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Lantern Bearer

Narnel Falerathon's page

1,082 posts. Alias of Filios.


Serene, Acrobatic, Wise Monk 4; AC 16, HP 31/31, Str +2, Dex +6, Con +2, Int +1, Wis +2 Cha -1, Perc +4, Acro +6, Athl +2/+5, Stealth +6, 4/4 KI (DC 12)

About Narnel Falerathon

Narnel Falerathon, Wood Elf Monk (Outlander)/4

Alignment Chaotic Good
Inspiration 1
Experience 3305/2700
HP 24/24
AC 16 (No Armor)
Initiative +3
Speed: 45'
Proficiency +2

STR 10 (+0) DEX 19 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)


Quarterstaff: 1d20+6, 1d6+4 Bludgeoning (Versatile 1d8)
Martial Arts: 1d20+6, 1d4+4 Bludgeoning
10 Darts: 1d20+6, 1d4+4 Piercing, Range 20/60


Proficency: +2
Saving Throws: Strength (+2), Dexterity (+6)
Skills: Acrobatics (+6), Athletics (+2)(+5 Circum), Perception (+4), Stealth (+6), Survival (+4)
Weapons: All Simple and Longswords, Shortbow, Longbow, Shortswords
Armor: None
Musical Instrument: Flute
Languages: Common, Elf, Dwarf


Fleet of Foot Base walking speed is 35'.
Darkvision Accustomed to twilit forests and the night sky, you have superior vision in the dark and dim conditions. Can see 60' in dim light as if bright, and can see in darkness as if it were dim light.
Keen Senses Proficiency in the Perception skill.
Fey Ancestry You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance Elves don't need to sleep. Instead they meditatedeeply, remaining semiconscious, for 4 hours per day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Mask of the Wild You can attempt to hide even if you are only lightly obscured by foliage, heavy run, falling snow, mist, and other natural phenomena.


Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10+ your Dexterity modifier plus your Wisdom modifier.
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you are not wearing armor or wielding a shield. 1) You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. 2) You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. 3) When you use an attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action.
Ki - 4 Points Ki points to be used to fuel various features. Ki DC=8+Proficiency Bonus+Wisdom Mod=12. All ki points replenish after a short or long rest.
Flurry of Blows (1 Ki) Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense (1 Ki) You may spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind (1 Ki) You can spend 1 ki point to take the disengage or dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement At 2nd level you speed increases by 10' while not wearing armor or wielding a shield. The bonus increases as you advance certain levels per the Monk table. At 9th level, you gain the ability to move across vertical surfaces and across liquid on your turn without falling during the move.
Monastic Tradition - Way of The Four Elements You learn the Elemental Attunement Discipline and one other elemental discipline of your choice. You learn one additional elemental discipline at levels 6, 11, and 17.
Elemental Attunement You may use an action to control elemental forces nearby, causing one of the following effects: 1) create a harmless, instantaneous sensory effect related to one of the four elements like shower of sparks, puff of wind, spray of light mist, or gentle rumbling of stone; 2) Instantaneously light or snuff out a candle, torch or small campfire; 3) Chill or warm up up to one pound of nonliving material for 1 hour; 4) Cause earth, fire, water or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for one minute.
Fist of Unbroken Air create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature makes a STR saving throw. On a failed save it takes 3d10 Bludgeoning damage, plus an extra 1d10 Bludgeoning damage for every additional ki point spent, and you can push the creature 20 feet from you and knock it prone. On a successful save, you do half as much damage, and do not push it or knock it prone.
Gloves of Swimming and Climbing While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Deflect Missles You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand, and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, and the weapon counts as a monk weapon for the attack.
Slow Fall Use a reaction to reduce fall damage by an amount equal to 5X your Monk level.


Coins & Gems:
GP: 235

Gear Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hempen roap), belt pouch, traveling clothes, small game snare/trap, rabbit's foot on leather thong, potion of healing (2d4+2), flute, Gloves of Swimming and Climbing

BACKGROUND/HISTORY: Serene, Acrobatic, Wise (Outlander)

Origin Guide
Feature - Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Trait I have a lesson for every situation, drawn from observing nature.
Ideal - Change Life is like the seasons in constant change, and we must change with it.
Bond My family, clan or tribe are the most important things to me, even when they are far.
Flaw There is no room for caution in s a life lived to the fullest.
Personality: Narnel is utterly serene, even in the face of disaster and life-threatening danger. He spends hours in a trance-like meditative state every day. This revives him to the extent that he is otherwise unflustered when events take a negative path. It makes him efficient in melee combat as those around him thrash and heave, he is like the eye of the hurricane, unleashing death to everything surrounding him by channeling his knowledge of elemental forces of nature through his body. He constantly seeks balance between the elements of nature. He remains quiet and contemplative most times, and he really does not make many friends. However, Narnel is not off-putting. He is actually quite friendly, just not very talkative. Attuning his body with the elements is how he spends most of his time. He seeks enlightenment through such attunement by balancing the elemental forces and channeling the same through his body with devastating effect.
Appearance: Narnel is tall and well-muscled for an elf. He stands 6'2' and weighs 185 lbs. He is often described as wiry. His skin has a greenish hue and his hair is jet black. Narnel's eyes are violet in color. His eyes are penetrating, and you can almost see the wheels turning behind his countenance. His logical and dogmatic thought-process is worn upon his visage. He has tattoos over most parts of his arms and has begin to tattoo his arms. The patterns represent the elemental powers of nature. He walks lightly on his feet, and one can tell that he has a catlike grace to his movements.
History: Narnel spent most of his youth in an elven settlement in the forested area near Wood Creek Village. In his adolescent years, his family saw fit to send him to a small monastery deeper into the forest and away from the elven settlement. His older brother had the necessary attributes to pursue a career as a ranger of the settlement, and had progressed through the ranks formidably as a leader. His older sister possessed an intelligence not seen for centuries among the elven settlement. She would be trained in the arcane arts. However, while Narnel was very agile and modestly intelligent, he lacked in the superiority necessary to pursue study in either of his siblings' pursuits. When this was coupled with his quiet and meditative demeanor, his parents felt his best fit would be to study among the monks.
During his decades of study, Narnel perfected the martial arts and dedicated himself to the studies of the elemental powers of nature. In fact, his path will certainly lead inevitably to the Way of the Four Elements upon his further enlightenment. Narnel spend several years after leaving the monastery as a guide, traveling the wild lands between settlements. Narnel has most recently moved to the outskirts of Wood Creek Village, and he has spent the last few years fine-tuning is consortium with the elements while surviving as a guide and small game trapper to the local citizenry. He has a small, modest, fairly barren two-room cottage that he built with his own hands. He is consulted by many as a wise-man, especially in the areas of the four elements.

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