Hellknight

Azaelas's page

24 posts. Organized Play character for JTMC93.




Set Dressing:

The meeting is taking place inside a private room in the back of a Club. The Club is just on the border of the Barrens. The Mr. Johnson is sitting before you. To either side facing toward the middle, which is where a basic clear plasteel table sits, are two couches large enough to seat everyone comfortably.

Mr. Johnson's Appearance:

She is a Human Woman around the age of 30 with short hair and glasses that block a clear view of her eyes. She is wearing a business suit without a Jacket clearly revealing her concealed holster and the Ares Predator it contains. Her coat is most likely the black trench coat hanging on the coat rack near the door.
Think Baroness from G.I. Joe: Renegades.

Job Background:

A fairly trustworthy Fixer associate of yours called you up and pointed you towards the job saying only that it would be a simple job with a large reward.

Mr. Johnson: "Welcome please have a seat. I am sure you are aware of the type of job you have been called for?"


Set Dressing:

The meeting is taking place inside a private room in the back of a Club. The Club is just on the border of the Barrens. The Mr. Johnson is sitting before you. To either side facing toward the middle, which is where a basic clear plasteel table sits, are two couches large enough to seat everyone comfortably.

Mr. Johnson's Appearance:

She is a Human Woman around the age of 30 with short hair and glasses that block a clear view of her eyes. She is wearing a business suit without a Jacket clearly revealing her concealed holster and the Ares Predator it contains. Her coat is most likely the black trench coat hanging on the coat rack near the door.
Think Baroness from G.I. Joe: Renegades.

Job Background:

A fairly trustworthy Fixer associate of yours called you up and pointed you towards the job saying only that it would be a simple job with a large reward.

Mr. Johnson: "Welcome please have a seat. I am sure you are aware of the type of job you have been called for?"


As you walk into the meeting room you see a kindly looking older man in a well made business suit standing before you. The room is a posh library/study of a house in a very high end part of town. It is filled with old styled but highly comfortable chairs all of which could easily fit a large Ork though there are a few that are large enough for a Troll and still have room for at least a dwarf to sit next to them. Once you are all seated a woman comes and takes your request for food and drink and then he speaks up.

"Welcome to my humble abode. I am sure you are wondering why I called you all here. Well to start with you may call me Mister Fixer. I am a go between for runner, like yourself, and high end clients. I was requested to put together a new team for a very, very important client and you all have been chosen for that team. Any questions?"


As you walk into the meeting room you see a kindly looking older man in a well made business suit standing before you. The room is a posh library/study of a house in a very high end part of town. It is filled with old styled but highly comfortable chairs all of which could easily fit a large Ork though there are a few that are large enough for a Troll and still have room for at least a dwarf to sit next to them. Once you are all seated a woman comes and takes your request for food and drink and then he speaks up.

"Welcome to my humble abode. I am sure you are wondering why I called you all here. Well to start with you may call me Mister Fixer. I am a go between for runner, like yourself, and high end clients. I was requested to put together a new team for a very, very important client and you all have been chosen for that team. Any questions?"


All 5th Edition Game Discussion and Character Generation can go here.


All 4th Edition Game Discussion and Character Generation can go here.


I am planning to run a Shadowrun Campaign starting in about a Month or two based on the number of applicants and my free time.
As it stands the first thing I need is which edition everyone interested would prefer.

4th Edition:

20th Anniversary Core Rulebook
Arsenal
Augmentation
Runner’s Companion
Street Magic
Unwired

5th Edition:

5th Edition Core Rulebook
4E Content upon review. Subsystems are more likely to be admitted. NOTE: Most content will be taken as is.

Mainly all I want right now is what you want from a Campaign & what type of character you would look to play.

NOTE: If I get enough Applicants I might even consider running a 4E & 5E Campaign simultaneously. I will also allow Re-skinning of things as well.

EDIT: I should note that when it comes to 4E I might need a bit more player help with some things as the Matrix and some of the items seem odd to me.

EDIT: forgot to mention that I will be accepting 4-6 Characters. 6 if only one campaign or 4 per each if I do 2 Campaigns.


Campaign Handbook.

This is a Campaign I have been working on for a little bit now. I am having problems though and would love to have some community input and feedback though.

The Skydrive file will be updated accordingly. It will also contain some basic Campaign stuff like Base NPCs and Key Character information over time. I am planning this for the date set in the file.

Please and Thank You.


8 people marked this as FAQ candidate. Staff response: no reply required.

