Harsk

Darnak Deepstone's page

357 posts. Alias of Javell DeLeon.


Full Name

Darnak Deepstone

Classes/Levels

Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Size

Med; 4'2";199 lbs

Age

50

Alignment

LG

Deity

Torag

Location

Five King Mountains

Languages

Common, Dwarven

Strength 18
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 22
Charisma 7

About Darnak Deepstone

Darnak 11th:
Darnak
Male dwarf Monk (Monk of the sacred mountain) 11
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +20 (+22 to notice unusual stonework)
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Defense
--------------------
AC 31, touch 25, flat-footed 27 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +4 monk, +3 natural, +6 Wis)
hp 113 (11d8+55)
Fort +15 (+7base/+3con/+3cloak/+2feat)
Ref +14 (+7base/+3dex/+3cloak/+1trait)
Will +16 (+7base/+6wis/+3cloak) (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training, iron limb defense; DR adamantine monk (dr 1/–), 1/—; Immune disease, poison
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Offense
--------------------
Speed 50 ft.
Melee unarmed strike +13/+8 (3d8+5/19-20) or
. . unarmed strike flurry of blows +14/+14/+9/+9/+4 (3d8+5/19-20) or
. . mwk kama +13/+8 (1d6+4) or
. . mwk kama flurry of blows +14/+14/+9/+9/+4 (1d6+4) or
. . mwk nunchaku +13/+8 (1d6+4) or
. . mwk nunchaku flurry of blows +14/+14/+9/+9/+4 (1d6+4)
Ranged javelin +11 (1d6+4)
Special Attacks flurry of blows, hatred, stunning fist (12/day, DC 21)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 10, Wis 22, Cha 7
Base Atk +8; CMB +15 (+17 disarm, +17 trip); CMD 37 (45 vs. bull rush, 39 vs. disarm, 47 vs. trip)
Feats Awe-inspiring Smash, Dodge, Dragon Ferocity[UC], Dragon Style[UC], Great Fortitude, History Of Scars, Improved Critical (unarmed strike), Improved Disarm, Improved Trip, Improved Unarmed Strike, Power Attack, Stunning Fist, Toughness
Traits defensive strategist, grounded
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Skills
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Acrobatics +17 (+25 to jump, +19 on balance-related checks)
Appraise +0 (+2 to assess nonmagical metals or gemstones)
Bluff -4
Climb +8
Diplomacy -4
Disguise -4
Escape Artist +16
Intimidate -4
Knowledge (history) +4
Linguistics +10
Perception +20 (+22 to notice unusual stonework)
Perform (act) +10
Sense Motive +13
Stealth +12
Swim +8
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, Terran, Vudrani
SQ bastion stance, fast movement, ki pool (13 points cold iron, lawful, magic, silver), maneuver training, monk vow (vow of truth[UM]), wholeness of body (11 hit points)
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Gear
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javelin (x10)
mwk kama
mwk nunchaku
amulet of mighty fists +1
belt of physical perfection +2
bracers of armor +3
cloak of resistance +3
headband of inspired wisdom +4
monk's robe
ring of protection +1
stagger-proof boots
stonefist gloves[MA]
dwarven trail rations[UE] (10), masterwork backpack[APG], 316 gp
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Special Abilities
--------------------
Adamantine Monk (DR 1/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
Awe-Inspiring Smash Apply STR instead of CHA to performance combat checks.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dragon Ferocity While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1–½ times your Strength bonus on other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
History of Scars +2 natural armor, -2 to all CHA checks
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Disarm You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Performance Combat +9
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (12/day, Fort sv. DC 21) You can stun an opponent with an unarmed attack.
Vow of Truth (+2 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication.
Wholeness of Body (11 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Dice:

[dice=Unarmed Strike(Magic/Lawful/Cold Iron/Silver)]1d20+13[/dice]
[dice=Damage]3d8+9[/dice]

[dice=Flurry]1d20+16[/dice]
[dice=Damage]3d8+9[/dice]

