Oread

Orett's page

475 posts. Alias of Jalriel.


Full Name

Orett

Race

Oread

Classes/Levels

Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Gender

Male

Size

M

Age

75

Alignment

LN

Languages

Common, Terran

Strength 22
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 7

About Orett

==DEFENSE==
skin w/ Mage Armor
AC 23/27 Touch AC 24 Flat-Footed AC 26
HP 92
Fort +10 Ref +10 Will +9

==OFFENSE==
Spd 40ft
Melee Unarmed +15/+10 [2d6+7/20/x2)
Melee w/pwrattk +12/+7 [2d6+13]
Ranged Shuriken +11/+6 [1d2+6/20/10'/x2)

==STATISTICS==
Str 22 Dex 16 Con 14 Int 10 Wis 18 Cha 7
Base Atk +8/+3 CMB +14 CMD +27

==FEATS & TRAITS==

Second Chance:

Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Reactionary:
You gain a +2 trait bonus on initiative checks.

Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Dodge:

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.

Evasion:

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Dodge Arrows:

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.

Power Attack:

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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.

==UNCHAINED MONK ABILITIES==

Flurry of Blows:

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist:

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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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

Ki Pool/Ki Strike:

At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

Ki Power, Slow Fall:

A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).

Ki Power, Elemental Fury Acid:

A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Ki Power, Abundant Step:

A monk with this ki power 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. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.

Style Strike, Hammer Blow:

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.

Purity of Body:

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

==SKILLS & LANGUAGES==

Skills:

Ranks: 8 (8 Class)
• Acrobatics* +14
• Appraise + 0
• Bluff -2
• Climb* +12
• Craft* +0
• Diplomacy -2
• Disable Device
• Disguise -2
• Escape Artist* +11
• Fly +5
• Handle Animal
• Heal +4
• Intimidate* -2
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)*
• Linguistics
• Perception* +15
• Perform* -2
• Profession*
• Ride* +3
• Sense Motive* +4
• Sleight of Hand
• Spellcraft
• Stealth* +14
• Survival +4
• Swim* +11
• Use Magic Device
*Class Skill

Languages:

Common, Terran

==RACIAL ABILITIES==

Crystalline Form:

Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Granite Skin:

Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Mountain-Born:

Oreads are drawn to mountains and other high places, and after many generations they’ve grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

Darkvision:

Oreads can see perfectly in the dark up to 60 feet.

==EQUIPMENT==

Spoiler:

Combat Gear:
Fists of Fury, 30 Shuriken
Other Gear:
Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll

Background:

Orett grew up in the mountains. When his family was attacked by giants, his mother hid him. He is still haunted by the sounds of them being slaughtered.
He was found in the ruins by a monastic order and taken to their hall and raised to be a monk. Lately his dreams have been dominated by the face of a human male who walks with a strange gait. Upon mentioning this to his grand master, he is told that his path lay in a town called Trunau.

======== MAGIC ITEMS =======

Spoiler:

Belt of Physical Might (Dex/Str +2)
Monk's Robe (+5lvls for AC/Unarmed damage, 1 more stunning fist/day)
Ring of Protection +1
Amulet of Mighty Fists +1
Headband of Wisdom +2
Cloak of Resistance +2