"Does a Fighter(Archer Archetype) using Trick Shot to perform a Combat Maneuver use DEX or STR for the roll?"

Most believe it to be DEX, especially after the Weapon Finesse FAQ. (My Take.)
Some think it is STR only.

Wondering if there is any Dev Clarification or if it needs F.A.Q.'d to get it clarified or what?


Roleplay Market Campaign Board.

I am having this thread as both the Paizo Board Recruitment and Discussion for this Game. All Gameplay and The Main Discussion are going to be on Roleplay Market. This Allows me to create a new thread for Each Story and a Folder for each Chronicle.

There will be a Prequel Game that you can get in on. It will be using the Archetypes from the Book.

NOTE: You will need to look through the Archetypes to ensure they are correct. (E.G.: The Noble needs to have Ward made into a Drawback or Dropped to be used.)


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For Recruiting Players and Discussion on the Paizo Boards.

Roleplay Market Campaign Board.

The Roleplay Market Site is better for this style of Campaign. It will mainly be how the Colosseum held Gladiatorial Matches.

Each Fight will have its own thread. This means you won't have to worry about down time and can jump straight in on the combat.

Leveling up and Reputation will be handled by me.


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You are in the middle of a Game & the GM's Brother walks-in and throws one of those large 2-3 Gallon Jugs of Water, the kind used in the Cliche Office Water Coolers, onto the table.

Running everything short of the Rulebooks that were on a separate table & the Flip-Mat. Broke the Miniatures, ruined all the Papers we had, and broke the table. Then starts yelling at her and pushing her into the wall.

All over his sister, the GM, taking some of the snacks, which she bought, to the game. Note: The game was at one of the player's houses.

What I done: I took him down and held him in a Head-Lock until the Police Arrived.

Resolution:

Brother: Going to jail for Assault and Vandalism/Destruction of Private Property. Reimbursement for the Damaged Property.
Sister: 3 Stitches and a few bruises.
Me: A sore shoulder from holding him there for 30 Minutes while the police were in route. I also had to wait an Hour for them to decide whether I acted in Self-Defense or not.


As you are around the Northgate entering Sandpoint whether you are just arriving or have been there for a time you are called to meet the Sheriff of the town.

Sheriff Belor Hemlock: A Shoanti Man of Average Build stands before you. His armor still looking new. His Greatsword is the Opposite."I haven't had the time to introduce myself to you all with the exception of Lady Trill."As he says the name he bows and smiles at the Halfling Woman standing with your small group."I have called you all to offer you a task. We need some insiders in the crowd just in case something goes wrong. Our guards are going to be stretched thin as is. Will you aid us as Deputy Guards? It will be worthwhile."


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I literally was looking for an image to inspire some Greatsword Wielding Characters.

I found a few like this & this which are fairly realistic.

BUT!

A majority were like this, this, this, this, & this.

Can anyone give me a reason why? Is it just the Cloud and Guts wannabes? And which do you prefer your character to wield?

I guess mine is simple. I like the Realistic ones.

yes I know the first 2 examples of the oversized ones are referenced. I just posted the first 4-6 entries of the google search. The 2-4 examples of realistic ones I found on characters where literally on the 4th, 5th, 7th, and 11th pages of my search.


Discussion for Run #1.

I need you guys to figure out why you are in the group at the Northgate.


I am currently planning a Rise of the Runelords PbP Campaign.

I am planning on having a group of 4-6 but I will work with fewer if I have to.

Homerules Handbook.

Any questions that I feel deserve it will get their answers added to the Handbook.

I also allow quite a bit of Homebrewing as long as it gets run by me first.

NOTE: This will be my first Paizo Adventure Path that I have ran so it might be a bit rough until I get the hang of the AP.

Character Submission List.


Discussion for the first 2 Runs of my RotRL Campaigns.


I am currently planning a Rise of the Runelords PbP Campaign.

I am planning on having a group of 4-6 but I will work with fewer if I have to.

Homerules Handbook.

Any questions that I feel deserve it will get their answers added to the Handbook.

I also allow quite a bit of Homebrewing as long as it gets run by me first.

NOTE: This will be my first Paizo Adventure Path that I have ran so it might be a bit rough until I get the hang of the AP.

Character Submission List.


No Requests for Deity Stat Blocks Please.

Explanation:

Now you notice I call out that No Deity Stat Block Requests. What I am thinking for this is IF they decided to make this type of book:

The information would be just like the Table in the CRB's Cleric Chapter. Though expanded to include Sub-Domains & Inquisitions.