[dice=Flurry]1d20+16[/dice]
[dice=Damage]3d8+7[/dice]

[dice=Flurry]1d20+11[/dice]
[dice=Damage]3d8+7[/dice]

[dice=Flurry]1d20+11[/dice]
[dice=Damage]3d8+7[/dice]

[dice=Flurry]1d20+6[/dice]
[dice=Damage]3d8+7[/dice]

___________________________________________________________________________ _____________________________________________________________

Darnak 1st:

Darnak Deepstone
Male Dwarf Monk (Monk of the Sacred Mountain) 1
LN Medium(humanoid, dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +3wis )
hp 12 (1d8+3con+1fc)
Fort +5 (+2base/+3con)
Ref +5 (+2base/+2dex/+1trait)
Will +5 (+2base/+3wis)
(+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +2 (1d6+2) or
. . unarmed strike flurry of blows +1/+1 (1d6+2)
Ranged javelin +2 (1d6+2)
Special Attacks flurry of blows +1/+1, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 17, Cha 6
Base Atk +0; CMB +2; CMD 18 (22 vs. Bull Rush, 22 vs. Trip)

Feats:
Bonus feats: = 1st: Stunning Fist (1/day) (DC 13), Improved Unarmed Strike, Dodge
Level gained feats: = 1st: Crane Style
---------------------------------
Skills 4 skill points
---------------------------------
Acrobatics +6: (+1rnk/+2dex/+3cs) (+8 trait on balance-related checks; +2 jump)
Climb +5: (+1rnk/+1str/+3cs)
Perception +7: (+1rnk/+3wis/+3cs)
Sense Motive +3:
Stealth +6: (+1rnk/+2dex/+3cs)
Survival +3: (+5 to track vs. humanoids of the Giant subtype)
Racial Modifiers
Languages Common, Dwarven
SQ ac bonus +3, giant hunter, hardy, rock stepper, slow and steady, stability, stunning fist (stun), unarmed strike (1d6)
Combat Gear javelin (x5), caltrops
Other Gear potion of cure light wounds, belt pouch, blanket, crowbar, flint and steel, hemp rope (50 ft.), masterwork backpack, trail rations (x5), waterskin, 35 gp, 1 sp, 1 cp
Encumbrance: 41.26lbs (50lbs is light load)

Pouch w/50g

Traits:
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.

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FEATS
------------

Crane Style (Combat, Style)
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Dodge (Combat):
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.

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Special Abilities
--------------------
AC Bonus +3: 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.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Defensive Training +4: Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex): Make Flurry of Blows attack as a full action.
Giant Hunter +1 to attack/+2 to tracking: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Hardy +2: Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady: Your base speed is never modified by encumbrance.
Stability +4: Gain bonus to CMD vs bull rush/trip while standing on ground.
Stunning Fist (Ex) (DC 13): 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.
Stunning Fist (1/day) (DC 13): You can stun an opponent with an unarmed attack.
Unarmed Strike (1d6): The Monk does lethal damage with his unarmed strikes.

Dice:

[dice=Unarmed Strike]1d20+1[/dice]
[dice=Damage]1d6+2[/dice]

[dice=Unarmed Strike]1d20+1[/dice]
[dice=Damage]1d6+2[/dice]

--------------------------------------------------------------------

[dice=Fortitude]1d20+5[/dice]

[dice=Reflex]1d20+5[/dice]

[dice=Will]1d20+5[/dice]

[dice=Acrobatics]1d20+6[/dice]

[dice=Climb]1d20+5[/dice]

[dice=Perception]1d20+7[/dice]

[dice=Sense Motive]1d20+3[/dice]

[dice=Stealth]1d20+6[/dice]

___________________________________________________________________________ _____________________________________________________________

Darnak Deepstone
Monk (Monk of the Sacred Mountain) 18th:

Ki pool = 21: 0/21 used

Darnak Deepstone
Male dwarf monk (monk of the sacred mountain) 18
LN Medium outsider (humanoid, dwarf)
Init +6; Senses Darkvision (60 feet); Perception +39

