0% found this document useful (0 votes)
32 views2 pages

Pregens Sajan Lvl3

Sajan is a level 3 human monk with a versatile background as a martial disciple, possessing various skills and abilities related to acrobatics, combat, and ki manipulation. He has a range of equipment including a temple sword, grappling hook, and elixirs, and his combat capabilities include multiple unarmed strikes and the use of qi spells. His defenses are strong, with a maximum hit point total of 41 and an armor class of 21.

Uploaded by

pulinhopulando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
32 views2 pages

Pregens Sajan Lvl3

Sajan is a level 3 human monk with a versatile background as a martial disciple, possessing various skills and abilities related to acrobatics, combat, and ki manipulation. He has a range of equipment including a temple sword, grappling hook, and elixirs, and his combat capabilities include multiple unarmed strikes and the use of qi spells. His defenses are strong, with a maximum hit point total of 41 and an armor class of 21.

Uploaded by

pulinhopulando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

SAJAN MONK 3 EQUIPMENT

BULK Current 3, 5 L; Maximum 7 Bulk


ANCESTRY HUMAN (VERSATILE) BACKGROUND MARTIAL DISCIPLE
backpack, lesser bottled lightning (2), dart (8), minor elixir of
SPEED 35 FEET PERCEPTION +7 (TRAINED)
WORN life (2), explorer’s clothing, feather step stone (affixed to armor),
LANGUAGES COMMON, VUDRANI CLASS DC 19 grappling hook, +1 handwraps of mighty blows, temple sword
STRENGTH DEXTERITY CONSTITUTION bedroll, chalk (10 pieces), flint and steel, rations (2 weeks), rope (50
STOWED
feet), soap, torch (5), waterskin
+2 +4 +1 WEALTH 7 gp, 2 sp, 2 cp
INTELLIGENCE WISDOM CHARISMA

+0 +2 +0

DEFENSES
CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS

41 21
FORTITUDE REFLEX WILL
+8 +11 +9

STRIKES
[one-action] temple sword +7 [+2/-3] (monk, trip), 1d8+2 slashing
[one-action] tiger claw +10 [+6/+2] (agile, finesse, magical, nonlethal,
MELEE unarmed), 1d8+2 slashing
[one-action] fist +10 [+6/+2] (agile, finesse, magical, nonlethal, unarmed),
1d6+2 bludgeoning
[one-action] dart +9 [+5/+1] (agile, thrown, range increment 20 feet), 1d4+2
RANGED piercing
[one-action] bomb +9 [+4/-1] (thrown 20 feet), effect varies

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+9 • +0 +9 ••
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+0 +0 +5 •
INTIMIDATION (CHA) WARFARE LORE (INT) LORE (OTHER; INT)
+0 +5 • +0
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+2 +2 +0
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+0 +7 • +0
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
+9 • +2 +4

• = TRAINED •• = EXPERT ••• = MASTER

FEATS AND ABILITIES


ANCESTRY ABILITIES Natural Ambition* (Tiger Stance)
CLASS FEATS Qi Spells (qi rush), Stunning Blows, Tiger Stance
GENERAL FEATS Assurance (Acrobatics), Weapon Proficiency (Martial)
SKILL FEATS Cat Fall, Quick Jump WHAT IS A MONK?
Flurry of Blows, Incredible Movement*, Mystic Strikes*, You are a highly skilled martial artist whose greatest weapon is your own
CLASS ABILITIES
Powerful Fist body, using spiritual power called ki to unleash potent magical effects
* Abilities with an asterisk have already been calculated into Sajan’s or devastating your opponent with unique attacks from one of your
statistics and do not appear elsewhere. mastered styles.

Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.
SAJAN MONK 3 receive a total check result of 17 (do not apply any modifiers to
this result).
EQUIPMENT Cat Fall Your catlike acrobatics allow you to soften the impact of your
falls. Treat falls as 10 feet shorter.
The following rules apply to Sajan’s equipment. □Focus Points You gain a pool of Focus Points that allow you to cast
Agile (trait) The multiple attack penalty you take on the second attack your qi spell: qi rush. Each use of this spell uses 1 Focus Point, and
each round with this weapon is –4 instead of –5, and –8 instead of you currently have a total Focus Point pool of 1.
–10 on the third and any further attacks in the round. Qi Rush [one-action] (concentrate, divine) Accelerated by your qi, you move
Backpack A backpack can hold up to 4 Bulk worth of items. If you’re with such speed you become a blur. Move two times: two Strides,
carrying or stowing the pack rather than wearing it on your back, its two Steps, or one Stride and one Step (in either order). You gain
Bulk is light instead of negligible. The first 2 Bulk of items stowed the concealed condition during this movement and until the start
in your backpack do not count against your Bulk limits (and are not of your next turn.
included in your worn Bulk). Flurry of Blows [one-action] (flourish) Make two unarmed strikes. If both hit the
□□Bottled Lightning, Lesser (alchemical, bomb, consumable, same creature, combine their damage for the purpose of resistances
electricity, splash) Activate [one-action] (Strike); Effect A thrown bottled and weaknesses. Apply your multiple attack penalty to the Strikes
lightning deals 1d6 electricity damage and 1 electricity splash normally. Flurry of Blows has the flourish trait and can be used only
damage, and makes the target off-guard on a successful attack. once per turn.
□□Elixir of Life, Minor (alchemical, consumable, elixir, healing) Powerful Fist Your training as a monk increases your unarmed attack
Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain damage to 1d6 and allows you to make lethal unarmed attacks
1d6 Hit Points and gain a +1 item bonus to saving throws against without penalty.
diseases and poisons for 10 minutes. Quick Jump You can use High Jump and Long Jump as a single action
□Feather Step Stone (consumable, magical, talisman) Activate [free-action] instead of 2 actions. If you do, you don’t perform the initial Stride
(concentrate); Trigger You Stride or Step; Effect When you activate (nor do you fail if you don’t Stride 10 feet).
the stone, you ignore the effects of any difficult terrain and greater Stunning Blows You can use High Jump and Long Jump as a single
difficult terrain you move through until the end of your turn. action instead of 2 actions. If you do, you don’t perform the initial
Finesse (trait) You can choose to use Dexterity instead of Strength on Stride (nor do you fail if you don’t Stride 10 feet).
attack rolls with this melee weapon. Tiger Stance [one-action] (stance) Requirements you are unarmored; Effect You
Grappling Hook You can throw a grappling hook with a rope tied to it enter the stance of a tiger and can make tiger claw attacks. These
to make a climb easier. To anchor a grappling hook, make a secret deal 1d8 slashing damage; are in the brawling group; and have the
attack roll against a DC depending on the target (typically 20). On agile, finesse, nonlethal, and unarmed traits. On a critical success
a success, your hook has a firm hold, but on a critical failure, the with your tiger claws, if you deal damage, the target takes 1d4
hook seems like it will hold but actually falls when you’re partway persistent bleed damage. As long as your Speed is at least 20 feet
through. while in Tiger Stance, you can Step 10 feet. Once you enter tiger
Nonlethal (trait) Attacks with this weapon can be nonlethal and can be stance, it lasts until you are knocked out, until you put on armor, or
used to knock creatures unconscious instead of killing them. until the encounter ends, whichever comes first.
Splash (trait) If an attack with a splash weapon fails, succeeds, or Weapon Proficiency (Martial) You are trained with all martial weapons,
critically succeeds, all creatures within 5 feet of the target (including including the temple sword.
the target) take the listed splash damage. On a failure (but not a
critical failure), the target of the attack still takes the splash damage.
Add splash damage together with the initial damage against the
target before applying the target’s weaknesses or resistances. You
don’t multiply splash damage on a critical hit.
Thrown (trait) You can throw this weapon as a ranged attack. A thrown
weapon adds your Strength modifier to damage just like a melee
weapon does. When this trait appears on a melee weapon, it also
includes the range increment in feet.
Trip (trait) You can use this weapon to Trip with the Athletics skill even
if you don’t have a free hand. If you critically fail a check to Trip
using the weapon, you can drop the weapon to take the effect of a
failure instead of a critical failure.
Unarmed (trait) An unarmed attack uses a part of your body. It doesn’t
take up a hand and can’t be Disarmed.

FEATS AND ABILITIES


Sajan’s feats and abilities are described below.
Assurance - Athletics (fortune) Even in the worst circumstances,
you can perform basic tasks with the Athletics skill. You can
forego rolling a skill check for your chosen skill to instead

Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.

You might also like