About August Dupine#150786-11
August Dupine
Init +2
DEFENSE
Defensive Abilities
OFFENSE
KI POINTS: 5 of 5 remaining
Melee
** Power Attack for -2 Att/+4 Dmg
Ranged
STATISTICS
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)
$ 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
Ring of Protection +1
Thieves' tools, masterwork
2 alchemist's fires
This scenario only: COINS
FEATS
TRAITS
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.
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.
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.
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
BACKGROUND
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
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
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
05-2. #0-02: Sewer Dragons of Absolom (+1XP/+2PP/+2FP/+2226GP +200 from faction card) Start: 4940 End: 7081
05-3. #0-14: The Many Fortunes of Grandmaster Torch (+1XP/+2PP/+2FP/+1626 GP) Start: 7081 End: 8707
Level 6: Monk 4/Rogue 2
Level 7: Monk 4/Rogue 3
Level 8: Monk 4/Rogue 4 --Added Ability +1 Str
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