About Vash Ossari
Vash was once a professional gladiator. He wasn't born into it, but he didn't have many other choices as far as careers went. Luckily he was a natural talent and early on he made friends with a trainer who honed him into a warrior who was not to be trifled with.
He called himself "Sidewinder" and styled himself after a desert serpent. He had many victories. Then, after a political shift, the bloodsports were outlawed. He and his fellow fighters were out of jobs. He was tempted to take the fights underground, but instead he decided to try his hand at Bodyguard work.
It turned out that Bodyguarding wasn't particularly difficult most of the time, and he found that if he kept his mouth shut and his ears opened he was able to learn all kinds of interesting things. He made a name for himself as competent and professional. Then his primary client, a rather famous scholar named Meloigne Garracy, was easy enough to work with and was a talkative sort. Vash learned a lot from him. Everything was fine until Meloigne said the wrong thieng to the wrong Vishani outside Sandpoint, and ended up getting them both sucked into a crazy dream world full of messed up children's stories. It didnt take long for them to get separated. Vash wasn't about to give up though. He'd find the old man. After all, he had a reputation to uphold.
Human Lore Warden Fighter 6, Master of Many Styles/Hungry Ghost Monk 3
24 Base AC: (+8 dex, +5 armor, +1 enhancement)
32 Combat AC (+8 Dex, +5 armor, +1 enhancement, +2 shield, +1 dodge, +4 fighting defensively w/ acrobatics, +1 expertise)
25 Touch: (+8 dex, +1 dodge, +1 enhancement +4 fighting defensive, +1 expertise)
CMD: 30 (+9 BaB, +8 dex, +1 str, +2 fighter)
Hit Points: 91 (46 fighter, 18 monk, 27 con)
+10 Fort (+5 fighter, +3 monk, +2 con)
+13 Ref (+2 fighter, +3 monk, +8 dex)
+8 Will (+2 fighter, +3 Monk, +3 wis)
CMB +13 (+9 bab, +2 Lore Warden, +2 Str)
Sidewinder +1 Agile Living Steel Scorpion Whip +17/+12, d4+9, x2 crit, Piercing (+9 bab, +8 dex, +1 enhancement, -1 crane style)
+1 Agile Unarmed Strike, +20/+15, D6+11, x3 crit, Piercing, Bludgeoning or Non-lethal (+9 bab, +8 dex, +2 brawling, +1 enhancement, +1 weapon training, -1 crane style)
Trip with Unarmed Strike +24 (+9 bab, +8 dex, +2 lore warden, +4 improved/greater trip, +1 weapon training, +1 enhancement, -1 crane style)
Trip with Whip +23 (+9 bab, +8 dex, +2 lore warden, +4 improved/greater trip, +1 enhancement -1 crane style)
Masterwork Shortsword +17, 1d6, 19-20 x2 crit, Slashing +Poison (+9 bab, +8 dex, +1 masterwork, -1 crane style)
Fangs (throwing axes) +17, 1d6, x3 +Poison
Net, +12 touch attack (+17, -4 NWP, -1 crane)
Bola, +18, ranged trip (+17, +2 lore warden, +4 G/Imp. Trip, -1 crane, -4 NWP)
Feats and Traits
Threatening Defender: -1 penalty when fighting defensively or using Combat Expertise
Heirloom Weapon: Whip Proficiency
Skill Points 9 int, 12 fighter, 12 monk, 12 race, 12 bonus (knowledge skills only)
+20 Acrobatics (9 ranks, +3 class +8 dex)
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Weapon Training: Close. +1 attack and damage and CMB.
Maneuver Mastery: (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Fuse Style: (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Still Mind (ex): +2 on saves Vs. Enchantment
Armor: +1 Brawling Mithril Chain w. Armor Kilt 5.1 k
-Belt and Pouches-