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Harsk

Darnak Deepstone's page

148 posts. Alias of Javell DeLeon.


Full Name

Darnak Deepstone

Race

Dwarf

Classes/Levels

Male Dwarf Monk (Monk of the Sacred Mountain) 6/Fighter(Brawler) 6(Gestalt)

Stats:
AC 27/ T 21/ FF 23; Hp's 96/96; Int: +3; Perc: 20; Fort: +14; Ref: +11; Will: +13; CMD 27

Gender

Male

Size

Med; 4'2";195 lbs

Age

65

Alignment

LN

Deity

Torag

Location

Isle of Jalmeray

Languages

Common, Dwarven

Strength 14
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 23
Charisma 5

About Darnak Deepstone

Dice:

Flurry of Blows, w/Haste
[dice=Attack #1]1d20+11[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Attack #1(Haste)]1d20+11[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Attack #2]1d20+11[/dice]
[dice=Damage]1d8+11[/dice]

[dice=Attack #3]1d20+6[/dice]
[dice=Damage]1d8+11[/dice]

Darnak Deepstone
Male Dwarf Monk (Monk of the Sacred Mountain) 6/Fighter(Brawler) 6(Gestalt)
LN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 24 (+2 armor, +3 Dex, +5 natural, +1 dodge, +6wisdom, +1AC)
hp 96 (6d10+24con+6fc+6feat)
Fort +14 (+5base/+4con/+2feat/+2cloak/+1trait)
Ref +11 (+5base/+3dex/+2cloak/+1trait)
Will +13 (+5base/+6wis/+2cloak)

+2 vs. poison, +4 vs. spells, and spell-like abilities
Defensive Abilities bravery +2, defensive training, iron limb defense; Immune disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +14 (1d8+11/x2); Flurry +12/+12/+7 (1d8+11/x2)
Special Attacks close combatant +1/+3, close control +2, flurry of blows +4/+4/-1, ki strike, magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 18, Int 12, Wis 23, Cha 5
Base Atk +6; CMB +8(+10 Bull Rushing, +10 Dragging, +10 Repositioning); CMD 28 (34 vs. Bull Rush, 30 vs. Drag, 30 vs. Reposition, 34 vs. Trip)

Feats:
Bonus feats(Monk): = 1st:Stunning Fist (6/day) (DC 19)(Free), Improved Unarmed Strike(Free), Dodge; 2nd:Deflect Arrows, Toughness +6(Free); 6th:Mobility
Bonus feats(Fighter): = 1st:Crane Style; 2nd:Weapon Focus(Improved Unarmed Strike); 4th:Weapon Specialization (Unarmed Strike); 6th:Crane Wing
Level gained feats: = 1st:Steel Soul; 2nd:Improved Natural Armor; 3rd:Improved Natural Armor; 4th:Great Fortitude; 5th:Outflank; 6th:History of Scars

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 gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Skills
Acrobatics +12 (+16 jump)
Climb +10
Perception +20
Sense Motive +15
Stealth +12
Survival +7 (+9 to track vs. humanoids of the Giant subtype)
Languages Common, Dwarven, Giant
SQ ac bonus +7, bastion stance (except mind-affecting or teleportation), fast movement (+20'), giant hunter, greed, hardy, ki defense, ki pool, maneuver training, monk vows (vow of truth [+1 ki]), purity of body, rock stepper, slow and steady, stability, stunning fist (stun, fatigue), unarmed strike (1d8)
Combat Gear Oil of invisibility(x1), Potion of cure moderate wounds(x2), Potion of Mage Armor (CL 3)(x3), Potion of shield of faith +2(x6), Potion of shield of faith +3(x3), Potion of spider climb(x2);
Other Gear Belt of physical might (Dex & Con +2), Bracers of armor +2, Cloak of resistance +2, Eyes of the eagle, Guided Amulet of mighty fists, Headband of inspired wisdom +2, Ring of feather falling, Backpack, masterwork (20 @ 19 lbs), Dwarven trail rations (x10), Waterskin, 29 GP

------------
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.
Crane Wing (Combat)
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
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.
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.
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.
Outflank (Combat, Teamwork)
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Stunning Fist (Ex) (DC 19) 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 (6/day) (DC 19) (Stun, Fatigue) (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.

--------------------
Special Abilities
--------------------
AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Bravery +2 (Ex) +2 to Will save vs. Fear
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
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.
Deflect Arrows Deflect an incoming arrow once per round.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
History of Scars +2 natural armor, -2 to all CHA checks
Immunity to Disease You are immune to diseases.
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 Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) (10/day) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC against some attacks of opportunity.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
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.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stunning Fist (6/day) (DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (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.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Vow of Truth (+1 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.

