Sajan

Signboy - Sajan's page

77 posts. Alias of Signboy77.


About Signboy - Sajan

Male Monk
N Medium Humanoid (Human)

Initiative+3; Senses Perception +11

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Defense
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AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +1 monk, +1 Wis)
hp 59 (7d8+21)
Fort +9, Ref +11, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease

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Offense
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Speed 50 ft.
Melee flurry of blows +8/+8/+3 (1d8+3) or
unarmed strike +8 (1d8+4) or
+2 temple sword +10 (1d8+6/19–20)
Ranged shuriken +8 (1d2+3)
Special Attacks flurry of blows, stunning fist (7/day, DC 14)
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +10 (+12 grapple, +12 trip); CMD 25 (27 vs. grapple,
27 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Dodge*, Improved Grapple*,
Improved Trip*, Improved Unarmed Strike, Mobility, Scorpion Style,
Spring Attack, Stunning Fist
Skills Acrobatics +13 (+28 when jumping), Climb +13, Knowledge
(nobility) +1, Knowledge (religion) +1, Perception +11, Sense Motive
+11, Stealth +13
Traits child of the temple*, deft dodger*
Languages Common, Vudrani
SQ fast movement*, high jump, maneuver training*, ki pool (4 points,
magic), purity of body*, slow fall 30 ft., wholeness of body
Combat Gear potions of cure light wounds (2); Other Gear +2 temple
sword, shuriken (50), bracers of armor +3, cloak of resistance +2,
ring of protection +1, belt pouch, silk rope (50 ft.), trail rations (2),
wooden holy symbol, 47 gp
* The effects of this ability are already calculated into Sajan’s statistics.

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Special Abilities
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Flurry of Blows Sajan can make a flurry of blows as a full attack. He can make one additional attack, and takes a –2 penalty on all his attacks during this round. These attacks can be any combination of unarmed strikes and attacks with monk special weapons. Sajan uses his monk level as his base attack bonus for these attacks.
Stunning Fist Seven times per day before making an attack roll with an unarmed strike, Sajan can use this feat. If a foe is damaged by the attack, it takes damage as normal and must attempt a
Fortitude save (DC 14). If it fails, it’s stunned for 1 round (it drops what it holds, can’t take actions, loses its Dexterity bonus to AC, and takes a –2 penalty to AC).
Combat Reflexes Sajan may make up to three attacks of opportunity in a round, and may make attacks of opportunity when flat-footed.
Deflect Arrows Once per round when a ranged weapon attack
would hit him, Sajan can deflect it if he has one hand free. He
takes no damage from the attack. He must be aware of the attack and not flat-footed.
Evasion If Sajan makes a successful Reflex saving throw against an effect that would normally deal half damage on a successful save, he instead takes no damage. If he is helpless, he does not gain the benefit of evasion.
High Jump Sajan always counts as having a running start when
jumping, and can spend 1 point from his ki pool as a swift action to
gain a +20 bonus on Acrobatics checks made to jump for 1 round.
Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
attacks of opportunity, and can deal lethal or nonlethal damage as
he chooses.
Ki Pool While Sajan has at least 1 point in his ki pool, he can make a ki strike, treating his unarmed strike as a magic
weapon for the purpose of overcoming damage reduction. As a swift action, he can spend 1 point from his ki pool for one of the
following to: make one additional attack at his highest attack bonus
when making a flurry of blows, increase his speed by 20 feet for 1
round, or gain a +4 dodge bonus to AC for 1 round.
Mobility Sajan gets a +4 dodge bonus to AC against attacks of
opportunity caused by his movement.
Scorpion Style Sajan can use this feat to make an unarmed strike as a standard action. If it hits, he deals damage normally and reduces the target’s land speed to 5 feet for 1 round unless it succeeds at a DC 14 Fortitude save.
Slow Fall When within arm’s reach of a wall, Sajan can treat a fall as 30 feet shorter than it actually was.
Spring Attack As a full-round action, Sajan can move up to his speed and make one melee attack without provoking attacks of opportunity from the target. He can move both before and after the attack, but must move at least 10 feet before the attack and can’t attack a foe he is adjacent to at the start of his turn.
Wholeness of Body As a standard action, Sajan can spend 2 points from his ki pool to heal himself of 7 points of damage.