Gamar Deshta

Archimeles's page

103 posts. Organized Play character for Great Green God.


Full Name

Archimeles

Race

Human

Classes/Levels

Monk (ki master, sensei) 2 | hp 15 | AC 16 T 16 FF 14 | CMD 16 (18 v grapple) | F +4 R +4 W +7 | Spd 30' | Init +1 | Kn(All but Dun & Nob) +6, Perc +8, SensM +8 | Advice 6/6 |

Gender

Male

Size

Medium

Age

respectably patrician

Special Abilities

advice (6 rounds/day, inspire courage +1), insightful strike, stunning fist (2/day, DC 15)

Alignment

LG

Deity

Irori

Location

Had you been paying attention to the lecture you would have noticed him at the podium.

Languages

Ancient Osiriani, Azlanti, Common, Osiriani

Occupation

philosopher, mathematician, natural scientist, playwright, engineer, inventor, satirist and astronomer

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Archimeles

"It is pronounced: 'ɑːkɪˈmêléez'." ~Archimeles

Archimeles himself is based upon many real-world classical Greek philosophers, thinkers, and polymaths (Archimedes, Aristotle, Socrates, Diogenes, Plato, Pythagoras, Zeno, etc...) rendered in the style of Terry Pratchett's Discworld Epheban philosophers. This is to say that he is a toga-wearing, polymath, with an inflated opinion of himself, who frequents taverns (particularly the Academy Tavern, and most particularly on 'Wet Toga Nite') engaging in brawls with other philosophers over the merits of their theories, and coining aphorisms, axioms and paradoxes for money, or simply to show other people up.

Archimeles
Human monk (ki mystic, sensei) 1 (Pathfinder RPG Advanced Player's Guide 111, Pathfinder RPG Ultimate Combat 60)
LG Medium humanoid (human)
Init +1; Senses Perception +8
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Defense
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AC
16, touch 16, flat-footed 14 (+1 Dex, +1 dodge, +4 Wis)
hp 15 (2d8+2)
Fort +4, Ref +4, Will +7
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Offense
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Speed
30 ft.
Melee dagger +1 (1d4/19-20) or
_____ measuring rod (club) +1 (1d6) or
_____ unarmed strike +5 (1d6)
Ranged sling +2 (1d4)
Special Attacks stunning fist (2/day, DC 15)
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Statistics
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Str
10, Dex 13, Con 12, Int 14, Wis 18, Cha 10
Base Atk +0; CMB +1 (+3 grapple); CMD 17 (19 vs. grapple)
Feats Combat Expertise, Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits mentored, wisdom in the flesh (climb)
Skills Climb +8, Diplomacy +4, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +8, Perform (oratory) +5, Profession (philosopher) +8, Sense Motive +8, Survival +4 (+6 to avoid becoming lost when using compass)
Languages Ancient Osiriani, Azlanti, Common, Osiriani
SQ advice 6 rounds/day (inspire courage +1)
Combat Gear oil (2); Other Gear dagger, sling, sling bullets (10), measuring rod (29.6 cm club), abacus APG, backpack, book of puzzles ACG, chalk (4), chalkboard APG, compass APG, fine wine (one bottle), hooded lantern, ink, inkpen, parchment (5), tome of epics ACG, trail rations (4), twine (50') APG, 4 gp, 5 sp, 5 cp
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Tracked Resources
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Advice (standard action, 6 rounds/day) (Ex) - 6/6
Book of puzzles (10 uses) - 10/10
Club - 1/1
Dagger - 1/1
Sling bullets - 10/10
Stunning Fist (2/day, DC 15) - 2/2
Trail rations - 4/4
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Special Abilities
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Advice (standard action, 5 rounds/day) (Ex)
A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.
Combat Expertise +/-1 You can increase your defense at the expense of your accuracy. You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Grapple You are skilled at grappling opponents. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike You are skilled at fighting while unarmed. 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. Normally, without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.
Mentored (Perform [oratory]) Choose a single Craft, Perform, or Profession skill (Perform [oratory]). You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill.
Sensei Skills A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.
Stunning Fist (2/day, DC 15) You know just where to strike to temporarily stun a foe. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning 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.
Wisdom of the Flesh (Climb) Select any Strength-, Constitution-, or Dexterity-based skill (Climb). You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.

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Player Great Green God
Character Archimeles
PFS # 139009-60
Faction Grand Lodge
Day Job Profession (philosopher) +8

Games played: First Steps I, Wounded Wisp, Confirmation (GM credit)