Full Name |
Johnny Mash "Big, Bad John" |
Race |
Human |
Classes/Levels |
Cleric/Monk(Unchained), init +4, perc +8, max HP 10, ac 16, f +3 r +4 w +6 |
Gender |
Male |
Size |
Medium |
Age |
24 |
Special Abilities |
See below |
Alignment |
LE |
Deity |
Eaqueo |
Languages |
Common |
Strength |
12 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
8 |
Wisdom |
18 |
Charisma |
12 |
About Johnny Mash
XP:0
Init +4; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 14
hp max 10
Fort +3, Ref +4, Will +6
Defensive Abilities ; DR ; Immune
OFFENSE
Speed 30 ft
Melee : +2
Ranged: net +5
Spells:
0:
1:
2:
Base Atk +1; CMB ; CMD 17
Feats:
1. Channel smite
A. Guided hand (net)
Monk. Deflect Arrow
Stunning Fist, Improved unarmed strike
2.
3.
5.
Traits
1. Honored fist of the society +1 ki
2. Reactionairy +2 init
3. Birthmark
Skills:
Perception 8
Sense Motive 8
Stealth 6
Heal 8
Background skills:
1. Profession Miner 8
2. Pprofession sailor 8
Class abilities:
Domains: Demon subdomain of Evil
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain. Demons are a race of chaotic evil outsiders.
Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—doom, 3rd—rage, 6th—planar binding (demons only).
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Equipment:
clothing (hot weather) free
backpack
50'silk rope
grapple
bedroll
tent, 2 person
fishing pole, fishing line 10 hooks
Net
100 ft yarn
10 bells
10 pitons
1 hammer
2 water skins, full
14 days iron rations
Background:
1. What is your character’s name? Johnny Mash aka Big Bad John
2. How old is your character? 24
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? A really big guy 6'6" weighing 245 lbs. Blue eyes, Black hair, carrying a net.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Quiet, reserved
5. Where was your character born? Where were you raised? By who? Raised in the church in Absolom and with the pathfinder society which he left in disgrace
6. Who are your parents? Are they alive? What do they do for a living? Parents are alive and bay fishermen with a boat in the bays off Absolom.
7. Do you have any other family or friends? Back on the island he has friends among the bay men and fishers but he left that life behind to become a miner.
8. What is your character’s marital status? Kids? Not married, no children that he knows of.
9. What is your character’s alignment? LE
10. What is your character’s moral code? He killed a man for stealing his woman and buried a bunch of men in the bottom of a mine so when he must he does what he must to have his and survive.
11. Does your character have goals? He enjoys travel and sailing.
12. Is your character religious? Cleric so yep
13. What are your character’s personal beliefs? Believes that he has created enough sad stories and deaths to impress his diety
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? He likes to splay with rope nooses attached to nets...
15. Why does your character adventure? He is seeking to create more sad stories and bring death to his enemies through bad or worse choices.
16. How does your character view his/her role as an adventurer? He enjoys it tremendously and wants to get out of jail in order to continue doing it.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Birth mark of his deity
18. How does your character get along with others? He is quiet but charming with a common sense sort of cunning.
19. Is there anything that your character hates? People who get in the way of the order of things
20. Is there anything that your character fears? Dying of old age or not in a way of his chosing.
Johnny was born to a family of bay fishermen in Absolom and grew up enjoying fishing and his friends. During this time Johnny took to training with a group of monks in Absolom in a small temple based on the martial arts which John found relaxing. One of his associates recruited him to the pathfinder society. This friend and he started a group with a female who both fell in love with and one day his friend betrayed him for the woman and they left him to die. John recovered but fell in his heart to evil and the god Eaqueo who he came to worship due to the sad story of his lost love. He choked his friend to death and was arrested and sent to serve his sentence in mine. While at the mine he tricked the miners into collapsing it and he came out of the mine with a story of how he had held it as long as he could by bracing it but that his fellow prisoners were crushed. John was transferred from the work mine to the jail where he waits to escape even now.