________________________________________________________________

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

Ki pool = 21: 0/21 used
Xp's: 2,266,640

DARNAK DEEPSTONE CR 17
Male Dwarf Monk (Monk of the Sacred Mountain) 18
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +39

--------------------
DEFENSE
--------------------
AC 51, touch 36, flat-footed 46. . (+8 armor, +4 Dex, +7 natural, +5 deflection, +1 dodge, +9 Wis, +5 monk, +2 Vow)
hp 270 (144+90con+18Feat+18FC)
Fort +22 (+11base/+5con/+5resist/+1trait)
Ref +20 (+11base/+4dex/+5resist)
Will +25 (+11base/+9wis/+5resist)

Hardy +4 vs spells/spell-like abilities

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

--------------------
OFFENSE
--------------------
Spd 80 ft.
Melee Unarmed Strike +22/+17/+12 (2d10+9/19-20/x2) w/PA +18/+13/+8 (2d10+17/19-20/x2)
. . . Flurry of blows +25/+25/+20/+20/+15/+15/+10 (2d10+9/19-20/x2) w/PA +20/+20/+15/+15/+10/+10/+5 (2d10+19/19-20/x2)
Special Attacks: Flurry of Blows +16/+16/+11/+11/+6/+6/+1, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Quivering Palm (1/week) (DC 28)

--------------------
STATISTICS
--------------------
Str 14, Dex 12/18, Con 14/20, Int 10, Wis 22/28, (+1/4 lvls) Cha 5
Base Atk +13; CMB +20; CMD 51, FF 46
Feats:
Bonus feats: = 1st: Stunning Fist (19/day) (DC 28), Improved Unarmed Strike, Dodge; 2nd: Deflect Arrows, Toughness +18; 6th: Mobility; 10th: Combat Reflexes; 14th: Improved Critical(Unarmed Strike); 18th: Medusa's Wrath
Level gained feats: = 1st: Crane Style; 3rd: Steel Soul; 5th: Crane Wing; 7th: Crane Riposte; 9th: Blind-Fight; 11th: Weapon Focus(Improved Unarmed Strike); 13th: Improved Natural Armor; 15th: Power attack; 17th: Outflank

Skills:
Acrobatics +30(+50 jump): (+4dex/+18rnks/+3cs/+5boots of elvenkind/+20racial(jump))
Climb +8: (+2str/+5rnks/+3cs)
Know (History): +4 (+0int/+1rnk/+3cs)
Know (Religion): +4 (+0int/+1rnk/+3cs)
Perception +39: (+9wis/+18rnks/+3cs/+5 eyes of eagle/+4 vow)
Sense Motive +28: (+9wis/+12rnks/+3cs/+4 vow)
Stealth +34: (+4dex/+18rnks/+3cs/+5shadow armor/+4 vow)
Swim +6: (+2str/+1rnks/+3cs) Modifiers Vow of Silence
Languages Common, Dwarven
SQ Abundant Step (Su), AC Bonus +13, Bastion Stance (Ex), Fast Movement (+60'), Giant Hunter, 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, Stunning Fist (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (Ex), Timeless Body (Ex), Unarmed Strike (2d8), 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.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Other Gear:
Guided, Holy Amulet of Mighty Fists/Amulet of Natural Armor +5 (67,500g/50,000g)
Black Belt of Physical Might,DEX & CON +6 (90,000g)
Black Boots of Elvenkind (2,500g)
Gray Cloak of Resistance +5 (25,000g)
Eyes of the Eagle (2,500g)
Handy Haversack (21 @ 11 lbs) (2,000g)
Gray Headband of Inspired Wisdom +6 (36,000g)
Shadow Bracers of Armor +8 (67,750g)
Ring of Freedom of Movement/Evasion (40,000g/37,500g)
Ring of Protection +5/Sustenance/Feather Fall (50,000g/3,750g/3,300g)
Gray Robe, Monk's (13,000g)
Potion of Cure Serious Wounds (x2) (1500g)
Potion of Displacement (x1) (2250g)
Potion of Endure Elements (x6) (300g)
Potion of Enlarge Person (x3) (1000g)
Potion of Heroism (x3) (3000g)
Potion of Magic Fang, Greater +5 (x0)(3000g)
Potion of Spider Climb (x2) (600g)
Wide brimmed dark gray hat of telepathy (27,000g)

Total = 529,250g
Leftover = 550g (5175g) (62,000g)

------------
FEATS
------------
Blind-Fight (Combat)
Benefit: In melee, every time you miss because of concealment (see Combat), 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 do not need to make Acrobatics skill checks to move at full speed while blinded.
Crane Riposte (Combat)
Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is deflected.
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.
Crane Wing (Combat)
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
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.
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.
Medusa's Wrath (Combat):
Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
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.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Stunning Fist (Ex) (DC 28): 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 (19/day) (DC 28 Fort) (Stun, Fatigue, Sicken, Stagger, Blind, Deafen) (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.

