Sajan

The Monk, Unchained's page

1 post. Alias of bes753.


Classes/Levels

Sajan (Monk) AC 19/18/16 HP 46/46 Fort+7 Ref+7 Will+5 CMD 26 Init +6 Perc +11

About The Monk, Unchained

SAJAN
Male human monk 5
LN Medium humanoid (human)
Init +6; Senses Perception +11
DEFENSE
AC 19, touch 18, flat-footed 16 (+1 armor, +1 deflection, +2 Dex,
+1 dodge, +1 monk, +3 Wis)
hp 46 (5d8+20)
Fort +7, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee +1 temple sword +10 (1d8+4/19–20) or
unarmed strike +8 (1d8+3)
Ranged shuriken +7 (1d2+3)
Special Attacks flurry of blows, style strike (flying kick),
stunning fist (5/day, DC 15)
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Improved
Unarmed Strike, Mobility, Stunning Fist, Toughness, Weapon
Focus (temple sword)
Skills Acrobatics +10 (+19 when jumping), Climb +11,
Knowledge (religion) +8, Perception +11, Sense Motive +11
Languages Common, Vudrani
SQ fast movement, ki pool (5 points, magic), ki power
(high jump)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear +1 temple swordAPG, bracers of
armor +1, cloak of resistance +1, ring of protection +1, ring of
jumping, 120 gp
SPECIAL ABILITIES
Flurry of Blows Sajan can make a flurry of blows as a fullattack
action, which allows him to make two attacks at his
highest base attack bonus. When using this ability, Sajan can
make these attacks with any combination of his unarmed
strikes, temple sword, and shuriken. He takes no penalty
for using multiple weapons when making a flurry of blows,
but he does not gain any additional attacks beyond what’s
already granted by the flurry for doing so.
Style Strike Sajan knows one type of style strike. Whenever
he makes a flurry of blows, he can designate one of his
unarmed strikes as a style strike. This attack is resolved as
normal, but it has an additional effect depending on the
type of strike chosen.
Flying Kick: Sajan leaps through the air to strike a foe
with a kick. Before the attack, he can move 10 feet. This
movement is made as part of his flurry of blows attack and
does not require an additional action. At the end of this
movement, Sajan must make an unarmed attack against an
adjacent foe using a kick. This movement may be between
attacks, and it provokes an attack of opportunity as normal.
Combat Reflexes Sajan may make up to three attacks of
opportunity per round (instead of just one). With this feat, he
may also make attacks of opportunity while flat-footed.
Evasion Sajan can avoid damage from many area-effect
attacks. If he succeeds at a Reflex saving throw against an
effect that would normally deal half damage on a successful
save, he instead takes no damage. Evasion can only be used
if Sajan is wearing light armor or no armor. If he is helpless,
he does not gain the benefit of evasion.
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 Sajan has a pool of 5 ki points, supernatural energy he
can use to accomplish amazing feats. As long as he has at
least 1 point in his ki pool, he can make a ki strike, allowing
his unarmed attacks to be treated as magic weapons for the
purpose of overcoming damage reduction. By spending 1
point from his ki pool as a swift action, Sajan can make one
additional unarmed strike at his highest attack bonus when
making a flurry of blows attack (in addition to the extra
attack granted by flurry of blows).
Ki Power Sajan has gained a new way in which he can spend
his ki points to perform extraordinary feats.
High Jump: Sajan adds his level as a bonus on all
Acrobatics checks to jump. In addition, he is always treated
as having a running start when attempting an Acrobatics
check to jump. By spending 1 point from his ki pool as a
swift action, Sajan gains a +20 bonus on Acrobatics checks to
jump for 1 round.
Mobility Sajan gains a +4 dodge bonus to Armor Class against
attacks of opportunity caused when he moves out of or
within a threatened area. A condition that makes him lose
his Dexterity bonus to Armor Class (if any) also makes him
lose this dodge bonus.
Potions of Cure Wounds Amiri has two potions that recover
hit points she has lost. Her potion of cure moderate wounds
cures 2d8+3 points of damage. Her potion of cure serious
wounds cures 3d8+5 points of damage.
Stunning Fist Four 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 15). 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).