What would you like to see in such a book?

Such as:
How would you like it to be arranged?
What Pantheons would you want detailed?
Archetype, Prc, Feats, Items, Etc ideas?

NOTE: This is also to get a measure of the amount of interest the Book might have.

I personally would like to see:

Chapter 1: Golarion Deities. Including the Racial Deities and such.
Chapters 2-X: Various Real World Pantheons as they would appear in a Pathfinder Gaming World.
Chapter X+1: Guidelines for Homebrewing your own Pantheon.
Chapter X+2: Various PrCs, Archetypes, etc that connect to the deities.

Hellenistic(Greco-Roman), Nordic, and Japanese Pantheons covered.

A Templar Archetype or PrC. Like a Templar Archetype for Fighters or such. Maybe an Archetype that gives Fighters a 4-Level Spell Progression or such. Similar to the Ranger or Paladin but with Arcane Spells maybe limited to Followers of Odin or Deities with the Magic Domain.


The Title is pretty self-explanatory... Though this is for both the Players and GMs.

My personal favorite are Roman, Gaelic, & Nordic Cultures. Mainly do to their Unique and Diverse Cultures.

What are yours? Why are they your favorite?


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This thread got me to thinking...

I personally have them track based on Weight not the actual space the Object takes up. After all the Backpacks space might only hold 30 Cubic Feet but the outside could hold anything, but the Material can only withstand a certain amount force before breaking.

So if it can carry 60 Pounds then the overall weight that can be carried using that container is 60 Pounds.

Do you guys enforce Containers and Weight Carried? Do you have them track Coins & Coin Weight?


I am phttp://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicWordsOfPower .htmllanning on making a fairly Low-Magic Setting. I am looking at variant rules to increase the feel.

So far I am thinking:
-Vigor & Wound Points.
-Armour as DR.
-Words Of Power.
-Piecemeal Armour.
-A Modified Version of 3.5's Class Defense Bonus.
-Modular Spell Slots[link unavailable]

Anyone have other ideas? Anyone Know how this might work with Called Shots added in?


Akademae Dea Hareos Guide.

Wikia Page.

The Wikia will contain full changes after a while. & is an Open Wiki for anyone willing to help out.

The entire Introduction will be posted in the Campaign Info Tab.

Ask any questions you need.


For Combat Actions:

Masked Participant you are up


You awaken in a Massive Shrine in a circle around a Massive Dragon Statue cradling a Halfling Woman in the middle of a Fountain. You find you can't access your spells nor can you draw any weapons.

In front of the Fountain you see the Master of the Games. As he stands his face changes from a Stag-Headed God to that of a Snake-Headed God.

Welcome to the Arena. Sorry for hiding my true face until now.

But I figure you will understand why I kept the fact that I am a Trickster God hidden.

Enjoy the battle. I will be unlocking your buffing abilities now. Once everyone is ready I will completely unlock your abilities for combat.

Let the sacri... errr...

Let the slaugh... umm...

Games? Yes...

LET THE GAMES BEGIN!

Initiative Tracker.

Over-World Map.


I am starting my own Wiki for Adventurers' Guild Gaming's Settings Core Rules.

Also what are the restrictions on Putting what little of Pathfinder's Content I need for the Core Rules?

Basically, no fluff other than what is on the PRD/d20pfsrd will even remotely be included. I am basically just wanting a basic quick reference for my Players to go.

I wouldn't even think of needing a Wikia if it wasn't for I could basically make PFRPG 2e with my houserules.

The Wiki will eventually expand to contain all AG2's Setting Fluff and Content.

P.S.: Feel free to join in and help out. AG2 is for Gamers, by Gamers.


Please Evaluate And Critique Honestly.

Academie Campaign Guide.

It is going to be a very open sandbox campaign setting. I am a very Players, especially Martial Players, should get shiny things style GM.

Any things that I missed or any thoughts on making it better?

CONSTRUCTIVE CRITICISM ONLY PLEASE


Character Paths.

I am unsure of which path would be better...

& I also am unsure of what other feats to take or what order to take them.

We are starting at Level 7.

I normally go from Level 1 and play them up. Rarely I will jump from Levels 2, 3, or 4. I am unsure of what to take...

I know we are going to need Survivability.

Would it be better to go Switch Hitter? If I do go Switcher what would be a nice way to go about it?