--------------------
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 +14 (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 Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
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, 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) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quivering Palm (1/week) (DC 28) (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.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Robe, Monk's This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.
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 (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 (+3 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 (18 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

Dice:

[ooc]Unarmed Strike:[/ooc] [dice]1d20 + 22[/dice]
[ooc]Damage:[/ooc] [dice]2d10 + 9[/dice]

[ooc]Unarmed Strike:[/ooc] [dice]1d20 + 17[/dice]
[ooc]Damage:[/ooc] [dice]2d10 + 9[/dice]

[ooc]Unarmed Strike:[/ooc] [dice]1d20 + 12[/dice]
[ooc]Damage:[/ooc] [dice]2d10 + 9[/dice]

[ooc]Damage if evil:[/ooc] [dice]2d6[/dice]

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

[ooc]Unarmed Strike w/PA:[/ooc] [dice]1d20 + 18[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 17[/dice]

[ooc]Unarmed Strike w/PA:[/ooc] [dice]1d20 + 13[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 17[/dice]

[ooc]Unarmed Strike w/PA:[/ooc] [dice]1d20 + 8[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 17[/dice]

[ooc]Damage if evil:[/ooc] [dice]2d6[/dice]

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

[ooc]1st: Flurry of blows:[/ooc] [dice]1d20+25[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]2nd: Flurry of blows:[/ooc] [dice]1d20+25[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]3rd: Flurry of blows:[/ooc] [dice]1d20+20[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]4th: Flurry of blows:[/ooc] [dice]1d20+20[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]5th: Flurry of blows:[/ooc] [dice]1d20+15[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]6th: Flurry of blows:[/ooc] [dice]1d20+15[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]7th: Flurry of blows:[/ooc] [dice]1d20+10[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]Damage if evil:[/ooc] [dice]2d6[/dice]

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

[ooc]Flanking(Outflank):[/ooc]

[ooc]1st: Flurry of blows:[/ooc] [dice]1d20+25+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]2nd: Flurry of blows:[/ooc] [dice]1d20+25+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]3rd: Flurry of blows:[/ooc] [dice]1d20+20+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]4th: Flurry of blows:[/ooc] [dice]1d20+20+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]5th: Flurry of blows:[/ooc] [dice]1d20+15+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]6th: Flurry of blows:[/ooc] [dice]1d20+15+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

[ooc]7th: Flurry of blows:[/ooc] [dice]1d20+10+4[/dice]
[ooc]Damage:[/ooc] [dice]2d10+9[/dice]

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

[ooc]1st: Flurry of blows w/PA:[/ooc] [dice]1d20+20[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]2nd: Flurry of blows w/PA:[/ooc] [dice]1d20+20[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]3rd: Flurry of blows w/PA:[/ooc] [dice]1d20+15[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]4th: Flurry of blows w/PA:[/ooc] [dice]1d20+15[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]5th: Flurry of blows w/PA:[/ooc] [dice]1d20+10[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]6th: Flurry of blows w/PA:[/ooc] [dice]1d20+10[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]7th: Flurry of blows w/PA:[/ooc] [dice]1d20+6[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10+19[/dice]

[ooc]Damage if evil:[/ooc] [dice]2d6[/dice]

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

[ooc]Flanking(Outflank):[/ooc]

[ooc]1st: Flurry of blows w/PA:[/ooc] [dice]1d20 + 20 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]2nd: Flurry of blows w/PA:[/ooc] [dice]1d20 + 20 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]3rd: Flurry of blows w/PA:[/ooc] [dice]1d20 + 15 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]4th: Flurry of blows w/PA:[/ooc] [dice]1d20 + 15 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]5th: Flurry of blows w/PA:[/ooc] [dice]1d20 + 10 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]6th: Flurry of blows w/PA:[/ooc] [dice]1d20 + 10 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

[ooc]7th: Flurry of blows w/PA:[/ooc] [dice]1d20 + 6 + 4[/dice]
[ooc]Damage w/PA:[/ooc] [dice]2d10 + 19[/dice]

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

[ooc]Acrobatics:[/ooc] [dice]1d20 + 30[/dice]

[ooc]Climb:[/ooc] [dice]1d20 + 10[/dice]

