Obherak

Ehad Tsur's page

281 posts. Alias of EntropyRules.


Full Name

Ehad Tsur

Race

Oread

Classes/Levels

Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Gender

Male

Size

Medium (5 ft, 234 lbs)

Age

90

Special Abilities

Darvision 60 ft

Alignment

LG

Deity

Irori

Languages

Common, Terran, Aquan

Strength 14
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 17
Charisma 11

About Ehad Tsur

Defense:
Init +5; Senses Dark-vision (60 ft).; Perception (+10) AC 22, touch 21, flat-footed 18 (+1 Natural Armor, +4 Monk, +4 Dex, +3 Bracers) hp 50 (4d8+2d10+12) Fort +9, Ref +8, Will +7

Offense:

Speed 20 ft.
BAB +5; CMB +9(+6 [4lvl+2BAB]+2 Str+1Amulet) +4 Trip, +2 Reposition; CMD +25
Melee Unarmed Strike +9 (1d8+3/20x2)
Melee Flurry of Blows +9/+9/+4 (1d8+3/20x2)
Ranged Shuriken (10ft) +10/+10/+5 (1d2/20x2)(lolz this wont do anything to things with DR, but we can cast spells on the bag to buff all of the shuriken in it.

Special Abilities:

Acid Resistance 5
Stone in the Blood: Fast Healing 2 1 round/lvl from acid
Magic Stone 1/day

Skills:

Acrobatics +12
Perception +11
Sense Motive +11
Stealth +9
Knowledge:
Arcana: +6
Dungeoneering: +5
Religion: +5
Nature: +5
The Planes: +5
History: +5
Nobility: +5
Engineering: +6
Performance(Dance):+9

Feats & Traits:

Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks
Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks
Weapon Finesse: you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
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.
Vicious Stomp: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Janni Style: you take only a –1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.
Janni Tempest: whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn.

Class Abilities:

Flurry of Blows: a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.
Unarmed Strike: A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Redirection: As an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
Unbalancing Counter: A flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
Hard as Stone: Whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone's AC as +4 higher than normal.
Flowing Dodge: A flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
Strength of Stone: A student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.
Ki Pool: 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. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Mythic:

Bonus Hit Points: Whenever you gain a Guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.

Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

School Aversion Enchantment: Whenever you must make a saving throw against a spell or effect of the selected school, you take a –4 penalty on the saving throw. The effects of such spells (if harmful) last twice as long if you fail your saving throw. In addition, your mythic saves ability does not apply to saving throws made against spells and effects
of the selected school. You can’t benefit from spells and effects from the selected school.

Mythic Power [Wisdom] (Su) : You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. [5+1/day, 1d6]

Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability.

Ally Defense (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against an adjacent ally. The attacking creature must roll twice on its attack roll and take the worse result. In addition, the target of the attack gains an insight bonus to its AC equal to your tier until the start of its next turn.

Mythic Paragon (Mythic): Your mythic tier is considered two higher for the purposes of determining the strength and potency of mythic abilities, feats, or spells. This does not grant you early access to mythic abilities or greater versions of mythic spells, nor does it grant you additional uses of mythic power or adjust the dice rolled for mythic power use.

Trials:
Minor Mythic:
Fight a Legion

History:

Ehad Tsur is an ood little fellow. If, that is, you feel comfortable telling over 200 lbs of stone they are odd or little. Ehad, unlike most Oreads, has a facination with water and its ability to carve or move even the most stubborn of stone. Ehad has spent much of his time applying this methodology into his life and fighting style. To become as the water, fluid, changing and all encompassing, rather than the stubborn rigidity of stone. As an Oread, this presented many blatant problems. First and foremost being that he is a living embodiment of stone. Nevertheless, with Irori's blessing, he would achieve his goal.
Just as water takes in everything it touches, so to, has Ehad sought to understand all that is around him. For this reason he sought out counsel with a group of monks dedicated to fluidity. He spent many years with them and has learned to apply their way of life into his own. But, unwilling to limit himself to one facet of water, Ehad sought out further ways to expand his horizon. For the past 30 years, Ehad has been in and out of the life of an adventure, often taking long stints to further his studies with the monks that took him in. These stints however, do not usually last long as Ehad enjoys to be on the move rather than stagnate in some stuffy building. Throughout his travels Ehad has acquired various toys, trinkets, and scrolls that have helped him too, at the very least, emulate the fluidity of water.

Equipment:

Gauntlets of Skilled Maneuver +2 Trip and Reposition
Bag of Abundant MW Shurikens
Way-Finder with Cracked Dusty Rose Prism (+1 Init)
8 Flesh Gems (set around the forehead and throat)
Meditation Crystal (Restore 1 ki with 10 min focus)
Bedroll
Backpack
Water Skin
Expolrer's Outfit
Flint and Steel
Belt of Dexterity +2
Amulet of Mighty Fist +2 Defensive
sling
Silk Rope (100 ft)
6 Pitons & hammer
1 potion: Lesser Restoration
2 potion: Cure Light Wounds
1425.8 gp
box containing:
3 Anti-toxins
1 Wand of Cure Light Wounds 16/20 charges (though I don't think I'll be able to actually use it)
1 Potion of Cure Serious Wounds
Scroll with 4 charges of Resist Energy (hmmm, me thinks this paper is written on)

Experience:

Base: 15000
Bugbears x2: 1200
Dark Creeper x2: 1200
Blackwidows: 500
Drow: 1034
Devil: 1737
Drow Discovery: 4000
Lurker in the Light: 640
Ghost: 640
Card: 690
Card: 930
Card:-740
Saving Varin: 640
Fight Legion: 1240

Current: 28711
Next Level:35000