Varisian Wanderer

Teris Menolas's page

14 posts. Alias of Leshok.


Full Name

Teris Menolas

Race

Half-Elf

Classes/Levels

1 Monk

Gender

Male

Size

Medium

Age

26

Alignment

LG

Deity

Torag

Languages

Common, Elven

Strength 14
Dexterity 13
Constitution 8
Intelligence 12
Wisdom 16
Charisma 14

About Teris Menolas

Teris is a half elf of average height, falling just short of six feet tall. He is seen wearing simple clothes with a traditional smith apron atop of them. From the holy symbol on his neck, his apron, and the smith hammer at his side, it is not hard to tell he is a disciple of the god Torag. he has shoulder length dark hair which normally covers his ears.

Half-Elf

Spoiler:

Racial Traits

* +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Half-elves have a base speed of 30 feet.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
* Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
* Elf Blood: Half-elves count as both elves and humans for any effect related to race.
* Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
* Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
* Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Classes: Monk, Paladin

Monk

Spoiler:
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 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

Table: Small or Large Monk Unarmed Damage
Level Damage
(Small Monk) Damage
(Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
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.

Combat Stats

Spoiler:

HP: 12/12 (Max first level D8 + 1 favored class -1 con +3 toughness)
AC: 15 (10 +1 dex +1 dodge +3 wisdom)
Fort: +1 (+2 base -1 con
Ref: +3 (+2 base +1 dex)
Will: +6 (+2 base +3 wisdom +1 trait)
Initiate: +3 (+1 dex +2 trait)
BAB: 0
CMB: +2
CMD: 16 (10 2+ str +1 dex +3 wis)
Attacks:
Unarmed
+2 1d6+2
Flurry of blows:
+1/+1
1d6+2

Feats:

Spoiler:

lvl 1: Toughness
Benefit: 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).

Half Elf Bonus feat: Skill Focus (craft weapons)[spoiler]
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Monk Lvl 1: Dodge (Combat) +1 to ac


Skills:
Spoiler:

*Acrobatics
Appraise
Bluff
*Climb
*Craft(weapons) +8 (1 rank +1 int +3 class +3 skill focus)
*Diplomacy +6 (1 rank +2 cha +3 class)
Disable Device
Disguise
*Escape Artist
Fly
*Handle Animal
Heal
*Intimidate
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
*Knowledge (History)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Planes)
*Knowledge (Religion) +5 (1 rank +1 int +3 class)
Linguistics
*Perception +9 (1 rank +3 wis +3 class +2 elven senses)
*Perform
*Profession
*Ride
*Sense Motive +7 (1 rank +3 wis +3 class)
Sleight of Hand
Spellcraft
*Stealth
Survival
*Swim
Use Magic Device

Traits:

Spoiler:

Indomitable Faith:
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

Natural Born Leader:
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.

Benefit: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Reactionary:
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.

Benefit: You gain a +2 trait bonus on Initiative checks.

Equipment:

Spoiler:

Warhammer(combat made smith hammer) 12gp
Artisan's outfit(Torag's religous gear) 1gp
Back Pack 2gp
6 days trail rations 3gp
Hemp Rope 1gp
Waterskin 1gp
Tattoo of Torag 1gp
Wooden Holy Symbol of Torag 1gp
artisan's tools 5gp
compass 1gp
Cold Weather Outfit 8gp
small tent 10gp

traveling money 3gp 7silver

Background:

Spoiler:

Teris Menolas, was born from an illicit affair by an Elven Nobleman, and a human merchant. To cover up his infidelity and get him far away as possible, the Elven noble had the child placed with a group of Torag pilgrims. Teris was then raised in a temple to Torag, where he grew living and breathing the teachings of the great protector. He grew very skilled in the art of making weapons,and honed his body to the best of his ability in order to best serve his god. Perhaps a bit too fanatical in his beliefs, Teris only uses his Hammer, the symbol of Torag to strike down truly evil creatures, feeling any who can still be redeemed are treated as steel, only the hands of a true craftsmen can bring out the potential of the steel.