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DEFENSE
--------------------
AC 50, touch 43, flat-footed 49. . (+7 armor, +6 Dex, +6 natural, +5 deflection, +1 dodge, +9 Wis, +4 monk, +2 Insight)
hp 261 (117+108con+18Feat+18FC)
Fort +24 (+11base/+6con/+5resist/+2feat)
Ref +22 (+11base/+5dex/+5resist/+1trait)
Will +25 (+11base/+9wis/+5resist/+2feat)

Hardy: +2 vs spells/spell-like abilities
Still Mind: +2 vs. enchantment spells and effects.

Defensive Abilities Defensive Training, Iron Limb Defense, Vow of Silence
DR Adamantine Monk (DR 4/–),
Immune Disease, poison
SR 28

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OFFENSE
--------------------
Speed 80 ft.
Melee unarmed strike +21/+16/+11 (3d8+7/19-20 plus 2d6 vs. evil) or
. . unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 (3d8+7/19-20 plus 2d6 vs. evil)

Special Attacks flurry of blows, quivering palm (1/day, DC 28), stunning fist (18/day, DC 28)

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STATISTICS
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Str 14/20, Dex 14/20, Con 16/22, Int 10, Wis 17/29, (+1/4 lvls) Cha 7
Base Atk +13; CMB +23; CMD 54/48FL (58 vs. bull rush, 54 vs. sunder, 58 vs. trip)
Feats:
Bonus feats: = (1st:) Stunning Fist(Free) (18/day) (DC 28), Improved Unarmed Strike(Free), Dodge; (2nd:) Deflect Arrows, Toughness +18(Free); (6th:) Mobility; (10th:) Combat Reflexes; (14th:) Improved Critical(Unarmed Strike); (18th:) Spring Attack
Level gained feats: = (1st:)Great Fortitude; (3rd:)Weapon Focus(Unarmed Strike); (5th:)Dragon Style; (7th:) Iron Will; (9th:) Power attack; (11th:) History of Scars; (13th:) Dimensional Agility; (15th:) Dimensional Assault; (17th:) Dimensional Dervish; (19th:) Dimensional Savant

---------------------
Skills:
---------------------
Acrobatics +26(+46 jump): (+18rnks/+5dex/+3cs/+20racial(jump))
Climb +18: (+10rnks/+5str/+3cs)
Know (History): +4 (+0int/+1rnk/+3cs)
Know (Religion): +4 (+0int/+1rnk/+3cs)
Perception +39: (+12wis/+20rnks/+3cs/+4 vow)
Sense Motive +31: (+12wis/+12rnks/+3cs/+4 vow)
Stealth +35: (+8dex/+20rnks/+3cs/+4 vow)
Swim +5: (+1str/+1rnks/+3cs)
Modifiers Vow of Silence
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +13, Bastion Stance (Ex), Fast Movement (+60'), Greed, Hardy +2 poison/+4 spells and spell-like effects, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Ring of Evasion, Ring of Freedom of Movement, Ring of Sustenance, Rock Stepper, Slow and Steady, Stability, Still Mind, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Unarmed Strike (2d10), Vow of Truth (+3 Ki), Wholeness of Body (18 HP/use) (Su)

Traits:
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Other Gear:
+2 Holy Amulet of Mighty Fists/Amulet of Natural Armor +4 (36,000g/48,000g)
Black Belt of Physical Perfection (144,000g)
Bracers of Armor +7 (49,000g)
Gray Headband of Inspired Wisdom +6 (36,000g)
Handy Haversack (2,000g)
Ring of Freedom of Movement/Evasion (40,000g/37,500g)
Ring of Protection +5/Ring of Sustenance/Feather Fall (50,000g/3,750g/3,300g)
Stonefists Gloves (10,000g)
Potion of Enlarge (x10) (500g)
Potion of Displacement (x4) (2250g)
Potion of Heroism (x4)(2250g)
Wide brimmed dark gray hat of telepathy (27,000g)

