Unger

Sajan Krama Sumna's page

981 posts. Alias of Alexander Kilcoyne.


Full Name

Sajan Krama Sumna

Gender

HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Size

Medium, 6"5

Age

23

Special Abilities

Elemental Fist, Ki Pool

Alignment

LN

Deity

Gruhastha, the Keeper

Location

Legacy of Fire

Languages

Common, Vudrani

Occupation

Hired Muscle/Martial Artist

Strength 20
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 16
Charisma 7

About Sajan Krama Sumna

Vital Statistics:

Name: Sajan Krama Sumna
Race: Human
Gender: Male
Age: 23
Homeland: Katapesh
Height: 6"5
Base Weight: 255 lbs
Size: Medium
Hair: None (black)
Eyes: Green
Favoured Class: Monk
Levels: Monk 6
XP- Unknown.
Alignment: Lawful Neutral
Deity: Gruhastha, the Keeper
Carrying Capacity: Max Load 400 lbs
Languages: Common, Vudrani

Ability Scores

Strength- 20
Dexterity- 14
Constitution- 14
Intelligence- 7
Wisdom- 16
Charisma- 7

HP, Speed & Initiative:

Max HP: 64 (8,5,8,6,7, 7 + Con x6 + Toughness + FCx5)
FC Ki Point- 1/4.
Death Value: -14
Speed: 50 feet
Initiative: +4 (+2 insight)

Skills, Feats, Traits, Racial & Class Features::

Armour Check Penalty: 0

Skill Modifiers
Acrobatics= +11 (6 Rank, +3 Competence, +2 Dexterity)

(+8 when jumping due to +20 speed, +6 when jumping due to high jump)

Appraise= -2 (-2 Intelligence)
Bluff= -2 (-2 Charisma)
Climb= +4 (+4 Strength)
Diplomacy= -2 (-2 Charisma)
Disguise= -2 (-2 Charisma)
Escape Artist= +2 (+2 Dexterity)
Fly= +2 (+2 Dexterity)
Heal= +3 (+3 Wisdom)
Intimidate= -2 (-2 Charisma)
Knowledge (Religion)= +4 (3 Rank, +3 Class Skill, -2 Intelligence)

Special- +2 if I have Ki in Ki pool.

Linguistics= N/A
Perception= +12 (+6 rank, +3 Competence, +3 Wisdom)
Ride= +2 (+2 Dexterity)
Sense Motive=+3 (+3 Wisdom)
Stealth= +8 (+3 Rank, +3 Competence, +2 Dexterity)
Survival= +3 (+3 Wisdom)
Swim= +4 (+4 Strength)

Class Features:
Monk Weapon Proficiency
Flurry of Blows
Fast Movement
AC Bonus- Wisdom to AC/CMD
Evasion
Maneuver Training

At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check.

As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Slow Fall 30 feet

High Jump (Ex)

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Mystic Insight (Su)

At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit.

This ability replaces purity of body.

Racial Features:

# Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

# Skilled: +1 skill point every level.

# Bonus Feat: Bonus feat for Human.

Feats:
Toughness- +3HP, and +1HP per level beyond 4th.
Defensive Combat Training- Treat total HD as BAB for CMD.
Dodge- +1AC/CMD
Improved Grapple- Monk bonus feat, +2 on grapple checks.
Elemental Fist- Deal 2d6 damage of a chosen element type a number of times per day equal to Monk level (5).
Improved Unarmed Strike- Treat unarmed strike as a weapon.
Weapon Focus (Unarmed Strike)
All Gnolls Must Die- +2 morale on all will saves, +2 competence bonus on attack and damage rolls VS gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and minions of Lamashtu.
Improved Trip- +2 on CMB for trip, +2 on CMD for trip. No AOO provoked.

Initiate of Tiger

Your dream training with the Ki Mystic Tiger has improved your ability to react to danager and strengthened your connection with your ki.

You gain 1 extra ki in your ki pool and a +2 intuition bonus to Initiative.

Traits:
Heirloom Weapon- You start with a masterwork weapon (you still pay the base cost of the weapon), and you gain a +1 bonus to attack rolls with this weapon.(Brass Knuckles chosen)

Gnoll Killer- +1 to attack rolls and damage vs Gnolls.

Offense:

BAB: +4
CMB: +11 (+6 Monk Level, +5 Strength)
Grapple: +13 (+6 Monk Level, +5 Strength, +2 Feat)

Common Attack Rolls

"The Sentinel's Fist"- Heirloom +1 Brass Knuckles
+12, 1d8+6, 20x2 bludgeoning

Flurry with them-
+12/+12/+7, 1d8+6/1d8+6/1d8+6, 20x2 bludgeoning

Shuriken (15 left)- +6, 1d2+5, piercing, ten feet range increment.
Shuriken Flurry- +6/+6, 1d2+5, piercing, ten feet range increment.

Defence:

AC: 19 (+3 Wisdom, +2 Dexterity, +1 Dodge, +1 Untyped, +1 Natural, +1 Deflection)
Flat-Footed: 16 (+3 Wisdom, +1 Untyped, +1 Natural, +1 Deflection)
Touch: 18 (+2 Dexterity, +3 Wisdom, +1 Dodge, +1 Untyped, +1 Deflection)

CMD: 29 (+6 HD, +5 Strength, +2 Dexterity, +3 Wisdom, +1 Dodge, +1 Untyped, +1 Deflection)
FF CMD: 26
Enlarged CMD: 30 (+6 HD, +6 Strength, +1 Dexterity, +3 Wisdom, +1 Dodge, +1 Size, +1 Untyped, +1 Deflection)
Conditional CMD: 32 CMD for grapples + trips.
Conditional CMD (Enlarged): 33 CMD for grapples + trip.

