Ninja

Bandon's page

12 posts. Alias of Nacona.


Full Name

Bandon

Race

Human

Classes/Levels

Monk/1 HP: 11/11 AC:16(17 STS) Init:+3 Fort: +3 Ref: +0 Will: +3

Gender

Male

Size

Medium

Age

25

Special Abilities

See Spoilers

Alignment

Lawful Neutral

Deity

Irori

Languages

Common,

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Bandon

Basics:

HP: 11/11

AC: 16 (10 +3 Dex, +2 Wis, +1 Dodge)
AC: 17 while using Snapping Turtle Style
Str:16 +3
Dex:16 +3
Con:14 +2
Int:10 +0
Wis:14 +2
Cha:10 +0

Fort: +4 (+2 Base +2 Con)
Ref: +5 (+2 Base +3 Dex)
Will: +4 (+2 Base +2 Wis)

BAB: +0
CMB: +3
CMD: 16
Initiative: +3 ( +3 Dex)
Speed: 30ft Armored: 30ft
Encumbrance: Light Load: 33 lbs. or less Medium Load: 34–66lbs. Heavy Load: 67-100 lbs.

Combat Info:

Unarmed Strike: Atk:+3 Dmg:1d6+3 Crit: x2 Range:- Wgt:N/A Type: B Traits: N/A

Nunchaku: Atk:+3 Dmg:1d6+3 Crit: x2 Range:- Wgt: 2lbs Type: B Traits: Disarm, Monk

Shuriken x10: Atk:+3 Dmg:1d2+3 Crit: x2 Range:10 Wgt: 1lb (.5/5) Type: B Traits: Monk

Flurry of Blow: Atk:+1/+1 Dmg:Varies Crit: x2 Range: Varies Wgt: Varies Type: Varies

Racial Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Skills:

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Acrobatics: +7 (1+3+3)
Escape Artist:+7 (1+3+3)
Perception:+6 (1+2+3)
Sense Motive:+6 (1+2+3)
Stealth:+7 (1+3+3)

Feats:

1.Improved Unarmed Strike:
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
2.Dodge:
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
3.Snapping Turtle Style:
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
4.Improved Grapple:
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Traits:
Stolen Fury:When you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons.
Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape—further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.

Equipment:

Gear:
Backpack- 2lb.
Bedroll- 5lbs
Fish hook x2 - NA
Flint and Steel- NA
Lamp, Common- 1lb.
Mug- 1lb.
Oil x1pint- 1lb.
Sewing Needle- NA
Waterskin- 4lbs.

Background:
Bandon spent his youth in Kenabre. Growing up there forces children to become tougher than most. Around 8 years of age Bandon was kidnapped with several other children. "Witches" had infiltrated the city once once more, and what's more they were stealing children for their dark rituals. Bandon was one of these children. Taken to a root cellar, coated with blood, and tortured for hours the children were kept in the dimly lit room for days. Demonic chanting in strange and wicked tongues day an night was that could be heard. At what seemed to be the apex of this ritual city watch tore into the cellar. The dark cultists were hacked limb from limb. None escaped that cellar.

After being returned to his family Bandon imploded. Hiding in his room all day, and screaming with nightmares all night he became emaciated, and sickly. Refusing to eat his condition grew worse and worse. His parents distraught tried everything they could think of to help their child through this terrible trauma. Weeks turned to months and months turned to years. Bandon's condition saw no improvement until he was ten years old. His parents one night sat having dinner with friends. During their meal they began discussing their son and his condition. The couple informed his parents that a cousin was in the city visiting for a few weeks. They went on to tell of his experience as a pathfinder, and that he was certain to know what to do. The next day they all came over to Bandon's house once more, cousin in tow. The cousin (a man by the name Freddin Fourfingers) examined the boy. "I'm no cleric" he began. "But he doesn't look to have anything wrong with him... other than being starved." Scratching his chin he sat silent for several moments. "I'll tell you what I am going to do." He said. "I have an old friend... Now he is a bit odd until you get to know him but he has more mental discipline than anyone I have ever met. If anyone can help the boy it's him." With that Freddin sent word through the local Pathfinder Lodge. After several months his friend arrived. His name was Yuuto, a warrior monk from across the sea. He had long ago left home to further his skills and knowledge in the pursuit of self-perfection. During his travels he joined the Pathfinder Society as it provided great life experience and opportunity. Yuuto owing a debt of gratitude to Freddin was more than happy to help his family and began instructing Bandon. At first under his parents visual supervision but as their training progressed and his confidence in his abilities grew they began training themselves all over the city, and eventually the countryside (despite the danger). For the next ten years Yuuto instructed Bandon, as well as several other students he picked up along the way. Bandon eventually learned to control his fear and harness it's fury. Through great martial discipline, and meditation Bandon controls his emotions, and seeks self-perfection as his teacher does. With the coming of another crusade Bandon has determined that it's time to put his skills to the test. Not just physically but mentally as well. Because as Yuuto always says... "A gem is not polished without rubbing, nor a man perfected without trials."

Description:


Money/Treasure:

0gp
9sp
6cp