Total =
Leftover = 1050g

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FEATS
------------
Deflect Arrows (Combat)
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Dragon Style (Combat, Style)
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Dimensional Agility
Teleportation does not faze you.
Benefit:
After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
Dimensional Assault
You have been trained to use magical movement as part of your combat tactics.
Benefit:
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Benefit:
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Savant
You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.
Benefit:
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

Dodge (Combat):
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.
History of Scars:
Your scars bear witness to countless battles.
Benefit:
Your thick scars impart a –2 penalty on all Charisma-based skill checks, but increase your natural armor bonus by +2.
Mobility (Combat):
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Spring Attack (Combat):
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Stunning Fist (Ex) (DC 32): 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.
Stunning Fist (20/day) (DC 32 Fort) (Stun, Fatigue, Sicken, Stagger, Blind, Deafen, Paralyze) (Ex)

--------------------------------------------
MONK OF THE SACRED MOUNTAIN ABILITIES
--------------------------------------------
The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain. A monk of the sacred mountain has the following class features.

Iron Monk (Ex): At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.

Bastion Stance (Ex): At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.

Iron Limb Defense (Ex): At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump.

Adamantine Monk (Ex): At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/—. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion.

Vow of Silence (Su): At 17th level, a monk of the sacred mountain becomes as impassive as stone, making a vow of silence in exchange for greater abilities. The monk gains a +2 insight bonus to AC and CMD and a +4 bonus on Sense Motive, Stealth, and Perception checks. The monk does not lose the capacity for speech, but if he ever speaks, he loses this feature for 24 hours. This ability replaces tongue of the sun and the moon.

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SPECIAL ABILITIES
--------------------
Abundant Step (Su) At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
AC Bonus +17 (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.
Adamantine Monk (DR 4/–) (Ex) Gain Dr/-, 1 Ki: Double DR until next turn.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Diamond Body (Su) At 11th level, a monk gains immunity to poisons of all kinds.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +16/+16/+11/+11/+6/+6/+1 (Ex) Make Flurry of Blows attack as a full action.
Giant Hunter +1 to hit Giants and +2 to Survival to find and follow their tracks.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hat of Telepathy This gray, wide-brimmed hat covers the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
In addition, he can spend 1 point to increase his speed by 20 feet for 1 round.
Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.

Ki Strike, Adamantine (Su) At 16th level, a monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Cold Iron/Silver (Su) At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.
Perfect Self At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.You gain damage reduction 10/chaotic.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 32) (Su) Once a week, make an attack that can kill with your thought.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (28) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Timeless Body(Mature) (Ex) At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Vow of Silence (Su) +2 AC, CMD, +4 Sense Motive, Stealth, Perception, all lost for 24h if you speak.
Vow of Truth (+4 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Wholeness of Body (20 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

Dice:

[dice=Unarmed Strike]1d20+27[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+22[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+17[/dice]
[dice=Damage]4d8+2+2d6[/dice]

--------------------------------------------------------------------

Flurry of Blows
[dice=Unarmed Strike]1d20+30[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+30[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+25[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+25[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+20[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+20[/dice]
[dice=Damage]4d8+2+2d6[/dice]

[dice=Unarmed Strike]1d20+15[/dice]
[dice=Damage]4d8+2+2d6[/dice]

------------------------------------------------------------------------

[dice=Acrobatics]1d20+31[/dice]

[dice=Climb]1d20+9[/dice]

[dice=Perception]1d20+39[/dice]

[dice=Sense Motive]1d20+31[/dice]

[dice=Stealth]1d20+35[/dice]

[dice=Intiative]1d20+8[/dice]

---------------------------------------------------------------------

[dice=Fortitude]1d20+28[/dice]

[dice=Reflex]1d20+27[/dice]

[dice=Will]1d20+31[/dice]

Background(Apologies.):
Darnak Deepstone, along with his sister Jelad, was born and raised in Janderhoff. His mother, Ingra, is an accomplished herbalist. His father, Dolgrin, is an expert smithy. Now his father is a far different sort from other dwarfs. Apart from being a smithy, he is also known for his strange fighting style. Which has a lot to do with how subdued he is which is unlike your typical dwarf. He never really says a whole lot unless something needs to be said. Keeps to himself mostly and just does what he needs to do to take care of his family. That is... until he became the The Ultimate Tavern Brawler of Janderhoff.

