Razzan Mysthunter

Ultra-badass monk of awesome


Razzan Mysthunter Monk 11, Warshaper 3, Disciple of Raz 1
Medium Humanoid (Feline)
Str 27
Dex 20
Con 14
Int 9
Wis 22
Cha 10

HP: 13 + 13d8 + 13
AC = 10 + 5(dex) + 5(nat) + 9(monk) +8 (rings) = 37
BAB: + 11 / + 6 / + 1
Ranged + 12/ + 7
Grapple + 16
Fort + 9 Ref + 12 Will + 13

All form buffs:
Low-Light Vision
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger. (Standard Action to change form)
Tiger Empathy (Ex): Communicate with tigers and dire tigers, and + 4 racial bonus on Charisma-based checks against tigers and dire tigers.
Scent (The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.)
Iron Will (+ 2 Will Saves)
Beast Strike (When you make an unarmed strike or grapple check to deal damage, you may add your claw or slam damage to your unarmed trike or grapple damage).
Blind-Fight (In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual + 2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half)
Mage-Slayer (You gain a + 1 Bonus on Will saves. Spellcasters you threaten cannot cast defensively (they automatically fail their Concentrattion checks if the attempt to do so), but are aware that they cannot cast defensively while being threatened by you.)
Pierce Magical Concealment (You ignore the miss chance provided by certain magical effects.)
Deft Opportunist ( + 4 to hit on AoO)
Snap Kick (May make an additional attack at half Str bonus, -2 to all attacks this round.)
Destruction Devotion Immediate action, 1 min duration. Each damaging attack reduces Armor or Natural Armor bonus by 2, to minimum 0 (opponent’s choice which). 1/day

Human Form:
80 ft speed.
Unarmed Strike (2d8) + 7

Beast-form buffs:
Str 38: +14 Mod With Magic Belt 44 : + 17 Mod
Dex 24: +12 Mod
Con 19: + 4 Mod
HPs + 30 (4 +(2x level))
Fort + 11 Ref + 15 Will + 13

2 Claws: Primary (2d8) + 20
Bite: Secondary (2d6) + 13
2 Morphic Claws: Primary (3d8) + 20
Morphic Bite: Secondary (4d6) + 13

Tiger Form: Large Humanoid (Feline, Shapechanger)
80 ft speed.
Improved Grab (Ex): Hit with a claw or bite attack. May then attempt to start a grapple as a free action without provoking AoO. If it wins the grapple check, it establishes a hold and can rake. (can take -20 to grapple to just hold with one limb and not count self in grapple)
Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus + 15 melee, damage 1d8 + 8. (only on pounce or in Grapples)
Full Attack 2x Claws TH + 24 (19-20 crit) , Bite + 15 TH
Grapple + 30

Hybrid Form: Large Humanoid (Feline, Shapechanger)
70 ft speed.
Morphic Clawed Unarmed Strike 6d8 + 24 [ + 20 if no magic working]

Roll a D20 and add the number listed on the attack to see what AC you hit.

You may swap any attack listed below for a Grapple.
Roll to attack as per any of the attack below vs Touch AC
If you hit
Roll opposed Grapple
You add + 36, [+ 33 if no magic]

You may swap any attack listed below for a trip.
Roll to attack as per any of the attack below vs Touch AC
If you hit
Roll +23 [ +20 if no magic]
They roll Dex or Str their choice, if you win they are prone and you get an attack at the same to hit you used
Because of Improve trip, if you win you get to make a free attack vs them at the same to hit as you use to start the grapple.

Breaking Blow
As a full round action you may make a Single Attack that if it hits, deals 17d6 damage. If applied to an inanimate object, the damage is 34d6.
Special: The damage from a Breaking Blow is not modified by any statistic, ability, or feat, is applied instead of normal damage, and is not doubled by a critical hit.