Fort: +8 (+5 Base, +2 Constitution, +1 Resistance)
Reflex: +8 (+5 Base, +2 Dexterity, +1 Resistance)
Will: +11 (+5 Base, +3 Wisdom, +1 Resistance, +2 Morale)

Equipment:

Hempen Rope
4 Trail Rations
Monks Outfit
Bullseye Lantern
3 pints of oil.
Flint and Steel
Winter Blanket
Bedroll
Backpack
17 shurikens
5 sets of Calrops
Crossbow + 18 bolts
Masterwork Backpack
50 feet silk rope
Hot weather outfit
12 +1 bolts
Potion of Cure Light Wounds x3
Amulet of Natural Armour +1
Cloak of Resistance +1
Potion of Mage Armour
Ring of Protection +1
Headband of Wisdom +2
Potion of Enlarge Person x4 (CL1)
Potion of Jump x4 (CL1)
Potion of Cure Moderate Wounds (CL3) x4
Cold Iron Weapon Blanch x1
Bladeguard x1

Cash- 122 gold pieces, 5 silver pieces

Background Faction and Biography:

Sajan Krama Sumna stood at the edge of his family's farm, a dozen miles from the golden city of Katapesh, deep out into the rural wilderness. The simple giant stood, solemnly watching as the flames licked hungrily at the stables, the last of the buildings to go up in a blaze.

The main house was by now a smouldering ruin, blackened and broken. Sajan was too simple to recognise the house as a metaphor for his life, and did not possess the intellect to understand the tragic irony of the situation- that his home was burnt down while he was out on a trip to collect water.

Sajan simply stood, for how long he knew not; still holding a huge water pail over his muscular shoulders. The pail was too heavy for most men to even lift, but Sajan barely felt its weight. He knew in his heart that no one would have survived this Gnoll attack, and the charred bodies littering the courtyard were testament to this.

Sajan fell to his knees some time later as the enormity of the situation finally overwhelmed him. Broken and torn inside, the pail falling off his aching shoulders, Sajan finally felt the shock and grief hit and sobbed as he stepped back into the grounds of his familys home. Stumbling around, he found signs of the battle- it seems his father had taken a few of the cursed creatures with him, each bearing the mark of the family heirloom known as The Sentinel's Fist. Searching through the remains of the farms defenders, Sajan found the precious heirloom, now his only valuable possession, and the birthright his father had always promised him.

The Sentinels Fist, so the legend tells, was handed down through the Sumna family in Vudra for millenia. The first great Sumna, Sajan Krama (whose name is frequently found through the family line), was given the pair of brass knuckles by Gruhastha the Keeper for their devotion and dedication to his cause. Apparently, the brass knuckles were once wielded by Gruhastha himself, although their magic has long since faded. The Sumna family always held the deity closest to their hearts of all the hundreds of Vudrani deities.

Closing his fist around the knuckles, the young teenager felt an understanding pass through him, a driving purpose that he knew would guide his every step from this moment forwards. Gruhastha's task of keeping watch over Golarion until the world reaches enlightenment is too great even for a deity, and Sajan knew that it was his destiny to assist the deity, even as a mere man- or die trying.

Sajan felt new energy flow through him as the first stirrings of his ki awakened. He had a purpose, a goal- his life had worth and meaning, despite what had happened. To assist a deity himself- a mighty goal to strive for.

But first- vengeance. Sajan devoted the next few years of his life to wiping out the Gnoll tribe that slaughtered his family, killing them in any way he could, wearing them out and becoming a demon to the tribe. By the time Sajan came for the last of them, he was an expert in slaying Gnolls and the remaining Gnolls were worshipping the simpleton as a divine force. Their proclaimed loyalty did not save them from the Sentinels Fist, the massive power behind the blows that rained down on them, and the unrelenting force of justice in the young man.

His family avenged, the young Vudrani gathered his few possessions and joined the expedition to liberate Kelmarane. Something about some of the other expedition members made Sajan sure that they were destined to rise in caste in their next life, and he resolved to keep them safe, watch over them, and help them reach their enlightenment while also seeking his.

Biography-
Sajan is a simple giant, his quiet speech contrasting against his great size and strength. Years of ridicule when failing to understand simple mathematics and literacy have taught Sajan to only speak when he feels he has something truly worth saying. He firmly believes in justice, but is more concerned with enlightenment than the battle between good and evil- enlightenment transcends their struggle in his eyes. Uncomfortable in the limelight, Sajan takes a supporting role in any social situation. In battle, his fierceness is matched only by his protective instincts.

Appearance:

Sajan moves gracefully for a man of his size, and dresses in simple grey robes with a small backpack on his back. Unless he has need of his hands for lifting or climbing, Sajans brass knuckles are usually worn, the giant taking comfort in their presence and reminding him of his mission. Sajan possesses piercing green eyes, and has shaved his hair to leave his large head entirely bald. Sajan is heavily set and built, looking like the classic hired muscle he often hires himself out as.

Build Notes:

Stunning Fist 7th
Dragon Style 9th
Dragon Ferocity 11th
Dragon Roar 13th
Enhanced Ki Throw 15th

Greater Grapple 17th
Cornugon Stun at 19th to stunning fist via my Brass Knuckles?

Improved Trip 6th
Improved Critical 10th
Ki Throw 14th
Binding Throw 18th