Now because of said moniker, Darnak had a tough time growing up. There were those who figured that since Darnak's father was such a good fighter then maybe Darnak was too. Unfortunately for him, he could not live up to the standards set by his dad. By any means. So poor Darnak was accosted quite a bit growing up. Now the younger Deepstone actually won most of the fights he found himself involved in. Not all of them, mind you, but the majority of them. And not without cost. He'd always come home with a new source of pain. Mostly his face. They always seem to like beating on his face.

One thing Darnak took from this experience is that he would use it to fuel the fire within him for the rest of his life. When the time came for him to compete in the tournament, he'd remember and he'd be ready.

Now there's this tournament held every year in Janderhoff where dwarves gather to compete in combat within a makeshift tavern. The rules are simple: ANYTHING goes. The only exception is you can only fight with improvised weapons or unarmed. The first year Darnak's father joined - for unknown reasons to this day - he won. He won year after year and was reigning champ for 5 years running. He then inexplicably retired.

Now Darnak went to all the fights but stupidly never paid any real attention. And when his father retired, he knew it was soon to be his time. He was going to be ready to step in and take over where his father left off. Confident and cocky, he couldn't wait. It would be five years before Darnak could officially step in but when the time finally came, he would be ready.

Now the tournament was a greater success than ever during the years Dolgrin was in because everyone knew who he would be going up against: Morgrym Ironclang. Also known as "Skullsplitter". And if you have ever seen him fight you would know that he came by that name fairly. Thankfully, because of the nearby healers, he hasn't killed anyone... yet. Everyone wanted to see him lose and Dolgrin supplied that. Morgrym could beat everybody but Dolgrin and he hated the fact that this old dwarf wouldn't fall. He also hated his strange fighting style - which, amazingly enough, no one ever questioned simply because they thought Dolgrin was kind of an odd duck anyway. The following year there was no Deepstone and Morgrym reclaimed his title and held it for the next four years. Every year, after each tournament, he would always challenge Dolgrin to return.

When that 5th year rolled around, Darnak finally got his chance. Even before the tournament began he gave himself his own moniker: "Darnak The Destroyer"(he was quite proud of this). Darnak would 'hear' the advice his father gave to him but he would never truly 'listen'. He'd pretty much seen all of his father's fights, what more did he need to be taught? Besides, he was a Deepstone. He wasn't as big or strong as his father but you couldn't tell him that.

With all the talk, Morgrym was licking his chops ready to face the new Deepstone. He vowed to not lose to another one. To this day, he still seethes at the thought of not being able to beat the elder Deepstone. He couldn't wait to teach this young fool a lesson in pain. Severe pain

Well Darnak fought and won his way through match after match. He relished many of them as they happened to be against many of those that made his formidable years so difficult. Each victory brought him closer and closer to Morgrym and the crowd was getting anxious. Dwarf after dwarf continued to fall to Darnak. It seemed the closer he got to the title match the easier each opponent seemed to fall. More so than the earlier opponents in which he found a little strange. But Darnak thought nothing of it. He just figured he was on top of his game and that he couldn't be beaten. After all, he is 'Darnak the Destroyer'. I mean, as far as he was concerned, that in an of itself is enough to put fear into ANYBODY. Plus, he KNEW he was the superior fighter in strength and intelligence and in pretty much any other way imaginable anyway. These victories just reinforced how good he truly is. No one could stop 'The Destroyer'. Not even Morgrym 'Skullsplitter' Ironclang .

The title match finally arrived. Morgrym and Darnak were the last two standing much to everyone's delight. It was the match they all have been waiting for: Morgrym vs. Deepstone. After a long hiatus the crowd finally got a fight worth watching.

