Uriel Rubahbu's page

1 post. Alias of Kris Vanhoyland.


Here is my submission; Uriel Rubahbu, old human barbarian/monk. I'll need to add some mundane gear if I'm chosen, but most of the crunch should be complete.

Uriel Rubahbu
Male Old Human Barbarian (Savage Barbarian) 3/Monk (Martial Artist) 7
N Medium humanoid (human)
Age 58; Size 5'9", 175 lb.
Init +3; Senses Perception +16
AC 23, touch 23, flat-footed 18 (+3 Dex, +2 deflection, +2 dodge, +6 untyped)
hp 98 (3d12+7d8+37)
Fort +11, Ref +10, Will +10; +1 morale bonus vs. fear
Defensive Abilities evasion, monastic, uncanny dodge; Immune fatigue; Resist naked courage
Speed 60 ft.
Melee unarmed strike +15/+10 (2d6+8) or masterwork nodachi +14/+9 (1d10+7/18-20)
Ranged shuriken +11/+6 (1d2+5) or cold iron shuriken +11/+6 (1d2+5) or silver shuriken +11/+6 (1d2+4)
Special Attacks flurry of blows, rage (10 rounds/day), rage powers (auspicious mark), stunning fist (8/day, DC 19)
Str 20, Dex 16, Con 14, Int 9, Wis 16, Cha 9
Base Atk +8; CMB +15 (+19 grapple); CMD 36 (38 vs. grapple)
Feats Dodge, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Mobility, Power Attack, Stunning Fist, Stunning Pin, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits monastic, world traveler
Skills Acrobatics +21, Climb +9, Diplomacy +13, Perception +16, Sense Motive +14, Swim +9
Languages Common, Vudrani
SQ ac bonus, exploit weakness, fast movement, fast movement, high jump, maneuver training, pain points, physical resistance, stunning fist (stun), tireless rage, unarmed strike
Combat Gear wand of mage armor (50 charges)
Other Gear cold iron shuriken (50), masterwork nodachi, shuriken (50), silver shuriken (50), +1 amulet of mighty fists, belt of physical perfection +2, boots of elvenkind, cloak of resistance +1, headband of inspired wisdom +4, monk's robe, ring of protection +2, 690 gp
Special Abilities
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Auspicious Mark (1/rage) (Su) The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor. Using auspicious mark grants him a +1d6 bonus on one d20 roll he has just made. He can call on the auspicious mark after seeing the result of the d20 roll.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exploit Weakness +10 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.
Flurry of Blows +8/+8/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Greater Grapple Maintaining a grapple is second nature to you. You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Fatigue You are immune to the fatigued condition.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monastic (1/day) Either your parents sent you to be raised in a monastery, or you traveled there yourself later in life in order to escape the conflict and distractions of the greater world. There you learned to eschew the material concerns that plague so many and cloud their minds, instead embracing an ascetic lifestyle. You readily let go and step away from trouble, free from any tie or baggage that might slow your path to enlightenment—figuratively or iterally. Once per day as a swift action, you gain a +1 trait bonus to Armor Class as long as you are wearing no armor, not using a shield, carrying a light load, and have nothing in your hands. This bonus lasts for 1 minute.
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
Old Age Uriel has suffered a -3 to all physical attributes and a +2 to all mental attributes for being of old age.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance 1 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stunning Fist (8/day) (DC 19) You know just where to strike to temporarily stun a foe. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Stunning Pin You can render a pinned foe temporarily incapacitated. Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
World Traveler (Diplomacy) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Background: Uriel spent the majority of his life as a sell-sword, frequently employed by all sorts of people, often with dubious motives. Uriel cared little for the work he carried out, as long as his employers kept him with a steady supply of gold. He was a fearless combatant, preferring to wade into battle unarmored, with nothing between him and his enemies save for the steel of his blade.

As he grew older however, Uriel found he was beginning to lose his stomach for the work. Things didn't go as smooth as they had before, and the inevitable day came when he was defeated in combat. He was left bleeding, and dying, and only his force of will saw his survival. That fated day, the man took a vow to never take up a sword again, and devoted his life to a new path. He eventually wound up in a Vudrani monastary, and the monks there showed him a new path in life, turning him away from his previous life of blood and chaos, rage and anger. He spent many years there, both in quiet contemplation, and honing his body into the perfect weapon. He earned the nickname Rubahbu here, which means as much as "gray fox" in the Vudrani tongue.

When he left the monastary, Uriel was an old man who had seen a lot, and traveled all across the world. He still carries with him a sword, but he rarely uses it.

Uriel's outlook on life now is one of patience, curiosity, and quiet resolve.
Physical description: Uriel is an old man now, his bald head gleaming. He sports a wiry white beard, and bushy eyebrows. His body is still in excellent shape however, and he remains an impressive figure. His chest and arms are corded with muscles, and tattooed with intricate black and maroon patterns, most prominently on his shoulders and back. His gray eyes are deep, and his mouth always seems to carry a faint, knowing smile.