Kutholiam Vuere

August Dupine's page

677 posts. Organized Play character for PJP.


Full Name

August Dupine

Race

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Size

Medium

Alignment

Lawful-Good

Strength 20
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 10

About August Dupine

#150786-11
XP 21 / PP 37 / FP 42

August Dupine
LG Male Human Monk 4 / Rogue 4
Languages: Common, Draconic, Infernal, Abyssal, Skald, Tien, Ancient Osirin
Faction: The Exchange

Init +2
HP 55 (8+1+1/5+1/5+1+1/5+1+1/5+1+1/+5+1/+5+1/+5+1)
Speed 50 ft (40 ft without braid)

DEFENSE
AC 19 or 23 (+2 Dex +1 Dodge +3 Wis +1 Monk +2 Deflect / +4 Armor with Mage Armor), touch 18, flat-footed 15 or 19
CMD 28 / 30 vs grapple attempts (10 +6 BAB +5 Str +2 Dex +3 Wis +1 Monk +1 dodge)
Fort +7 (+4 Monk +1 Rogue +2 Cloak)
Ref +12 (+4 Monk +4 Rogue +2 Dex +2 Cloak)
Will +10/+12 (+4 Monk +1 Rogue +3 Wis +2 Cloak)

Defensive Abilities
Improved Grapple (+2 bonus), Escape Artist, Evasion
+2 bonus on saving throws against enchantment spells and effects (still mind)
slow fall 20 ft.
1 Ki point to increase +4 for 1 round (as swift action)

OFFENSE
Base Attack +6; Melee Touch +11; Ranged Touch +8 (+3 Monk +3 Rogue)
CMB +13 / +15 grapple (+4 Monk +3 Rogue BAB +5 Str +1 AoMF)

KI POINTS: 5 of 5 remaining
Braid bonus: 2 of 3 remaining

Melee
Unarmed Strike Att +14/+9, Dmg 1d8+7 (+ sneak if available), B, Crit 20/x2 (Att: +6/+1 BAB +5 Str +1 WF +2 AoMF; Dmg: +5 Str +2 AoMF)
+1 Attack to unarmed AoO attacks

Flurry +13/+13/+8 Dmg 1d8+7/1d8+7/1d8+7 (Att: +4 Monk +3 Rogue +5 Str +1 WF+2 AoMF -2 two hands; Dmg: +5 Str+2 AoMF)
1 Ki Point to add extra flurry attack for 1 round
Flurry, PA, Braid Bonus** +11/+11 Dmg 1d8+15 or 1d8+15 (+ sneak if available) (-2 Att; Dmg +5+2 Str +4+2 PA +2 AoF)
Nunchaku Att +11/+6, Dmg 1d6+5 S Crit 20/x2 monk, disarm (Att: +6 BAB +5 Str; Dmg: +5 Str)
Kama Att +11/+6, Dmg 1d6+5 S Crit 20/x2 monk, trip (Att: +6 BAB +5 Str; Dmg: +5 Str)

** Power Attack for -2 Att/+4 Dmg
** 3x per day can add 1.5x Str to flurry attacks for 1 round. (+2 dmg to Str, +2 more PA)
Sneak Attack +2d6
If Enlarged: The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. Damage changes from 1d8 to 2d6.

Ranged
Shuriken Att +8, Dmg 1d2+5, P, Crit 20/x2 (Att: +6 BAB +2 Dex; Dmg: +5 Str)
Flurry +7/+7 (Att: +4 Monk +3 Rogue +2 Dex; Dmg: +5 Str)
** +1/+1 Point Blank

STATISTICS
Abilities Str 20 (+5) 18 (+3) , Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 16 (+3) 14 (+2), Cha 10 (+0)

SKILLS 61 Ranks (4+2+1/8+2+1/4+2+1/4+2+1/4+2+1/8+2+1/8+2+1/8+2+1) (+2 Int +1 human)
Acrobatics* +13 (+8 rank +2 Dex +3 class skill)#
Appraise* +6 (+1 rank +2 Int +3 class skill)#
Bluff* +4 (+1 rank +0 Chr +3 class skill)#
Climb* +9 (+1 rank +5 Str +3 class skill)#
Diplomacy* +14 (+8 rank +0 Chr +1 trait +2 persuasive +3 class skill)#
Disable Device* +15 /+17 traps (+8 rank +2 Dex +3 class skill +2 MW)# + 1/2 lvl traps
Disguise* +4 (+1 rank +0 Chr +3 class skill)#
Escape Artist* +8 (+3 rank +2 Dex +3 class skill)#
Fly +2 (+2 Dex)
Heal +4 (+1 rank +3 Wis)
Intimidate* +10 (+5 rank +0 Chr +2 persuasive +3 class skill)#
Knowledge (Dungeoneering)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (History)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (Local)* +6 (+1 rank +2 Int +3 class skill)#
Knowledge (Religion)* +6 (+1 rank +2 Int +3 class skill)#
Linguistics* +9 (+4 rank +2 Int +3 class skill)#
Perception* +16 /+18 traps (+8 rank +3 Wis +2 Alertness feat +3 class skill)# + 1/2 lvl trapfinding
Profession (Investigator)* +7 (+1 rank +3 Wis +3 class skill)#
Profession (Merchant)*$ +10 (+4 rank +3 Wis +3 class skill)#
Ride +2 (+2 Dex)#
Sense Motive* +17 (+8 rank +3 Wis +1 trait +2 Alertness feat +3 class skill)#
Sleight of Hand* +6 (+1 rank +2 Dex +3 class skill)#
Stealth* +7 (+2 rank +2 Dex +3 class skill)#
Survival +4 (+1 Rank +3 Wis)
Swim* +8 (+1 Rank +4 Str +3 class skill)#
Use Magic Device* +4 (+1 rank +0 Chr +3 class skill)#