As soon as the bell sounded for the fight to began, the crowd erupted. Darnak moved in and landed several solid blows while Morgrym retaliated with some of his own, yet, for some reason didn't quite have his normal power behind them. Darnak, at one point, landed a solid elbow to the jaw of Morgrym and decided that was his chance to put him on the ground and end this. He attempted to trip him with a leg sweep, apparently forgetting he was fighting one of his own kind. That mistake cost him a nasty cut just above his eye that started to swells from a wicked headbutt(they don't call him Skullsplitter for nothing). The fight wore on round after round and Morgrym was starting to show greater signs of fatigue that he himself couldn't understand. As a matter of fact, he wasn't feeling right since before the fight but he thought nothing of it. He simply shook it off until his attacks started to lack any power at all and his swings were coming in so wild that he wasn't even close to connecting. Darnak knew he had him beat. With Morgrym appearing nearly exhausted, Darnak managed to double him over with a strong uppercut to the gut and as he did, Darnak brought his knee around and straight up to meet Morgrym right square in the nose, full force. Morgrym fell like a rock from the sky. He tried to get up but just couldn't muster the strength.

'Darnak the Destroyer' had won!... or so he thought.

Darnak was living it up. He had no shame in bragging about his win. No shame in telling his fellow dwarves that he's the 'Ultimate Tavern Brawler of Janderhoff'. Loved to talk about his famous moves that put the infamous 'Skullsplitter' down. Had no problem taking bets on how many years he's gonna hold the title. Talk about living the dream. Life was good. He was the best. It couldn't have happen to a better dwarf.

Now with Dolgrin out the previous 5 years, there was no clear cut competition for Morgrym. And because of that, the tournament suffered on profits. It wasn't a total loss but the money made when it was Dolgrin vs. Morgrym is incomparable. So when the son of Dolgrin stepped in, the promoters saw gold... and lots of it. Seeing how Darnak wasn't the fighter his father was they knew they were gonna have to take steps to make sure he and Morgrym would face each other in the title match. They also knew the tougher opponents the younger Deepstone would face in the latter stages were probably gonna give the newcomer trouble as well. So they worked to negotiate a deal with all the contestants in which they reached deals with all but one: Morgrym. "I'm killin' that little runt. There ain't no amount o' gold that's gonna stop me," Morgrym vowed to them. So desperate times called for desperate measures. Having learned of Morgrym's pre-game ritual before every fight - which is to drink a tankard of ale - those involved in the scandal added a little(more like a lot) of something to his drink, unbeknownst to him.

Darnak eventually found out about the fix. How, or by whom, he's never said. Furious, he stormed straight to the home of the promoter who's name he'd been given. He demanded answers. The promoter convinced him to return in an hour and he'd get his answers. When Darnak returned, Morgrym was there also, grinning wickedly.

"What's he doin' 'ere?" asked Darnak.

"Without our help ya had no chance, Deepstone. Yer not as good as yer father or many o' the other dwarves either," the promoter responded. "Not here ta hurt yer feelings but it's the truth."

"YA WORTHLESS %#$@#$%&**&^&*#%$!" And with that, Darnak flew into a rage right at the promoter. Morgrym stepped directly in Darnak's path saying, "Yer mine now, BOY!" but this time Morgrym was not drugged. Darnak didn't care about Morgrym, though. If Morgrym was going to get in his way then so be it. This was gonna be Darnak's finest hour... or possibly his biggest mistake. Unfortunately it would turn out to be the latter. He just didn't know it yet.

