The Manyfaced One

Wanderlei Silva's page

171 posts. Organized Play character for Lyoto "The Dragon" Machida.


Full Name

Wanderlei Silva,

Classes/Levels

Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Gender

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy.

Size

4'4

Age

220

Special Abilities

Feats: Improved Grapple, Improved Overrun, improved unarmed strike, stunning fist

Alignment

Lawful Neutral

Deity

Irori

Languages

common, dwarven

Occupation

Woodcutter

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 16
Charisma 5

About Wanderlei Silva

Wanderlei Silva
Male Dwarf monk 1 Archetypes Maneuver Master,
LN Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 15, touch 15, flat-footed 13 (+2 Dex, )
hp 12 ((1d8)+4)
Fort +5, Ref +4, Will +5, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee sword (temple/sawback) +3 (1d8+3/19-20)
Melee battleaxe +3 (1d8+3/x3)
Special Attacks Relentless, Stunning Fist,

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STATISTICS
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Str 16, Dex 14, Con 16, Int 9, Wis 16, Cha 5,
Base Atk +0; CMB +3 (+5 bullrush) (+7 overrun); CMD 18 (20 vs overrun)
Feats Combat Reflexes, Improved Overrun, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics +6, Perception +8, Profession (Woodcutter) +7,
Traits Observant (Grand Lodge Faction) (Perception), Warsmith,
Languages Common, Dwarven
SQ ac bonus, bonus feat, darkvision, flurry of maneuvers, hardy, hatred, lorekeeper, steady, stonecunning, weapon and armor proficiency, weapon familiarity,
Combat Gear vermin repellent,
Other Gear sword (temple/sawback), barbed vest, monk's outfit, backpack, common, grappling hook, common, iron spike (6), rope (silk/50 ft.) (5), caltrops (2), hammer, battleaxe, flurry of blows, Wayfinder (The confirmation). 527.56 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD.

Bonus Feat In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deep Warrior (Ex) Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).

Flurry of Maneuvers (Ex) At 1st level, as part of a full attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a -2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional -3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional -7 penalty on combat maneuver checks. This ability replaces flurry of blows.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Lorekeeper (Ex) 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) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

Observant (Grand Lodge Faction) (Perception) Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all related checks, and the chosen skill is always a class skill for you.

Relentless (Ex) Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Warsmith You have an intuitive grasp of the weak points of metal and stone. You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.