Artival Brisboir's page

522 posts. Alias of Gerald.


"The Chimera" | Monk 1 | AC14/14/12 | HP 13/13 | F+3,R+4,W+4 (+2 vs. Enchantment spells and effects) |


Init+2 | Perc+6 | SenseMotive+8 | House Deneith

About Artival Brisboir

Artival Brisboir, "the Chimera"
Male Human Monk 1
LN Medium Humanoid
Init. +2; Perception +6
AC 14 (+ 2 Dex, + 2 Wis), touch 14 , flat footed 12

HP: 13/13 (1d8 + 1 Con. + 1 Favored Class + 3 Toughness)


Fort: +3 (Base +2, +1 Con)
Ref: +4 (Base +2, +2 Dex)
Will +4 (Base +2, +2 Wis)
+2 vs. Enchantment spells and effects.

Speed 30'


Melee Attacks:
+3 Unarmed Attack, 1d6+3, (x2), or
+1 Flurry of Blows, 1d6+3, (x2), and +1 Flurry of Blows, 1d6+3, (x2)

Ranged Attacks:
+2 Shuriken, d2+3, (x2) 10' range

STR16, DEX14, CON13, INT15, WIS14, CHA10

BAB: +0
CMB: +3 (+5 to Grapple)
CMD: 15 (+17 to Grapple)


1. Least True Dragonmark: Sentinel
Benefit: This feat provides you with a least dragonmark spell-like ability (Mage Armor 1/day). Based on which dragonmarked house you belong to (Deneith), you will receive a +2 untyped bonus to a specific skill (Sense Motive). Mage Armor 1/day. Activating a true dragonmark spell-like ability is a standard action that does not provoke.
H. Dragonmark Fist:
Benefit: You can spend one of the uses of any one of your dragonmark spell-like abilities as an immediate action to maximum some or all of the hit point damage of one of your unarmed attacks. The decision to use this ability must be determined before the attack roll is made. The type of damage that is maximized is based on the strength of the dragonmark spell-like ability used: Least only covers the base unarmed damage, Lesser covers the base unarmed damage and any elemental damage, Greater covers the base unarmed damage, any elemental damage and any other source except precision damage (like a sneak attack) and Siberys covers all types of damage. Treat this damage as the maximum result was naturally rolled for determining the result of a successful critical. This feat does not maximize any other type of damage, like attribute damage or negative levels.
DM Bonus. Toughness
MB. Improved Unarmed Strike
MB1. Improved Grapple
MB. Stunning Fist (DC 12)(1/day)


4 ranks/level + 1/level human + 2/level Int. bonus = 7 total ranks:

Acrobatics +6 (1 rank + 2 Dex + 3 Class)
Climb +7 (1 rank + 3 Str + 3 Class)
Escape Artist +6 (1 rank + 2 Dex + 3 Class)
Know. History +6 (1 rank + 2 Int + 3 Class)
Perception +6 (1 rank + 2 Wis + 3 Class)
Sense Motive +8 (1 rank + 2 Wis + 3 Class + 2 Feat)
Stealth +6 (1 rank + 2 Dex + 3 Class)


Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Magical Knack (Wizard): Benefit: Pick a class (Wizard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Languages: Common, Elven, Gnomish.

Monk Class Abilities:

*Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
*Armor and Shield Proficiency: 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, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels 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: 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.
*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. The 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. 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.

Gear: 17 gold, 3 silver.

Cold Iron Sai, 1 lb., 2 gp

Everyday Worn Items:
Monk's Outfit, 2 lbs., 5 gp
Backpack, 2 lbs., 2 gp
*Waterskin, 4 lbs., 1 gp
*empty sack, .5 lbs., 1 sp
*50' hemp rope, 10 lbs., 1 gp
*Grappling Hook, 4 lbs., 1 gp
*5 days rations, 5 lbs., 2gp 5 sp
*Bedroll, 5 lbs., 1 sp
Belt Pouch, .5 lbs., 1 gp
*2 tindertwigs, 2 gp
*Flint & Steel, 1 gp
*20 shuriken hidden on body, in clothes, backpack, pouch, etc., 4 lbs., 4 gp
*Alchemist's Fire, 1 lb., 20 gp


Artival is a proud member of the House of Deneith, the oldest of the Dragonmarked Houses. Artival has a chimera dragonmark on his left forearm, giving him his nickname. He is a student of history and can provide tales of his House serving the great kingdom of Galifer with honor and nobility. Like most of his House, he is neutral in most of his views. He is known for his truthfulness, and he values the strength of his word. All that would seem to make him a perfect member of the House.

The only off kilter quirk about Artival is that instead of fighting with his House's arsenal of powerful weapons, he prefers to use his hands and feet. He relies on his quickness, and his Dragonmark to avoid having to be dependent on heavy armor and shields. He enjoys all the military training his House recommends, he just does it his way. For a strong member of the House, he is also a voracious reader. He enjoys historical works about powerful mages and their ability to command fire and other natural elements.

His House has began hiring him out to any and all of the other Houses to perform whatever duties he could provide, from personal bodyguard to pickup and delivery of various packages.