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About Ardeth Bay1st: Fighter; Unarmed Style (Improved Unarmed Strike, Dragon Style), Power Attack (Human), Weapon Focus (Unarmed)
Ardeth Bay
Fort +6, Ref +5, Will +4
Melee Unarmed +5 (1d6+5) or PA +4 (1d6+8) Ranged Rope Dart +4 (1d4+3 x2) 20 ft. range increments Space 5 ft., Reach 5 ft.
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Traits:Reactionary, Quain Martial Artist Feats:Improved Unarmed Strike, Dragon Style, Power Attack, Weapon Focus (Unarmed Strike), Dragon Ferocity, Stunning Fist Skills:Acrobatics +6 (2 ranks, 3 Dex, 3 class, -2 ACP), Perception +7 (2 ranks, 2 Wis, 3 class), Perform (Acrobat) +2 (1 rank, -2 Cha, 3 class), Stealth +5 (1 rank, 3 Dex, 3 class, -2 ACP)
Racial Modifiers: Human +2 str, Skilled, Bonus Feat, Favored Class (Monk)
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. Stunning Fist DC 13 (Ex) (1/day):You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
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Chain Shirt 25 lbs. - 100 GP
Backpack (Common) 2 lbs. - 2 GP
Total Weight:41 lbs. Background:
Ardeth was born in the land of Bassan Ayier far to the east of Danel. The city-state of Bassan Ayier serves as the gateway between the East and the West. It's a capital of trade and culture for miles around, similar in scope to Danel itself, though far older and more chaotic. Ardeth's parents were acrobats in a traveling circus. They mainly performed in and around Bassan Ayier, but once per year would journey the long miles to the west to reach Danel, stopping to perform in every town big enough to be talked about on the way. This was how Ardeth spent his early years, wandering the land being raised by the performers in the troupe. He began learning acrobatics at the tender age of three, and soon he was doing basic performance with his mother and father. That year when they reached Danel, a local theater owner saw their performance. Impressed with what they could do, he offered Ardeth's parents a sum of money they couldn't refuse to stay and work for him. The family settled into Danel and soon Ardeth had a little sister on the way.
Years past, and as he got older Ardeth became a skilled acrobat and athlete. He got interested in an eastern philosophy that he'd heard about as a kid called the Way. The nearly superhuman physical abilities of its followers had always impressed him. He began to train constantly to improve his body, studying the philosophy and exercises collected in books about the Way. He learned martial arts from whoever would teach him, and also began to do urban free running, climbing and leaping his way along the rooftops and alleys of the city. It was an excellent work out. When he was seventeen years old, a fire broke out in the theater where his mother and father worked. His father and sister made it out okay, but his mother was killed in the blaze. As his father retreated into grief, Ardeth became more responsible for his sister. They decided to start an act together, since their father was no longer in any shape to perform. They traveled the streets, doing various acrobatics, contortions, and shuriken throwing to earn money. He should have joined the militia on his eighteenth birthday, but he decided to delay in order to wait for his sister to be old enough. Finally the time has come, and soon they will join Master Gohren for training. |
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