$ Once per adventure, you can use your Profession (merchant) bonus in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.

EQUIPMENT
Braid of a Hundred Masters (+3 monk level for fast move and unarmed damage, and 3x per day can add 1.5x Str to flurry attacks for 1 round.)

Ring of Protection +1
Cloak of Resistance +2
Belt of Giant Strength +2
Amulet of Mighty Fists +2
Headband of Inspired Wisdom +2
Wand of Cure Light Wounds (29 charges)
Wand of Endure Elements (46 charges)
Wand of Mage Armor (42 charges)

Thieves' tools, masterwork
monk's outfit
backpack
climber's kit
50' silk rope
grappling hook
magnifying glass
cold weather outfit

2 alchemist's fires
2 vials acid
Antiplague x3
Antitoxin x3
Vermin repellent x 5
potion of blur
potion of invisibility
Nunchaku
Kama
Shurikens
10 normal
1 +1 holy
3 +1 Human bane
3 +1 seeking
3 +1 flaming
5 cold iron
5 silver
5 adamantine

This scenario only:

COINS
PP – 0
GP – 4,192
SP – 0
CP – 0

FEATS
Persuasive (Level 1)
Alertness (Human Bonus)
Unarmed Strike (Monk 1)
Stunning Fist (Monk 1)
Improved Grapple (Monk 1 Bonus)
Dodge(Monk 2 bonus)
Power Attack (Level 3 choice)
Weapon Focus: Unarmed Attack (Level 5 choice)
Blind Fight (Rogue Lvl 2 Combat Trick)
Point Blank Shot (Level 7 Choice)
Stand up (Rogue Lvl 4 Talent) - up from prone as free action

TRAITS
Upstanding: +1 Diplomacy (class skill) and Sense Motive
Bullied: +1 Attack to unarmed AoO attacks

SPECIAL ABILITIES:

Flurry of blows

Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of 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.

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.

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

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

BOONS:

Envoy of Peace: Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal nonlethal damage by 1. You can cross this boon off your Chronicle sheet to reroll such a Diplomacy check or nonlethal attack roll and use the higher result.
Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.
Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).
Yagevna Family Connection: The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagenva family and how you assisted them.
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are
given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can
only use this boon in Egorian, Cheliax’s diabolical capital city.
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
Koboldfriend +2 bonus on Diplomacy with Kobolds
Master Smith’s Service: The slag giant Valsog is a master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify the sword’s market price or resale value.
Oread’s Favor: You have earned the recognition of a large group oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.
▫ ▫ ▫ ▫ Gremlin’s Token: While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.
▫ ▫ ▫ ▫ ▫ Ulfen Ally: Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from
this boon.

▫ ▫ Whispers of the Amberhollow: Your exposure to the mysterious amberhollow has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

DESCRIPTION
A slightly stocky man with close cropped graying hair, nice clothes, and a cane. Tips his hat.

BACKGROUND
Gentleman detective, August "Gus" Dupine, recently lost his mentor and is now ready to head out on his own. He enjoys solving puzzles and is always eager to track down a mystery to its end. He practices self defense with simple weapons, more interested in disabling opponents rather than killing, but will resort to violence when absolutely necessary.

HISTORY:

Monk 1
01-1. Slave Pits (+1XP/+2PP/+2FP/+457+5GP)
01-2. GM Credit for Trial by Machine (+1XP/+2PP/+2FP/+511GP)
01-3. Silverhex Chronicles (6 quests) (+1XP/+2PP/+2FP/+500GP)
--Purchased Thieves' tools, masterwork (-100gp)
Monk 1/Rogue 1
02-1. The Silent Tide (+1XP/+2PP/+2FP/+453+5GP)
--Spent 2PP on Wand of Cure Light Wounds. Expended 3 charges.
02-2. Murder on the Silken Caravan (+1XP/+2PP/+2FP/+454)
--150gp for healing, 2 gp for a spear, 5 gp for a monk's outfit, and 2 prestige for Endure Elements wand.
--Used 7 charges on CLW. X? charges on Endure elements.
--Ended with 2274
02-3. Scenario 4: The Frozen Fingers of Midnight (+1XP/+2PP/+2FP/+467GP+20 Day job)
--Ended with 2761
XX-X. Played Shades of Ice 1 thru 3 for no credit