Maybe I should play an Oracle, Paladin, Sorcerer, or Rogue...


13th Company:ToC

The Characters are based on Thorin & Company as you will see by reading the names in parenthesis on the page.

NOTE: These are not meant to be faithful conversions merely Inspired by the group. Think of them as Parodies and/or Homages if you would like.

I will be updating them later on with a Background for them and eventually will link to their own personal ToC that list them from level 1 to 20 and will hopefully have a layout for each of them to go onto the Guide to the Builds thread.

Right now I am basing it purely on the links on this page combined with making them an entirely Self-Sufficient Group.

Build is using 25 Point Buy & all Paizo Sourced Content on the d20pfsrd.

Any Recommendations?


Homebrewed Well-Prepared Feat.

Strange that this is the first thing I have posted up here that hasn't been through my rigorous Playtesting.

Rip into it!


Ok this thread got me to thinking:

If people already have the full +5 static enhancement, what are their favorite Properties they enjoy adding?

Mine are Impact, Shocking/Shocking Burst, & Thundering.

Now these aren't all on the same weapon. Well at least unless I can fit them all onto a nice weapon for them. Such as a Maul(Earth Breaker).


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How would you handle this?

My thought is to make it Craft(Firearms) using the DCs in the Feats section of UC. Also I would use the basic costs used under the Gunsmithing Feat.


Obsidian Portal Page

Here are the Character Creation Guidelines

Ok so this is going to be my first Play-by-Post as a GM.

It will be a open Tactical Sandbox combat arena. You will be able to rest and fight.

Anything I missed in the Creation Guidelines?


So I have been working on a Character for: The Arena

Here she is: Ezra

The thing is it has been a bit since I built a character like this and... Well lets face it I ain't as good as I once was. And I really need to knock off the rust. Badly.

Main Question: Am I missing anything?

Secondary Questions:
-Is everything right?
-Any advice?

NOTE: I will be taking her all the way up to Level 20. So any advice on taking her up to Level 20 would also be appreciated.


Sapper/Pioneer

This archetype is for my Homebrew Setting. It is based on the Sappers & Pioneer soldiers of Medieval & Renaissance Europe.


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This thread was inspired by: Undead Characters by Luna_Silvertear

Notice: From what I gather as long as no one quotes this post there is a chance I can easily Edit this post to include Google Docs of other peoples races. If they grant me Permission.

So Please don't quote this post and include whether or not I can create a Google Docs of your race. Credited to the Creator of course.

My Submissions

Luna_Silvertear Submissions

Other References:

Mistfinder
Role-Playing Horror


So 2 friends and I are going to be playing in a Campaign where each of us are going to control 2 Characters.

I have chosen to take the "Martial Combat Elements" of our Party and build Twin Brothers both Fighters one with the Two-Weapon Warrior Archetype & one with the Archer Archetype. To save us trouble we are using the same 4d6 Method Stat Rolls for both character under a Player.

Array:

18,18,17,16,16,15

TWW Obvious Choices:

-Two-Weapon Fighting Tree
-Starting with a Longsword & Shortsword/Gladius combo

Archer Obvious Choices:

-Basic Archery Feats
-Starting with a cheap Shortbow and getting an Adaptive Endless Ammunition Longbow/Shortbow ASAP

This is the first time I have dealt with these two archetypes. Any advice besides the obvious will be greatly appreciated.


Pathfinder Weapon Group Feats

As the title asks?


Would you allow a Player to put the Endless Ammunition properties on a Firearm in your home games?

Personally I would allow it.

Sub-Topic: Also anyone else find it strange that they didn't include the Agile property to UE?


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Ok, drawing inspiration from Ultimate Equipment's Kits my co-GM & I have decided to create a generic Adventurers' Kit that we can give to everyone for free. It will also be added to NPCs to represent their basic gear.

So I am asking:

What do you think is necessary?

What would be a good price for it?

What other kits do you think could be useful?


Ok This has to do with My friend and me running a Weird West/Weird War style campaign.

The Problem:
We want to include Firearms that offer increased capacity. Such as a Rifle with a Capacity of 8. We are trying to figure out a good way to price such weapons.

Current Solutions:
We are thinking:
-Keep the prices the same. <My thought>
-Add 100gp per point of increased capacity to UC's prices.
-Add 500gp per point of increased capacity to UC's prices.

Please give us some of your feedback.


This is a thread dedicated to a finalized version of this idea.

