Sajan Gadadvara

Ryujin Tatsu's page

133 posts. Alias of David James Olsen.


Classes/Levels

HP 14/20, AC 17 T 17 FF 10, CMD 23, Fort +5, Ref +6, Will +5,

About Ryujin Tatsu

Resources
Current AC - 16
Current HPs - 14/20
Effects

Ryujin Tatsu
LN Human Male Monk (Flowing Monk) 2

Stats:

Initiative +5
HP 20 (14+4Con+2FC) Current HP 20
AC 16 (+3 Dex, +2 Wis, +1 dodge) FF10 T16
Speed 30

Fort 5 Ref 6 Will 5
BAB 1 CMB +5 CMD 22 (23 with Combat Expertise)

Str 14, Dex 16 Con 14 Int 10, Wis 14, Cha 10

Melee Unarmed Attack +3 (1d6+2)
Flurry Unarmed +2/+2 (1d6+2/1d6+2)
mw Temple Sword +4 (1d8+2)
Flurry Temple Sword +2/+2 (1d8+3/1d8+3)

Ranged

Languages Common


Skills:
5 Skill Points/Level (5 Total)

Acrobatics 8 (2+3CS+3Dex)
Climb 7 (2+3CS+2Str)
Escape Artist 8 (2+3CS+3Dex)
Perception 7 (2+3CS+2Wis)
Sense Motive 7 (1+3CS+2Wis)
Stealth 7 (1+3CS+3Dex)


Feats and Traits:

Trait
Threatening Defender (When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1)
Trait
Reactionary (+2 Initiative)

Feats
(Bonus) All Improved Maneuver Feats
(Bonus Feat) Combat Expertise (-0 Attack/+1 Dodge to AC)
(Bonus Feat) Power Attack (-1 Attack/+2 or +3 to damage)
(Human) Combat Reflexes (4 AoO/Round)
(Bonus Monk) Unarmed Strike
(Monk 1) Dodge (+1 Dodge to AC)
(1st Level) Vicious Stomp
(Monk 2) Deflect Arrows
(Monk 2) Evasion


Class/Racial Abilities:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

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 his 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.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

Bonus Feat: A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep. At 10th level, the following feats are added: In Harm's Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike.

Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). 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 (Ex): 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). This ability replaces the bonus feat gained at 2nd level.


Equipment:

Double-Chained Kama (double, monk, reach, trip)
Temple Sword (Monk, trip)
Barbed Vest (Any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage)

Magic Items:

Potion of Cat's Grace
Potion of Cure Light
Antitoxin x2
Antiplague x2
Tree Feather Token

Appearance:

Ryujin has a shaved head and a peaceful demeanor about him. He has strange exotic clothing with filled with sharp things that look like bamboo. He moves with extraordinary grace and fluidity.
Height 5'11''
Weight 170lbs
Eye Color Black
Hair Color Pale, not quite white
Personality Ryujin is even tempered and friendly. He spends a certain amount of time meditating and practicing his art, but when not doing those things enjoys helping out others however he can.

Background:

Ryujin has spent his whole life training in a remote location learning the secrets of his master. When Ryujin achieved a certain level of skill, his master told him to wander the world and hone his skill by fighting others. He eventually came to this fighting arena to exhibit his fighting ability and learn by the skill of others.

Dice:

[ooc]Initiative[ooc] [dice]1d20+5[/dice]

[ooc]Trip Attempt[ooc] [dice]1d20+4[/dice]
[ooc]Redirect Trip[ooc] [dice]1d20+4[/dice]
[ooc]Redirect Trip[ooc] vs Power Attack or Charge[dice]1d20+6[/dice]
[ooc]Redirect Trip[ooc] vs Power Attack and Charge [dice]1d20+8[/dice]

Unarmed Attacks
[ooc]Unarmed Attack[ooc] [dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d6+2[/dice]

[ooc]Unarmed Attack with Power Attack[ooc] [dice]1d20+1[/dice]
[ooc]Damage[ooc] [dice]1d6+4[/dice]

[ooc]Flurry Unarmed Attack[ooc]
[dice]1d20+1[/dice]
[ooc]Damage[ooc] [dice]1d6+2[/dice]
[dice]1d20+1[/dice]
[ooc]Damage[ooc] [dice]1d6+2[/dice]

[ooc]Flurry Unarmed Attack Power Attack[ooc]
[dice]1d20+0[/dice]
[ooc]Damage[ooc] [dice]1d6+4[/dice]
[dice]1d20+0[/dice]
[ooc]Damage[ooc] [dice]1d6+4[/dice]

Weapons

[ooc]Attack with Temple Sword[ooc] [dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d8+2[/dice]

[ooc]Flurry with Temple Sword[ooc]
[dice]1d20+1[/dice]
[dice]1d20+1[/dice]
[ooc]Damage[ooc] [dice]1d8+2[/dice]
[ooc]Damage[ooc] [dice]1d8+2[/dice]

[ooc]Power Attack with Temple Sword[ooc] [dice]1d20+1[/dice]
[ooc]Damage[ooc] [dice]1d8+4[/dice]

[ooc]Flurry and Power Attack with Temple Sword[ooc]
[dice]1d20+0[/dice]
[dice]1d20+0[/dice]
[ooc]Damage[ooc] [dice]1d8+4[/dice]
[ooc]Damage[ooc] [dice]1d8+4[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+4[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+5[/dice]
[ooc]Will Save[ooc] [dice]1d20+4[/dice]

Skill Checks

[ooc]Acrobatics[ooc] [dice]1d20+7[/dice]
[ooc]Climb[ooc] [dice]1d20+6[/dice]
[ooc]Escape Artist[ooc] [dice]1d20+7[/dice]
[ooc]Perception[ooc] [dice]1d20+6[/dice]
[ooc]Sense Motive[ooc] [dice]1d20+6[/dice]

Status to paste in Posts

Status
[spoiler [ooc]
HP 4/11
AC 15
Fort +4 Ref +4 Will +4
Effects: Numbing (-3 Dex), Icy +4 to Fort save vs Numbing

[ooc]
[ooc]
Moving 30 feet, picking up a club along the way.
Initiative[ooc] [dice]1d20+5[/dice] [/spoiler