Monk 2/Rogue 1

03-1. GM Credit for #02-15 Shades of Ice, Part 1: Written in Blood (+1XP/+2PP/+2FP/+1172GP) 752gp End
--Sold spear for 1 gp, bought kama for 2 gp
--Spent 8 gp on purchasing a mule
--2 PP for Wand of Mage Armor (1 from Impressive find boon)
--Spend 2000gp on Ring of Protection +1
No Credit. #02-17 Shades of Ice, Part 2: Exiles of Winter (No Credit)
--Used 3 charges CLW on Dupine
--Used 1 endure elements (heading for outpost)
03-2. Trouble in Tamran (+1XP/+2PP/+2FP/+927GP) 752 gp start / 1679 gp end
--Used 2 charges of mage armor (Piper, Self) headed to pier.
-- invested 20gp in Exchange sheet from day job (21)
03-3. GM Credit for Hydra's Fang (+1XP/+2PP/+2FP/+747GP) 1679 gp start / 2426 gp end
-- spend 1995 on 10 shurikens(1 +1 holy , 3 +1 Human bane, 3 +1 seeking, 3 +1 flaming) from chronicle (1600-5% discount), special material shurikens (5 cold iron (2 gp), 5 silver (11 gp), 5 adamantine (301 gp)), 5 cold iron (2 gp), 5 silver (11 gp), 5 adamantine (301 gp)a backpack (2 gp), climber's kit (80 gp), 2 alchemist's fires (40 gp), 2 vials acid (20 gp), 50' silk rope (10 gp), grappling hook (1 gp), cold weather outfit (8 gp)

Level 4: Monk 3/Rogue 1 --Added Ability +1 Str

04-1. #3-09. Quest for Perfection Part 1 (+1XP/+2PP/+2FP/+1197GP) 2426 gp start / 1343 gp end
-- invested 20gp in Exchange sheet from day job (20)
-- spend 285 on potion of blur (5% discount faction)
04-2. #3-11 Quest for Perfection Part 2 (+1XP/+2PP/+2FP/+1839GP) Start 1343 End 2232 gp
-- spent 950 on cloak of resistance +1 (5% discount applied)

04-3. #3-13 Quest for Perfection Part 3 (+1XP/+2PP/+2FP/+1840GP) Start: 2232 gp End: 4072

Level 5: Monk 4/Rogue 1

05-1. #2-19 Shades of Ice 3 GM Credit (+1XP/+2PP/+2FP/+1906GP) Start: 4072 gp End: 5978
-- Bought Braid of a Hundred Masters at 5% discount?? 4940

05-2. #0-02: Sewer Dragons of Absolom (+1XP/+2PP/+2FP/+2226GP +200 from faction card) Start: 4940 End: 7081
-- acquired magnifying glass from chronicle
-- purchased potion of invisibility at 5% discount (-285 gp)

05-3. #0-14: The Many Fortunes of Grandmaster Torch (+1XP/+2PP/+2FP/+1626 GP) Start: 7081 End: 8707
-- used 6 charges to heal post centipedes

Level 6: Monk 4/Rogue 2
06-1. Before the Dawn Part 1 - Bloodcove Disguise (+1XP/+2PP/+2FP/+3234 GP) Start: 8707 End: 7941
Spent 4000 gp on Belt of Giant Strength +2
06-2. Before the Dawn Part 2 - Rescue at Azlant Ridge (+1XP/+2PP/+2FP/+3185+20 GP) Start: 7941 End: 11,146
Used Mage Armor charge
06-3. Beyond Azlant Ridge (+1XP/+2PP/+2FP/+3213GP) Start: 11,146 End: 6,359
Purchased Amulet of Mighty Fists +1 (4000), Headband of Inspired Wisdom +2 (4000)
Used 3 charges CLW wand (post apemen)

Level 7: Monk 4/Rogue 3
07-1. 6-07 Valley of Veiled Flame (+1XP/+2PP/+2FP/+2607 GP) Start: 6,359 End: 8,966
07-2. #8-17 Refugees of a Weary Sky (+1XP/+2PP/+2FP/+4521+5 GP) Start: 8,966 End: 13,492
07-3. Biting Ants (+1XP/+2PP/+2FP/+3249+50GP) Start: 13,492 End: 16,466
Purchase list:
Antiplague x3 (150 gp)
Antitoxin x3 (150 gp)
Vermin repellent x 5 (25 gp)
Total: 325

Level 8: Monk 4/Rogue 4 --Added Ability +1 Str
08-1. (current) Start: 16,466 End: 16466-12274+???
Purchases:
Add +1 enhancement to Amulet of Mighty Fists (6000 to go to +2)
Upgrade cloak of resistance to +2 (3000)
Trade in nunchaku for an adamantine version (3001)
Trade in kamu for a silver version (91)
Buy cold iron brass knuckles (2)
4 more alchemists fire (80)
4 Holy water (100)
Total: 12,274