Roshan Suraj von Itzal was raised, an unknown son of Kanebras. One of the many orphans in the endless battles against the evils of the Worldwound. As with anyone else, growing up has not been easy in this hellish buffer for the rest of Golarion and more than once he has already come close to an early and untimely end. He bears the scars of conflict, and expects he ever will.