Full Name |
Rook |
Race |
Dwarf |
Classes/Levels |
Cleric of Shizuru 1, Monk 6 (87/87 HP, Ki 9/11), Initiative +2, Fort +15, Ref +9, Will +10, AC: 21 |
Gender |
Male |
Size |
Medium |
Age |
51 |
Special Abilities |
See below |
Alignment |
Lawful Good |
Deity |
Shizuru |
Location |
Varies |
Languages |
Common, Dwarven, Celestial, Tien |
Occupation |
Pathfinder |
Strength |
18 |
Dexterity |
14 |
Constitution |
18 |
Intelligence |
14 |
Wisdom |
18 |
Charisma |
5 |
About *Badger
Badger
Male dwarf cleric of Shizuru 1/monk (unchained) 6 (Pathfinder Unchained 14)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +1 monk, +4 Wis)
hp 80 (7 HD; 1d8+6d10+35)
Fort +15, Ref +9, Will +10; +2 vs. enchantments
Defensive Abilities defensive training, evasion; Immune disease
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Offense
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Speed 40 ft.
Melee +2 holy reliquary adamantine katana +13/+13/+8 (1d8+16/18-20) or
unarmed strike +10/+10/+5 (1d8+10)
Special Attacks flurry of blows (unchained), hatred, stunning fist (7/day, DC 19), style strike
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—touch of good (+1)
Monk (Unchained) Spell-Like Abilities (CL 6th; concentration +3)
—barkskin (self only, 1 ki)[UM]
—scorching ray (2 ki)[UM]
Cleric Spells Prepared (CL 1st; concentration +5)
1st—divine favor[D], divine favor, protection from evil
0 (at will)—create water, detect magic, light
D Domain spell; Domains Archon (Law) Good (Archon (good) subdomain), Redemption inquisition
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Statistics
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Str 18, Dex 14, Con 18, Int 14, Wis 18, Cha 5
Base Atk +6; CMB +11; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Additional Traits, Combat Reflexes, Crusader's Flurry[UC], Deflect Arrows, Dodge, Extra Ki, Improved Unarmed Strike, Mantis Style[UC], Power Attack, Stunning Fist, Toughness, Weapon Focus (katana)
Traits arcane archivist, clever wordplay, fate's favored, pragmatic activator
Skills Acrobatics +12 (+16 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +10, Diplomacy +13, Heal +10, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +15 (+17 to notice unusual stonework), Sense Motive +15, Spellcraft +10, Stealth +6, Survival +4 (+6 to avoid becoming lost), Use Magic Device +13; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Tien
SQ fast movement (unchained), ki pool (11 points magic), ki powers (qinggong power, qinggong power), monk vows (vow of celibacy[UM], vow of cleanliness[UM]), patient sensibility, style strike (flying kick)
Combat Gear potion of fly, potion of resist fire 10, potion of touch of the sea, wand of cure light wounds, wand of mage armor (50 charges), wand of shield (50 charges), wayfinder, shining, alchemist's fire (5), smelling salts[APG], tanglefoot bag (2); Other Gear +2 holy reliquary adamantine katana[UC], pale blue rhomboid ioun stone, cloak of resistance +2, headband of inspired wisdom +2, ioun torch ioun stone[APG], plague rat belt (greater)[UE], wayfinder[ISWG], chalk, climber's kit, cold weather outfit, drug, allnight, masterwork backpack[APG], mwk manacles, signal whistle, silk rope (50 ft.), smoked goggles[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 4,039 gp, 9 sp, 9 cp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cleric Domain (Archon)
Cleric Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scorching Ray (2 Ki) (Sp) Costs 2 ki points to activate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (7/day, DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Touch of Good +1 (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.