Darnak got in several good shots at Morgrym but the stouter dwarf practically seemed to laugh it off. Darnak then proceeded to get himself beaten with an inch of his life. One of the worst shots he took was when he threw a right jab straight for Morgrym's face. Morgrym sidestepped to his left, grabbed Darnak's wrist with his right hand and with one fluid steady motion punched with his left fist right at the bend of Darnak's elbow, breaking his arm clean in half. The shot was so perfect, his elbow bent out the opposite direction. Darnak went into absolute shock as his mind could not register the titanic amount of pain shooting through his system. And to top it all off, the realization that he was made into a complete fool just made it worse. Morgrym knew he had this pathetic dwarf beat so he wasted no time in finishing him off. He proceeded to whale on his ribs, breaking several, yet Darnak somehow remained standing, mostly due to pride alone. Morgrym decided that wouldn't continue so he broke his leg by caving in the left side of his knee. Darnak crumpled to the ground in a heap of pain and agony, no longer able to keep from crying out. But Morgrym wasn't done. He walked over to him and reached down and pulled him up by the front of his shirt with both hands, lifting him up to the point of his feet dangling just off the ground as he stared directly into his pain filled eyes. "Now you're gonna know why they call me 'Skullsplitter', BOY!" And with that, Morgrym slammed the front of his skull into Darnak's face several times. And then once more for good measure. The blood poured from Darnak's face to the point of a small pool of it forming just below him. One might even think his skin color was naturally red it was so horrific. Darnak didn't, no, COULDN'T, resist. Not that it mattered. He was finished and he knew it. Morgrym then released the dwarf and when he collapsed upon the ground Darnak just laid there in shock, his body twitching and still spilling blood. Just before he left, Morgrym had one last word for the mighty Darnak. Moving over to stand in front of the crumpled dwarf to where he could see him, "What ar' ya daft, ya idiot?! Who gives themself their own nickname?! I've got a new name for ya! How 'bout: Darnak 'THE DESTROYED'!" he suggests as he bursts out in laughter. He laughed so loud and so long, Darnak still hears that laughter to this day echo within his mind.

As he lay on the ground beaten, bruised and broken and on the very edge of unconsciousness, the promoter bends down to say one last thing to him before he leaves him for dead. Getting close to his ear to make sure Darnak could hear him, "Foolish lad. Why couldn't ya just let it be? Like I told ya, you're nothin'. You're nothin' at all like your father and ya never will be." The sting Darnak felt from those words hurt far worse than the pain he was feeling from the utter beating he just took.

Darnak, somehow someway managing to stay conscious, tried in vain to make it home. He made a futile attempt to crawl with one arm and one leg but the pain was so great his screams seem to echo for miles. Fortunately for him there happen to be several dwarfs that manage to hear him and immediately came to his aid. It took them a moment but when they finally recognized him they quickly carried him home. When they got him there, his mother couldn't believe that was actually Darnak. They carried him to his room and took their leave. Shocked at his appearance, his mother made preparations to nurse him back to health. Darnak, fading in and out of consciousness, could only muster the words, "Don't heal me, ma. Don't...," before the darkness overtook him. But before it did all he could think about was how much of a fool he was. That would burn into him for the rest of his days.

Darnak finally came to three days later. That night he was beaten half to death came flooding back; but the words of the promoter came back even stronger. And he was right... he was nothing, nothing like his dad. His dad had a calm, self-assurance about him. A presence that demands respect without demanding it. Darnak never really thought about it until now. And the more he thought about his father's persona and his fighting style, the more of a stranger Dolgrin seem to be. Had he been so wrapped up in his own world that he didn't even know his father? Amazingly enough, he felt much better. His face still hurt and he was still fairly sore all around but nothing like he was. Thinking that odd and resigning himself to the fact his mother didn't listen - and not that he expected her to - he thought to inquire to his mother on how his arm, ribs, and leg healed so well in just a matter of days.(She did heal him, by the way. As much as she could anyway. The bones healed nicely but his face would ever be scarred.) Shrugging it off and seeing how his face still hurt more than the rest of him, he decided to rest up and let his mother's healing poultices do their job. He would speak with his father in due time.

The following morning Darnak was doing a great deal better so he went in search of his father so as to speak with him. But before he left, he grabbed a mirror out of his mother's room and took a look at his face. He startled himself a bit at what he saw but given the circumstances his mother did quite well; but his face was still fairly scarred and his nose was slightly crooked. This visage of his would always be used as a reminder of his failings. Never again will I be so full of meself. Never again.

