Molric

Rekgar Boulderstep's page

153 posts. Organized Play character for nightdeath.


Full Name

Rekgar Boulderstep

Race

HP: 39/39 | AC: 18/16/12 | Fort: +7 | Ref: +5 | Will: +7 | Init: +1 | Perc: +10 | CMB: +7 | CMD: 20| Unarmed: +6; 1d8+3| Sling +4;1d4+3| Flurry: +5|

Classes/Levels

Skills:
Acrobatics: +7| Climb:+7|Heal:+3| Intimidate: +4| K.(History): +6| K.(Religion):+6| Sense Motive: +7| Stealth: +7| Survival: +3| Swim:+7|
Elemental Fist:
3/3

Gender

PFS #76925-3 Male Dwarf Monk (Four Winds, Sacred Mountain, Qinggong) 3

Size

Medium

Age

86

Special Abilities

Elemental Fist

Alignment

Lawful Good

Deity

Torag

Languages

Common Dwarven, Terran, Orc

Occupation

Scribe

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 17
Charisma 5

About Rekgar Boulderstep

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Rekgar
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PFS# 76925-3 Rekgar Boulderstep

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Character Crunch:

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Male Dwarf Monk (Four Winds/ Sacred Mountain/ Qinggong Monk) 4
Lawful Good Medium Humanoid
Init +1; Senses Darkvision Perception +10

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Defense
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AC 18, touch 16, flat-footed 12 (+0 armor, +0 Shield, +1 Dex, +3 Wis, +1 natural, +1 Dodge, +0 Size, +1 Deflection, +1 Monk Bonus)
hp 39 (4d8+9) (+4 from Toughness)
Fort +7, Ref +5, Will +7
Resist None

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Offense
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Offenses
Speed 20 ft. + 10 ft monk
Ranged Sling +4 (1d4+3 20/x2) (50Ft)
Melee Unarmed +6 (1d6+3 20/x2)
Melee Flurry of Blows +5,+5 (1d8+3 20/x2)
Special Attacks Elemental Fist 3/day, Deflect Arrows
Spell-Like Abilities

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Statistics
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Str 16, Dex 12, Con 16, Int 12, Wis 17, Cha 5
Base Atk +3; CMB +7; CMD 20
Languages Common, Dwarven, Terran, Tian
SQ None (dc XX)

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Feats
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Steel Soul (1)
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Elemental Fist (Monk Bonus Feat 1)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist 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 Unarmed Strike (Monk Bonus Feat 1)
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows (Monk Bonus Feat 1)
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.

Dodge (Monk Bonus Feat 3)
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.

Boar Style (3)
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.

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Traits
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Defensive Strategist (Religion)
Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Scholar of the Great Beyond (Magic) Knowledge (planes) selected
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

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Class Features
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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. 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.

Iron Monk (Ex):
At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.

Fast Movement (Ex):
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Maneuver Training (Ex):
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.

Base attack bonuses granted from other classes are unaffected and are added normally.

Bastion Stance (Ex):
At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.

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Skills
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Acrobatics +7 (+3 Rank, +3 trained, +1 Ability, -0 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -2 (+1 Rank, +3 trained, -2 Ability)
Climb +7 (+1 Rank, +3 trained, +3 Ability, -0 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy -2 (+1 Rank, +3 trained, -2 Ability)
Disable Device +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Disguise -2 (+0 Rank, +0 trained, -2 Ability)
Escape Artist +5 (+1 Rank, +3 trained, +1 Ability, -0 Armor)
Fly +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Handle Animal -2 (+0 Rank, +0 trained, -2 Ability)
Heal +3 (+0 Rank, +0 trained, +3 Ability)
Intimidate +4 (+3 Rank, +3 trained, -2 Ability)
Knowledge (History) +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Knowledge (Religion) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Planes) +2 (+0 Rank, +0 trained, +1 Ability, +1 Trait)
Linguistics +2 (+1 Rank, +0 trained, +1 Ability)
Perception +10 (+4 Rank, +3 trained, +3 Ability)
Ride +2 (+0 Rank, +0 trained, +4 Ability, -2 Armor)
Sense Motive +8 (+2 Rank, +3 trained, +3 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +7 (+3 Rank, +3 trained, +1 Ability, -0 Armor)
Survival +3 (+0 Rank, +0 trained, +3 Ability)
Swim +7 (+1 Rank, +3 trained, +3 Ability, -0 Armor)
Use Magic Device -2 (+1 Rank, +3 trained, -2 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 1
Spells Known () Level 0 DC xx

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Special Abilities
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None

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Equipment
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Equipment list]
Melee Weapons
Ranged Weapons Sling 20 stones
Armor
Other Gear Monk's kit :This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item Wand of Cure Light Wound (47/50), Ring of Protection +1
Braid of a Hundred Masters (3,600 gp;)
If the wearer of this necklace has levels in monk, his fast movement and unarmed damage are treated as a monk of 2 levels higher. If the character is not a monk, he gains the fast movement and unarmed damage of a 2nd-level monk. This fast movement functions just like the monk’s fast movement class feature. These bonuses do not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activated before the damage from the attack is rolled, though it may be activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.
Wealth 2352gp

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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.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
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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Vows
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Fasting:
The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. The monk cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).

Peace:
The monk must strive to attain peace and may only use violence as a last resort. He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds. He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters). Many monks who have taken this vow learn how to grapple and pin opponents, tying them with specialized knots that allow them to work themselves free after sufficient effort. Many monks of peace are vegetarians. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1)

Truth:
The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

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Background Story:

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Another dwarf from the Boulderstep clan, Rekgar is unique that he is usually very well groomed and unlike most of his breathen, clean shaven which can put off most other dwarves and other races used to viewing a bearded dwarf.
In fact it could be the fact that his child like face without a beard could make it difficult to take him seriously.
However despite his soft spoken manners, unwillingless to battle and apparent refusal to lie, He's a sturdy battle brother with his fists dealing surprising amount of damage for someone adverse to battle.

His skills at arms are however an estoric form of unarmed combat unique to dwarven worshippers of Torag utilising full body rushes, shoulder throws, elbow smashes, barrel rolls, foot stomps and open palm strikes.