[ooc]Perception:[/ooc] [dice]1d20 + 39[/dice]

[ooc]Sense Motive:[/ooc] [dice]1d20 + 28[/dice]

[ooc]Stealth:[/ooc] [dice]1d20 + 34[/dice]

[ooc]Intiative:[/ooc] [dice]1d20 + 4[/dice]

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

[ooc]Fortitude:[/ooc] [dice]1d20 + 22[/dice]

[ooc]Reflex:[/ooc] [dice]1d20 + 20[/dice]

[ooc]Will:[/ooc] [dice]1d20 + 25[/dice]

[ooc]+4 if spell/spell-like ability[/ooc]

Background(Apologies.):
Darnak, 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 far different sort from other dwarfs. Apart from being a smithy, he is also known for his strange fighting style. He is far more subdued than your typical dwarf. 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 such a title, Darnak had it rough growing up. There were those who figured, that since Darnak's father was such a good fighter, maybe Darnak was too. Unfortunately for him, he wasn't quite the fighter his dad was. By any means. So, poor Darnak, was accosted quite a bit growing up. Now Darnak actually won most of the fights, not all of them but the majority of them, but 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 his fire within him for the rest of his life. When the time came for him to compete in the tournament, he'd remember.

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 Dolgrin joined,(for unknown reasons to this day), he won. He was reigning champ for 5 years running. He then inexplicably retired.

Darnak went to all the fights. He watched all his father's fights, but never truly paid attention. When his father retired, he knew it was his time. His was ready to step in and take over where his father left off. Confident and cocky, he was ready. It would be five years because of age requirement before Darnak could step in, but when the time 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". If you have ever seen him fight, you would know he came by it honestly. 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, no one ever questioned, due to how Dolgrin was an odd dwarf anyway). The following year there was no Deepstone, Morgrym reclaimed his title and held it for the next four. Every year, after each tournament, he would always challenge Dolgrin to return.

When that 5th year rolled around, Darnak stepped in. 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 seen all 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, instead of the opponents getting tougher, they seemed to fall a little easier. Moreso than the earlier opponents. Darnak thought nothing of it though. He just assumed they were scared of 'The Destroyer',(who wouldn't be with that name he thought), and he KNEW he was far stronger and a more intelligent fighter anyway. These victories just reinforced how good he truly is. No one could stop 'The Destroyer'. Not even Skullsplitter.

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.

The fight began and the crowd erupted. After a long hiatus they finally got a matchup worth watching. Darnak landing some solid hits, Morgrym retaliating with even more solid hits. Darnak, at one point, got 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 broken eye socket from a wicked headbutt by Morgrym(They don't call him Skullsplitter for nothing). The fight wore on and Morgrym was showing signs of fatigue that he himself couldn't understand. As a matter of fact, he wasn't feeling right since right before the fight. He just shook it off and thought nothing of it, even though his punches lacked any power and his swings were so wild, they weren't even coming close. Darnak knew he had him beat. In the last round, Darnak managed to double over Morgrym with a shot to the gut, and as he did, Darnak's right knee would then meet Morgrym right square in the nose, full force. Morgrym fell like a rock from the sky. He tried to get up but could no longer muster the strength.

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

Darnak was living it up. No shame in letting everyone know he's the Ultimate Tavern Brawler of Janderhoff. Loved to talk about how tough he is, or taking bets on how many years he's gonna hold the title. Darnak was 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. Because of it, 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 is, they knew they were gonna have to take steps to make sure he and Morgrym would face each other in the title match. They knew he was a long shot to beat Morgrym. They also knew the tougher opponents he faced in the latter stages were probably gonna give Darnak trouble as well. They were able to 'negotiate' with all but one. Morgrym. Morgrym's ritual before every fight is to drink a tankard of ale. They(the promoters)added a little something,(more like a lot of something), to his drink.

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. "What's he doin' 'ere?", said Darnak. "Without our help, ya had no chance, boy. Ya not as good as your da, or many o' the other dwarves either," the promoter responded.

"YA WORTHLESS %#$@#$%&**&^&*#%$!". And with that, Darnak flew into a rage right at the promoter. Morgrym stepped in Darnak's path and 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 his biggest mistake. Unfortunatly it would turn out to be the latter. He just didn't know it.