He approached his father in the forge that evening and asked him, "What are ya about with that fightin' style ya got, Da'? An' could ya teach me?"

Dolgrin stopped what he was doing, grabbed the nearest towel and wiped his hands off before putting it back down and turning to his son. "Son, do ya truly wish ta learn? If this is somethin' ya truly want, then you're gonna have ta listen and do as I say. It's gonna take time, commitment, patience and perseverance. Are ya ready for that, son? Are ya? A part o' me thinks you're not with all your fury and yer cockiness but I'll let you decide."

Darnak, taking in all his father had just said to him, straightened himself up and nodded firmly. "Aye, I am." He wasn't exactly sure what his father was talking about, but he was determined. He wanted to show all of Janderhoff that he was no fluke. He wanted to truly be great and show them all.

His thoughts must have betrayed him for his father spoke up. "Darnak, don't think you're gonna become one o' the greatest fighters with thoughts of revenge. You've already failed if that's all you're after." He pauses for a moment to let that sink in before continuing. "Look, I know you're angry and ya have every right ta be. But if ya want ta be a great fighter you're gonna have ta use more than you're anger."

Darnak gave a resigned sigh and decided to swallow his pride. "Very well, Da. Tell me what I have ta do."

After Darnak fully healed of his wounds, his father put him through odd and strenuous exercises. Ones that Darnak figured few dwarves have ever seen. He learned to find balance(Grounded) using a board raised a few feet in the air upon a couple of wooden supports placed on either end. And after his father managed to catch him by surprise numerous times - resulting in several crashes to the floor - Darnak eventually found himself prepared, even when he wasn't(Defensive strategist). Even though Darnak was raw in his learning, his father never reprimanded him, scolded him, or anything of that nature during the training. He simply allowed him to learn from his mistakes. His father did emphasize the importance of defense. "Son, anyone can hit anyone. It's those that can avoid gettin' hit that'll be standin' in the end."

After several months of training, Dolgrin walks up to his son as he's going through his exercises. "Son, I've taught ya all I can. There's nothin' more for ya ta learn here. You're gonna have ta get out there and make your own path; walk through your own fire ta learn anythin' more. There's no better way. And here, I got somethin' for ya." Dolgrin takes out a medal and hands it to him. "Don'tcha be for worryin' about what it is or where I got it. That's not important right now. There'll come a time when ya know and then hopefully you'll bring one back for yourself. And when ya do, you can bring that one back to me, alright? 'Cause I'll be wantin' it back," he tells him, grinning wryly.

Returning the grin with one of his own, Darnak nods as he takes the medal and places it around his neck, stuffing it underneath his shirt. "Aye, I will, Da. I promise."

Dolgrin pats him on the shoulder, "Good. I'll be holdin' ya to that," he declares, giving a wink.

Darnak gathered up his things and headed out of Janderhoff. But just before he left, his father gave him one last instruction. "Make your way to Jalmeray, son. There you will learn and a lot will become clear." And that was all he said before turning and walking away back into the mountain. Darnak thought it odd for his father to mention a place he'd barely heard anything about. He knew it was a land far away but he knew nothing else of it. But his curiosity got the best of him and he managed up with a caravan headed in that general direction and after that... who knows? Walk through the fire... Darnak brings the words of his father to bear within his mind. The once proud and arrogant dwarf, now humbled, had learned a discipline to fighting he never knew existed and he hoped he could hone that to perfection... the way his father had.

Darnak is 4'2, 195lbs, 50 years old. He has facial scars from his fight that reminds him of his past self. He is confident, positive, practical, and humble. He carries himself with poise. He's also quite the easy going guy. He has stone colored skin and likes to wear gray. He also possesses a gray, wide brim hat and a gray cloak. And his pic represents his hair and beard quite well.

He's possesses an introverted personality, much like his father, but not nearly as deep. Darnak is friendly enough to speak to anyone, he just doesn't make it a point to talk just to be talking.

Guided amulet

Boots of the Earth

Bodywrap