About Saren, Mind-Bendingly SuicidalSAREN
==DEFENSE==
==OFFENSE==
==STATISTICS==
Skills
Special Qualities
Traits Dangerously Curious, Hunter's Blood (Knowledge (religion))
Eq'd Magic
-- HUMAN RACIAL TRAITS --:
• Dex: +2 • TYPE: Humanoid (Human) • SIZE: Medium • BONUS FEAT: Humans may choose a bonus feat at 1st level. • HUMAN HERITAGE (Dexterity) : Humans get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. • SKILLED: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. • Automatic Languages: Common • Bonus Languages: Any -- CLASS ABILITIES --:
-- ARCHETYPES -- • You have selected the following Archetypes: - Master of Many Styles, and Ki Mystic (Monk) • FAVORED CLASS (Monk) : You've gain the following bonuses: +9 Hit Point. • IMPROVED EVASION: You can avoid even magical and unusual attacks with great agility. A successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Must be in light armor or no armor and not helpless. • FUSE STYLE: You can fuse the styles you know into a more perfect style. You can have 3 style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when you switch to another style feat, you can choose which active style stance to persist. • HIGH JUMP: Add monk level to acrobatics checks made to jump. Always counts as having a running start. Can spend a Ki point (swift action) to add +20 to an acrobatics check made to jump for 1 round. • KI MYSTIC: If you have at least 1 point of ki in his ki pool, you gain a +2 bonus on all Knowledge skill checks. As a swift action, you can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check • KI POOL: You gain a pool of ki points, supernatural energy, you can use to accomplish amazing feats. Your ki pool equals 9. The ki pool is replenished each morning after 8 hours of rest or meditation. • MONK KI: As long as you have at least 1 point in your ki pool, you can make a ki strike. Your unarmed attacks are treated as magic for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from your ki pool, as a swift action, you can make one additional attack when making a flurry of blows attack, In addition, increase your speed by 20 ft for 1 round, or give yourself a +4 dodge bonus to AC for 1 round. A monk's unarmed strikes count as cold iron and silver for the purposes of overcoming damage reduction, so long as he has at least 1 point remaining in his ki pool. • AC BONUS: Add +5 to AC and CMD when unarmored and unencumbered. Apply vs. touch attacks and when flat-footed. • FAST MOVEMENT: The monk has a bonus to base speed of +30 ft when unarmored and unencumbered. • MANEUVER TRAINING: Use Monk level in place of BAB in Combat Maneuver Bonus. • MONK STUNNING FIST: Stunning Fist as a free feat at 1st level, with extra benefits at higher levels. • MONK WEAPONS AND ARMOR: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.
• SLOW FALL: Within arms' reach of a wall, a monk may treat a fall as if it were 40 ft shorter than it actually is. • UNARMED STRIKE: You gain Improved Unarmed Strike at 1st level as a bonus feat. You can attack with any appendage, no negatives for offhand attacking. You deal more damage with an offhand attack. • WHOLENESS OF BODY: Heal 9 hit points for 2 ki points. Standard action. -- COMBAT FEATS --:
• COMBAT REFLEXES: You may make a number of additional attacks of opportunity equal to your Dexterity bonus [+4]. With this feat, you may also make attacks of opportunity while flat-footed. • DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too. • IMPROVED UNARMED STRIKE: You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage. • MOBILITY: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. • STUNNING FIST: Declare that you are using this feat before you make your attack roll. A foe damaged by your unarmed attack are stunned until just before your next action (Fort DC 18). A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. Can be used only once per round. Can be used 10 times per day. Creatures immune to critical hits cannot be stunned. The monk can substitute the following for the round of stunning effect:
-- STYLE FEATS --:
• CRANE WING: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you. • 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 RIPOSTE: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is deflected. • PANTHER STYLE: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity. • PANTHER CLAW: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier. • PANTHER PARRY: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity. -- TRAITS --:
• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. • HUNTER'S BLOOD (Social): You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Knowledge (religion) is a class skill for you. The undead have a +1 bonus on any roll to learn about you, as your family's fame precedes you. -- WEAPONS --:
• JAVELIN: Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon. • HEAVY CROSSBOW: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. You can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
-- MAGIC ITEMS --:
• BELT OF GIANT STRENGTH +2: This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength. [CL: 8th] [Belt/Waist ()] • MONK'S ROBE: This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus. [CL: 10th] [Body ()] • HEADBAND OF INSPIRED WISDOM +2: This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom. [CL: 8th] [Headband ()] • AMULET OF MIGHTY FISTS +2: This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. [CL: 5th] [Neck ()] • RING OF PROTECTION +1: This ring offers continual magical protection in the form of a deflection bonus to AC. [CL: 5th] [Ring (RH) ()] • CLOAK OF RESISTANCE +2: These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th] [Shoulder ()] • WAND OF MAGE ARMOR: +4 Armor AC, Force (1hr)
Other Mundane Items:
Quiver -- 20 Bolts -- 10 Cold Iron Bolts -- 10 Silver Bolts Bedroll Backpack 1 lbs • Bell 0 lbs • Candle 0 lbs • Chalk 0 lbs • Charcoal 0 lbs • Compass .5 lbs • Earplugs 0 lbs • False-Bottomed Cup 0 lbs • Firework, Paper Candle 0 lbs • Fishhook 0 lbs • Flint and Steel 0 lbs • Grappling Hook 5 lbs • Invisible Ink 0 lbs • Magnet .5 lbs x2 • Oil 1lbs x5 • Parchment 0 lbs x2 • Paper, Sheet 0 lbs • Paper, Rice 0 lbs x2 • Paper, Stationary 0 lbs • Powder .5 lbs • Rope, Hemp 10 lbs • Rations 1 lbs x2 • Sewing Needle 0 lbs • String (50’) .5 lbs • Tindertwig 0 lbs x3 • Various bits of torn cloth 0 lbs • Waterskin 0 lbs • Wandermeal 0 lbs x12 • Whetstone 1 lbs • Whistle, Signal 0 lbs • Whistle, Silent 0 lbs --Background--:
Saren comes from a long line of Vampire Hunters. The Artimus family even runs a fairly successful business when ever undead arise and need killing. From a young age Saren was taught to kill the undead, but in a very peculiar way. His father, whom was a little loopy from past experiences insisted that most of the undead were much easier to fell with the bare hands. Using feint tactics to throw them off and lower their defenses and then strike at the opportune time. Though at first Saren had troubles accpting this beilief he found that this was actually a reliable strategy as half the undead he fought were stupid morons and couldn't adapt to his style. During the last few years he has been hired to many new things that aren't specifically related to the undead. More or less just killing things that people need killing. Or even investigating odd disappearances of "well known" people. Now Saren finds himself traveling halfway around the world to take on the biggest fight yet, a demilich!!!!!!! |