Darnak got in a few good shots at Morgrym, but Morgrym was far too much for him. Darnak proceeded to get himself pummeled brutally. One of the worst 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 his left hand broke his arm clean in half, right at the bend of the elbow. It was so bad, his elbow bent out the opposite direction. Darnak went into shock from the searing pain shooting through his arm, topped off with the realization he was made into a complete fool. Morgrym knew he had him beat, so he wasted no time in finishing him off. He proceeded to whale on his ribs, breaking several. As Darnak continued to stand, due to pride alone, Morgrym then broke his leg by caving in the left side of his knee. As he crumpled to the ground, Morgrym reached down to and pulled him up by the front of his shirt and finished him off with several of his famous, "Skullsplitter", shots to the face. Darnak didn't, COULDN'T, resist. Not that it mattered. He was finished and he knew it. When Darnak hit the ground, with blood pouring from his face, pain coursing throughout his body, Morgrym had one last word for the mighty Darnak. "What arr ya daft?! Who gives themself ther' oun nickname?! I've got a new name for ya! How 'bout; Darnak 'THE DESTROYED'!" He burst out in laughter. He laughed so loud and so long,(at least, that's what it seemed like to Darnak) he 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 unconsiousness, he heard the promoter say one last thing to him before he left him for dead. As the promoter bent down so as Darnak could hear, "Foolish lad. Why couldn't ya just let it be. You're nothin'. You're nothin' like your father and ya never will be." The sting Darnak felt from those words, seem to hurt more than the pain he was feeling from the utter beating he just took.

Darnak, to proud to ask for help, tried in vain to make it home. He made a futile attempt to crawl, but the pain was so great his scream seem to echo for miles. Fortunately for him, there happen to be some fellow dwarves nearby that would help him home. When they got him there, his mother couldn't believe that was Darnak. They helped him to his room and took their leave. Shocked at his appearance, she prepared herself to heal him. Darnak, fading in and out of consciousness, could only muster the words, "Don't heal me, ma. Don't..." And as the darkness overtook him 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 a few days later. That night came flooding back. The words of the promoter came back even stronger. The promoter was right, he was nothing, nothing like his dad. His dad had a calm, self-assurance about himself. 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 a great deal better. His face still hurt but the rest of him seemed okay. Thinking that odd, he thought to speak to his mother on how his arm, ribs, and leg healed so well in just a matter of a few days.(She did heal him, by the way. As much as she could. The bones healed nicely, but his face would ever be scarred.) Shrugging it off, and seeing how his face still hurt a bit, he decided to rest up and let his mother's healing poultices do it's job. He would speak with his father in due time.

A few days later, when Darnak was feeling better, he went in search of his father so as to with him. But before he left, he grabbed a mirror out of his mother's room and took a look at his face. Given the circumstances, his mother did well, but his face was still terribly scarred. His nose slightly crooked. This visage of his would always be used as a reminder.

He approached his father in the forge that evening, and asked him, "Da'. What r' ya about with that fightin' style ya got? An' could ya teach me?" Dolgrin stopped what he was doing and turned to him and responded, "Son, do ya truly wish ta learn? If this is sometin' ya truly want, it's gonna take more'n me ta train ya. It's gonna take time, commitment, patience and perserverance. And ya gonna haf' ta leave, Darnak. Ya gonna haf' ta travel far. Are ya ready for that, son? Are ya?" Darnak, taken aback at all that his father just threw at him, could only reply with a nod. 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, as much as it pains me ta see ya leave, I believe it's for the best. Don't think you're gonna become one o' the greatest fighters with thoughts of revenge. Yuv already failed if tis all dat ya after." He pauses for a moment to let that sink in, then continues, "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 yur anger."

Darnak gave a resigned sigh and then responded, "Tell me wha' I haf' ta do."

Dolgrin simply replied, "Travel to the Isle of Jalmeray, Darnak. There ya will learn."

A week later Darnak was ready and headed out of Janderhoff - with all the information needed from his father - and traveled to the Isle of Jalmeray. He spent a great deal of time there which opened his eyes to what his father had told him about his fighting style. Darnak had learned a discipline to fighting he never knew existed. Darnak never speaks of his time at Jalmeray, no more than his father did.

Ever since that fateful day, Darnak's been ever changed. The once proud, arrogant young dwarf, has become ever so much like his father. Thinking about his father and now knowing what he was all about, Darnak can't help but smile at the thought. But ever since he left home, he never really found another place to settle. He eventually left Jalmeray and traveled the lands. Joining one caravan after another, offering help in any way possible, - he knows it's not safe to travel alone - he was able to see it all.

Now Darnak has never spoken of his shame, but he realizes because of it, he has learned a great deal about humility. Darnak pretty much keeps to himself, another trait of his father's, but that's probably because of who he is. Not that he doesn't speak to others, he just doesn't go on and on about everything under the sun. Doesn't bother him, though. He's been alone for so long now, he probably wouldn't know what to say anyway.



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