Rakshasa

Rrruh's page

505 posts. Alias of TheNine.


Full Name

Rrruh (Pronunciated Rue)

Race

Catfolk

Classes/Levels

HP (46/46) Subdual (46/46)

Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Gender

Male

Size

Medium

Age

24

Alignment

LN

Languages

common, catfolk,

Occupation

Wandering Philospher

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 15

About Rrruh

Rruh
Male Catfolk Monk of the Four Winds 6
Medium Humanoid (Catfolk)
Initiative +5; lowlight vision conditionals; Perception +8
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DEFENSE
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AC18 , touch 18, flat-footed 17 (+ 3Dex, + 3 Wisdom, 1 Monk +
1 dodge, +0 size)
hp52 (6d8)
Fort +8, Ref +9, Will +9; + 2 vs enchantmentconditionals
Defensive Abilities
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OFFENSE
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Speed 60 ft
Melee Nunchuku +6 to hit (1d6+3/x2) B
+1 Quarterstaff +7 to hit (1d6+4/x2) B
Unarmed +6 to hit (1d8+3/x2) B
Ranged Darts (6) +6 to hit (1d4+3/x2/20ft) P
Special Attacks Elemental Fist 4/day
Spell-Like Abilities (CL ; concentration +)
/day —
Spells Known/Prepared (CL ; concentration +)
1st (/day) —
0 (at will) —
Bloodline/School/Mystery/Etc
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STATISTICS
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Strength 16 (+3), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 16(+3), Charisma 15 (+2)
Base Atk +5; CMB +9; CMD19
FeatsPoint Blank Shot, (monk) Deflect Arrow, Dodge
SkillsTrained Skills:Climb +16 Acrobatics +10,Perception + 8,Sense Motive +10, Stealth +10, Intimidate + 6
Background Skills: Artistry (Philosophy)+6, Artistry (playwriting) +6
Untrained Skills: Bluff +4, Diplomacy +5, Disguise +3, Heal +3, Ride +3, Survival +4, Swim +3
Traits Traits: Reactionary - +2 intiative checks
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Languages Common, Catfolk,
SQ
1/day - Elemental fist - When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).
A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Evasion - a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Low light vision
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Cat's luck (ex) 1/day may roll reflex save twice and take better result.
Climber - climb speed 20 ft, +8 racial bonus to climb
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.
Purity of Body - At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
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EQUIPMENT
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WeaponsNunchuku, 10 darts,4 daggers, +1 Quarterstaff
Armor Monks Outfit (clothing)
Slotted Items [/i]
Wands, Rods, Etc [i]

Backpack Bedroll, flint+steel, hemp rope (50ft) Waterskin x2, whetstone, winter blanket,
Mount Light Horse

Body Wrap of Mighty Strikes:
This long cloth is wrapped around the chest multiple times like a bandage.

Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.

Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.

Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.


Wealth 397 gold 3 silver 6 copper
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OTHER INFORMATION
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Carrying 43 lb
Carrying Capacity 76lb/153lb/230lb
Favored Class Bonuses
1st —hp
Ability Score Increases
4th —

BACKGROUND:
Rrruh was always a child of wanderlust and curiousity, no amount of his parents admonishing kept him paying attention to anything for long...That was of course until his great uncle Uncluwe finally came home to retire. The young catfolk was utterly enamored with his great uncle whom had so many stories to tell of his travels, From time spent on great ships at sea pirating to exploring forgotten ancient tombs in the deserts to the south.
His uncle promised to teach him everything he knew...if he did better in his studies. Despite not being a great student he worked hard to meet his great uncles expectations and with his approval he became his apprentice in more than just story telling,philosophical debates and tea drinking... he learned how to fight like him as well.On reaching adulthood there was nothing more he wanted to do than go explore the world and return...
but his father took ill and he spent several years at home helping the family and taking care of his father. After a few years, his younger sister took over those duties and with his fathers blessing he left home to see the world, with the promise to come back in five years.

Appearance:
Rrruh is a tall slim feline. (6'0" 145ish pounds) though he does tend to slouch a bit. His matte black fur is soft enough, and his tail seems to at times have a mind of its own.

Demeanor:
Rrruh is most of the time, that nice quiet friendly fellow who enjoys a good joke, or even a quiet night under the stars... on the rare occasion however when he feels entirely comfortible with a person, When he has gotten into the drinkible spirits, or if a pretty female has caught his eye, He gets very talkitive... almost to the point you can't shut him up.

build:
Intended Level scheme: lvl 1 -monk, lvl 2 - monk, lvl 3 - monk lvl 4 - sorcerer(stat bump WIS), lvl 5 - monk, lvl 6 - sorceror, lvl 7 - sorcerer, lvl 8 - monk (stat bump CHR) lvl 9 - sorceror lvl 10 - monk lvl 11+ ?