Single Attack
Strike +29 to hit [25 if no magic]

Single Attack with Snap Kick
Strike +29 to hit [23 if no magic]
Snap Kick +27 to hit [23 if no magic]

Full attack (flurry)
Strike +29 to hit [25 if no magic]
Strike +29 to hit [25 if no magic]
Strike +29 to hit [25 if no magic]
Strike +29 to hit [25 if no magic]
Strike +24 to hit [21 if no magic]
Strike +19 to hit [18 if no magic]

Or when snap kicking
Strike +27 to hit [23 if no magic]
Strike +27 to hit [23 if no magic]
Strike +27 to hit [23 if no magic]
Strike +27 to hit [23 if no magic]
Snap Kick +27 to hit [23 if no magic]
Strike +22 to hit [20 if no magic]
Strike +17 to hit [15 if no magic]

Critical Hits
All of these crit on a 19-20 unless you are in a no magic area where only 20 crits.
Also cause 1 point of con damage unless in a no magic area.

Attack Damage
Claw Strike 6d8 +24
Snap Kick 6d8 +15
Both of these cause 1 Con damage to anything subject to critical hits.

Attack Damge in no magic area
Claw Strike 3d6 + 3d8 +20
Snap Kick 3d6 + 3d8 +12

+ 1 Wounding Keen Claws from Rathoss: 16,000
Monk’s Belt of Tremendous Strength (+ 6): 33,000
Phoenix Cloak: 50,000
Fanged Ring: 10,000
Metal Rings: Fills neck and tail slot by default. + 8 AC applies to all AC and is a force effect. Makes Immune to magic missiles and other force damage.
31000GP Remaining

Warshaper Features
Morphic Immunities (Ex): Immune to stunning and critical hits. (When in Tiger or Hybrid From)
Morphic Weapons (Su): As a move action, a natural weapon increases by one size category.
Morphic Reach (Su): 5ft additional melee reach, not visible to opponents.

Monk Features
Bonus Feats:
Improved Grapple: + 4 to grapple attempts, no AoO
Combat Reflexes: Dex mod AoO per turn
Improved Trip: + 4 to trip attempts, no AoO
Flurry of Blows: -1 to hit this turn, gain one extra attack at highest BAB
Improved Evasion: Reflex saves to halve damage instead negate it. Failed saves still halve damage.
Fast Movement
Still Mind: + 2 saving throws vs. enchantment
Ki Strike: your attacks are magical
Slow fall: If wall nearby, -50 feet from height
Immune to mundane diseases
Wholeness of Body ((2x monk level) HP healed per day, spread as wanted.)
Diamond Body: Immune to all poisons of any kind

DoR Features
Focused Strike (Ex): A Disciple of Raz add their Wisdom modifier, if positive, to their damage rolls.

Tumble 15 ranks Roll + 19, (Beast Roll + 16)
Balance 5 ranks Roll + 14 (Beast Roll + 16)
Climb 5 ranks Roll + 12 (Beast Roll + 18)
Hide 5 ranks Roll + 14 (Beast Roll + 10)
Move Silently 5 ranks Roll + 14 (Beast Roll + 14)
Listen 5 ranks Roll + 13
Spellcraft 2 ranks Roll + 1

Included Mods (Racial a + 4 racial bonus on Balance, Hide, and Move Silently checks
+ 2 to listen)


Razzan hails from the forest at the edge of the farmlands surrounding Sanctuary. Part of a tribe of mysterious Catfolk shapeshifters, Razzan has mastered over time how to unlock his primal self in order to bring swift and decisive judgement to all agents of Ruin.

Given the title of “Mysthunter” like many of his tribe before him, he has set off on a quest to bring calm to the land so that civilisation and the natural world can once again return to a state of peace, free from the corruption that eats at it. He travelled to Sanctuary, where the Monks of the Enabled Hand taught him how to fight with a heart and mind free of rage, but a spirit strengthened with it’s power.

Loyal and fearless, Razzan protects the weak and destroys the Ruinous, seeking balance and the restoration of natural order.

Razzan Mysthunter

Heroes of the Order nightsclaw NexaNexa