Tamir

Grams Boulderstep's page

190 posts. Organized Play character for nightdeath.


Full Name

Grams Boulderstep

Race

| HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|

Classes/Levels

Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Gender

PFS#76925-40 Male Dwarf Monk 1

Size

Medium

Age

145

Special Abilities

Unarmed Strike, Flurry

Alignment

Lawful Neutral

Deity

Irori

Languages

Common, Dwarven, Ancient Osiriani, Tien

Occupation

Chef

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 6

About Grams Boulderstep

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76925-40 Grams Boulderstep

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Character Crunch:

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Male Dwarf Monk () 1
Lawful Neutral Medium Humanoid
Init +8; Senses Darkvision 60ft Perception +7

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Defense
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AC 16, touch 16, flat-footed 10 (+0 armor, +0 Shield, +2 Dex, +0 natural, +1 Dodge, +3 Monk AC)
hp 11 (1d8) (+2 Con Bonus) (+0 Favored))
Fort +5, Ref +4, Will +3
Resist

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Offense
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Offenses
Speed 20 ft.+10 Ft
Ranged Sling +2 (1d4+2 20/x2) (50Ft)
Melee Unarmed Strike +2 (1d6+2 20/x2)
Melee Flurry +1/+1 (1d6+2 20/x2)
Special Attacks Stunning Fist 1/day DC 14
Spell-Like Abilities

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Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 16, Cha 6
Base Atk +0; CMB +2; CMD 17
Languages Common, Halfling, Ancient Osiriani (Trait Bonus)
SQ

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Feats
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Dodge (Monk 1 Bonus Feat)
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.

Improved Initiative (Class Feature)
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks.

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Traits
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Reactionary (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Ancient Historian (Scarab Sages)
You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
(Linguistics Chosen as Class Skill)

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

Monks are not proficient with any armor or shields.

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

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

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

Flurry of Blows (Ex):
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

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

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

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

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

A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

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

duration.

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Skills
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Acrobatics +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -2 (+0 Rank, +0 trained, -2 Ability)
Climb +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy -2 (+0 Rank, +0 trained, -2 Ability)
Disable Device +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Disguise -2 (+0 Rank, +0 trained, -2 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Fly +2 (+0 Rank, +0 trained, +2 Ability)
Handle Animal -2 (+0 Rank, +0 trained, -2 Ability)
Heal +3 (+0 Rank, +0 trained, +3 Ability)
Intimidate -2 (+0 Rank, +0 trained, -2 Ability)
Knowledge (History) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Religion) +1 (+0 Rank, +0 trained, +1 Ability)
Linguistics +5 (+1 Rank, +3 trained, +1 Ability)
Perception +7 (+1 Rank, +3 trained, +3 Ability)
Perform -2 (+0 Rank, +0 trained, -2 Ability)
Profession (Chef) +7 (+1 Rank, +3 trained, +3 Ability)
Ride +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Sense Motive +3 (+0 Rank, +0 trained, +3 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Survival +3 (+0 Rank, +0 trained, +3 Ability)
Swim +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Use Magic Device -2 (+0 Rank, +0 trained, -2 Ability)

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Magic
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Special Abilities
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Stunning Fist:
1/day DC 14

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Equipment
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Equipment list]
Melee Weapons
Ranged Weapons Small Sling w/ 20 Bullets
Armor
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Spell Component Pouch
Explorer's Clothes
Cold Weather Outfit
Acid Flask x2
Alhemist's Fire x2
Magic Item

Wealth 30gp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Grams Boulderstep :

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Appearance
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Grams Boulderstep Appearance: