Far from the Inner Sea region, in the mysterious land of Vudra, Sajan and his twin sister Sajni were born into the padaprajna warrior caste. The siblings trained and served as partners, each complementing the other's technique, and became talented martial artists. After numerous victories, however, the siblings were separated when their lord was defeated, shamed, and forced to cede half his army to the victor—among them Sajan's sister. Sajni was taken away from Vudra by her new master and placed upon a ship as tribute to a distant lord. Daring disgrace or even death, Sajan abandoned his responsibilities to follow, so unwilling was he to condemn Sajni to life in the barbaric lands to the west. Eventually he tailed her all the way to Absalom, the City at the Center of the World, but lost her among the travelers and treasures of a hundred nations. Still, Sajan has not yet given up hope. He continues to seek any clue that might point him toward his sister, and has traveled far from Absalom and performed many heroic deeds in return for even the barest of rumors.
Sajan CR 1
XP 400
Human monk 1
LN Medium humanoid (human)
Init +2; Senses Perception +5
Defense
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
Offense
Speed 30 ft.
Melee flurry of blows +2/+2 (1d6+3) or unarmed strike +3 (1d6+3) or temple sword +3 (1d8+3)
Ranged shuriken +2 (1d2+3)
Special Attacks flurry of blows, stunning fist (1/day, DC 11)
Tactics
During Combat Sajan relies on Mobility to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission.
Statistics
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist
Skills Acrobatics +6, Climb +7, Perception +5, Sense Motive +5, Stealth +6
Languages Common, Vudrani
Gear shuriken (5), temple sword, belt pouch, wooden holy symbol, 2 gp
Sajan CR 7
XP 3,200
Human monk 7
LN Medium humanoid (human)
Init +3; Senses Perception +11
Defense
AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +1 monk, +1 Wis)
hp 56 (7d8+21)
Fort +9, Ref +10, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
Offense
Speed 50 ft.
Melee flurry of blows +8/+8/+3 (1d8+3) or unarmed strike +8 (1d8+3) or +2 temple sword +10 (1d8+5)
Ranged shuriken +8 (1d2+3)
Special Attacks flurry of blows, stunning fist (7/day, DC 14)
Tactics
During Combat Sajan uses fast movement and Acrobatics to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. He employs combat maneuvers when it's strategically advantageous—grappling spellcasters and tripping foes with his temple sword when his allies flank them. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission.
Statistics
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +10 (+12 grapple or trip); CMD 25 (27 vs. grapple or trip)
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Spring Attack, Stunning Fist
Skills Acrobatics +13 (+28 when jumping), Climb +13, Perception +11, Sense Motive +11, Stealth +13
Languages Common, Vudrani
SQ fast movement, high jump, ki pool (4 points, magic), maneuver training, purity of body, slow fall 30 ft., still mind, wholeness of body
Combat Gear potions of cure light wounds (2); Other Gear +2 temple sword, shuriken (50), bracers of armor +3, cloak of resistance +2, ring of protection +1, belt pouch, wooden holy symbol, 58 gp
Sajan CR 12
XP 19,200
Human monk 12
LN Medium humanoid (human)
Init +3; Senses Perception +18
Defense
AC 28, touch 23, flat-footed 24 (+5 armor, +2 deflection, +3 Dex, +1 dodge, +4 monk, +3 Wis)
hp 93 (12d8+36)
Fort +13, Ref +14, Will +14; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
Offense
Speed 70 ft.
Melee flurry of blows +15/+15/+10/+10/+5 (2d8+5 plus 1d6 electricity) or unarmed strike +14/+9 (2d8+5 plus 1d6 electricity) or +3 temple sword +16/+11 (1d8+7/19–20)
Ranged +1 shuriken +13/+8 (1d2+5)
Special Attacks flurry of blows, stunning fist (12/day, DC 19)
Tactics
During Combat Sajan uses his fast movement and Acrobatics to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. He employs combat maneuvers when doing so is strategically advantageous—grappling spellcasters and tripping foes with his temple sword when his allies flank them. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission. When overmatched, he's quick to withdraw and use his +1 shuriken to harass a foe at range or from more defensible ground, or by using his speed to keep just out of reach.
Statistics
Str 18, Dex 16, Con 14, Int 10, Wis 17, Cha 10
Base Atk +9; CMB +16 (+18 grapple, +20 trip); CMD 36 (38 vs. grapple, 40 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Greater Trip, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Spring Attack, Stunning Fist, Wind Stance
Skills Acrobatics +18 (+46 when jumping), Climb +19, Perception +18, Sense Motive +18, Stealth +18
Languages Common, Vudrani
SQ abundant step, diamond body, fast movement, high jump, ki pool (9 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., still mind, wholeness of body
Combat Gear elixir of fire breath, potion of bear's endurance, potions of cure serious wounds (2), potion of fly; Other Gear +3 temple sword, +1 shuriken (50), belt of giant strength +2, bracers of armor +5, cloak of resistance +3, headband of inspired wisdom +2, monk's robe, ring of protection +2, +1 shock amulet of mighty fists, belt pouch, wooden holy symbol, 708 gp
Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, like an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Temple Sword | 30 gp1d6 | 1d8 | 19–20/×2 | — | 3 lbs. | S | Monk, trip |