Here is what I have so far. I need some ideas for some class features.

The concept is something along the lines of the Low Templar's two paths.

Constructive Criticism, Ideas, and Opinions are requested.

Azaelas Fayth


Ok i just got a chance to look through my buddies Bestiary 3 and Im kinda disappointed in all the various monsters that could have been used to make new Alternate PC races.

I.E. the Adlet & Tanuki would have made wonderful PC races. Even if they only had one or two differences from another race it would be wonderful RP fuel. And maybe do like the kobolds & i believe it is the Drow Noble and make it to where the CR adjustment is altered.

How do you guys feel about this kind of stuff?

Edit: Also forgot to mention the fact that the Demilich and a few others now seem to have instant death effects.

Full Name

Alberich Orstana

Size

Medium

Age

25

Alignment

LG

Deity

Erastil

Languages

Common

Occupation

Priest

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 9

About Alberich Orstana

Windstep Master Unchained Monk 5 | HP 39/39 | CMB +11/+13 Bull rush / CMD 29/31 Bull Rush | AC 18 / T 17 / FF 15 | Fort +5 / Ref +6 / Will +5 | Initiative +2 | Ki (6/6) | Perception +11 | Active Effects: None

=== Basics ===

STR 20 (+2) [7 points, +2 Racial, +2 Belt of Giants Stregth, +1 Level Increase]
DEX 14 (+2) [5 points]
CON 12 (+1) [2 Point]
INT 12 (+2) [2 points]
WIS 16 (+3) [5 points, +2 Racial
CHA 9 (-1) [-1 Point]

HP = 39 (5d10+5)
BAB +5 | Speed 40 feet

=== Bonuses / Adjustments ===
+1 Will (Indomitable Faith)
+2 bonus on saving throws against enchantment spells and effects (Still Mind)

=== Weapons ===
Unarmed Strike
Attack +11/+11 | Damage 1d8+5 | x2 Critical | B | Non-Lethal

Deer Horn Knife
Attack +11/+11 | Damage 1d4+5 | x3 Critical | P | Monk, Blocking

Waveblade
Attack +10/+10 | Damage 1d6+5 | 18-20 Critical | P/S | Monk

Shuriken
Attack +8/+8 | Damage 1d2+5 | x2 Critical | P | Range 10 feet

Combat Maneuvers

Bull Rush
+13

=== Armor ===

Amulet of Natural Armor +1

AC = 18 [10 +4 Monk +2 Dex Mod, +1 Natural, +1 Dodge] / Touch 17 / Flat-Footed 15

=== Traits / Drawbacks ===

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Destined Pionier (Plains): Choose a terrain from the ranger’s list of favored terrains. Once selected, this choice cannot be changed.

Once per day while in the selected terrain, you may move across non-magical difficult terrain as though it were not difficult terrain until the end of your turn.

=== Feats ===
1: Powerful Maneuvers
Monk Bonus Feat: Deflect Arrows
Monk Bonus Feat: Hurricane Punch
Monk Bonus Feat: Improved Unarmed Strike
Monk Bonus Feat: Dodge
3: Step Up
5: Weapon Focus Monk Weapons

Longform Description of feats:

Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.

Deflect Arrows You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Huricane Punch: When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can’t exceed half your speed.

Improved Unarmed Strike: 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.

Dodge: Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Focus (Monk Weapons): You gain a +1 bonus on all attack rolls you make using the selected weapon.

=== Special Abilities ===

Racial Abilities::

Dual TalentSome humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Class Abilities::

Ac Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.

Bonus Feat (Deflect Arrows): At 1st level, 2nd level, and every 4 levels thereafter, a monk can 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.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Hurricane Punch: At 1st level, a windstep master gains Hurricane Punch as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.

At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.

At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.

This ability replaces stunning fist.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Evasion:At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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.

Bonus Feat (Dodge): See Above

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

At 3rd 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 3rd 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 as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 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.

[b]Windstep: At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls.

This ability replaces slow fall or the ki power gained at 4th level for an unchained monk.

Swift Ki: At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface.

He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round.

The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.

This ability alters ki pool.

Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Flying Kick): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Skills::

35 skill points [+4 bard +1 int +2 background = 7/level]
Acrobatics +12 |+2 Dex +5 rank +3 class skill +2 MW Boots
Climb +9 |+5 Str +1 rank +3 class skill
Craft: Caligraphy +5 |+1 Int +1 rank +3 class skill
Escape Artist +6 |+2 Dex +1 rank +3 class skill
Knowledge History +5 |+1 Int +1 rank +3 class skill
Knowledge Religion +9 |+1 Int +5 rank +3 class skill
Perception +11 |+3 Wis +5 rank +3 class skill
Profession: pastor +13 |+3 Wis +5 rank +3 class skill +2 MW Holy Book
Profession: Driver +13 |+3 Wis +5 ranks +3 class skill +2 MW Harness
Ride +7 |+2 Dex +2 rank +3 class skill
Sense Motive +8 |+3 Wis +2 rank +3 class skill
Stealth +6 |+2 Dex +1 rank +3 class skill
Swim +9 |+5 Str +1 rank +3 class skill

Equipment::

Belt of Giants Strength +2 [4000 gold]
Cloak of Resistance +1 [1000 gold]
Amulet of Natural armor +1 [2000 gold]
20 Shuriken [4 gold]
Deer Horn Knife [10 gold]
Waveblade [5 gold]
Tattoo Holy Symbol of Erastil [100 Gold]
MW Holy Ulfen Erastilian Text (Profession Priest item) [50 Gold]
MW Boots (Acrobatics) [50 Gold]
MW Backpack [50 Gold]
Bullseye Lantern [12 Gold]
Oil 30 Pints [3 Gold]
100 Candles [1 Gold]
100 Simple Candlesticks [1 Gold]
Waggon Heavy [100 Gold]
Heavy Warhorse [300 Gold]
MW Harness [50 Gold]
40 Days Feed [1 gold]
13 Days Rations [13 Gold]

Current Wealth: 250 gold

Pocket Book (Money Tracking):

Money in:
Starting Wealth 8000

Money Out:
Starting Equipment 7750

Total: 0

Background::

Alberich was born to a large Ulfen tribe in Jol. His father was a cleric of Erastil. Alberich was raised up spending at least half of his time in the church as such he came to be quite a pious man but was never gifted the same powers that his father had been by Erastil.

Alberich was gifted one thing though, his stature. By the time he was fifteen, he had already grown to be 6'5" and showed no signs of stopping. His father realized this boon could be used to spread the faith of Erastil wider, He found that the Monestoary of Untwisting Iron practiced an unarmed style similar to that of the Ulfen people. So he sent Alberich off to Jalmeray after securing a place at the Monastery of Untwisting Iron with nothing but his training and holy books to occupy himself.

Alberich trained there and read holy books on the deities of the Ulfen as well as others for 7 years before returning home. His father greeted him with the sad news of his mother's death. Alberich outraged that his father had not told him earlier of his mothers sickness left Jol to venture out. In truth, Alberich's father had known this reaction was likely and intended it Alberich's mother had not in fact been dead but simply on a trip to Kalsgard out to the north. Alberich however, would never find that out as he had left by the time his mother returned. He ventured out to the east further inland to bless communities and help those in need.

He traveled as a roaming priest and general problem solver. Aiding with issues both spiritual and physical. He knew how to bless crops to Erastil and how to hunt well as well as how to secure a town and defend it from a threat. He tried to put physical distance between himself and the life he had been raised in so he continued east stopping for a few months in most towns he came to. He was looking for a place to fully settle down but finding nowhere that viewed his guidance as anything more than a passing benefit. However many locations he aided gave him parting gifts for the work he did. eventually, the travel became much easier when he was given a horse and a wagon. He began building the wagon up to be a sort of mobile church.

This year he heard about a new government That was given a substantial tract of land in what was Ustalav. He thought on it and resolved to make his way there and apply to aid their military and preach to the masses.

Appearance / Personality::

Alberich is a hulking Ulfen man standing nearly 7 foot tall and weighing close to 340 pounds. Despite his imposing nature, he has strangely kind eyes. He is well tanned having not seen the inside of a building for more than a few hours in years. he also has a thick and long blonde head of hair he wears down. He shaves daily in order to spite his heritages' tendency to grow facial hair. He wears fairly muted colors and keeps a dim color palate with a lot of browns and greys.

Most would describe Alberich as gruff which is not entirely unfair. He is more than happy to provide aid in any way he can but he has a hard time connecting to others due to his time in seclusion at the monastery and his time on the road, his social education was basically ended at 15. When speaking on Eristil or other gods however Alberich begins to come alight almost as though gaining a spark of his father's charisma. He loves to write speeches and help others though often keep much quieter outside of preaching than would be expected by a preacher of his caliber.