About Baldrum BattlehandMonk (Unchained)
Fighting defensively: –2 penalty on attack rolls, +4 dodge bonus (+1 shield bonus with Sansetsukon) to AC Scenario Notes:
Shopping:
Bought (chronicle #7): Ring of Protection +1 (2.000g, 0lb); Wand of Bless (2 PP) Bought (chronicle #8): - Bought (chronicle #9): - Already Bought (chronicle #10): Adamantine Sansetsukon (3.008g, 3lb); Wand of ??? (2 PP) To Buy/Do: Acid (10g, 1lb), Baldrum Battlehand is a monk with a splash of cleric. (tbd) ... and now LEVEL 4!!!
Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom. __________________________________________________ DEFENSE
CMD 24 (+4 vs. bull rush or trip) OFFENSE
CMB +7 Melee
MW cold iron Sansetsukon +8 (1d10+6/19-20/x2), special: blocking, disarm, monk
Seven-branched sword +7 (1d10+6/20/x3), special: disarm, monk
Unarmed Strike +7 (1d6+4/20/x2)
Melee (ENLARGED):
MW cold iron Sansetsukon +8 (2d8+7/19-20/x2), special: blocking, disarm, monk [dice=MW cold iron Sansetsukon]1d20+8[/dice] for [dice=Bludgeoning]2d8+7[/dice] Seven-branched sword +7 (2d8+7/20/x3), special: disarm, monk
Unarmed Strike +7 (1d10+5/20/x2)
SPELLS (actual):
Cleric Spells prepared (CL 1st; Concentration +4)
. . 1st(2+1): Enlarge Person; Comprehend Languages, Fallback Strategy (DC 14) . . 0 (at will): Detect Magic, Guidance, Create Water SPELLS (actual): . . 1st(2+1): Enlarge person; Comprehend Languages, Remove Sickness (DC 14) . . 0 (at will): Detect Magic, Guidance, Virtue SPELLS (list of many good cleric spells):
. . 1st: Enlarge Person, Comprehend Languages; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 17) . . 0 (at will): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Vigor, Virtue __________________________________________________ STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 16, Cha 5
SKILLS:
4 + 1 = 5 Skillpoints (Monk), 2 + 0 = 2 Skillpoints (Cleric)
[dice=Acrobatics]1d20+9[/dice] <4 ranks> (+2 trait to move through threatened squares, +2 trait on balance-related checks) [dice=Appraise]1d20+0[/dice] [dice=Bluff]1d20-3[/dice] [dice=Climb]1d20+8[/dice] <1 rank> [dice=Craft: Anything]1d20+0[/dice] [dice=Diplomacy]1d20-3[/dice] [dice=Disguise]1d20-3[/dice] [dice=Escape Artist]1d20+2[/dice] [dice=Fly]1d20+2[/dice] [dice=Heal]1d20+3[/dice] [dice=Intimidate]1d20-3[/dice] [dice=Knowledge: Arcana t]1d20+4[/dice] <1 rank> [dice=Knowledge: Dungeoneering t]NA[/dice] [dice=Knowledge: Engineering t]NA[/dice] [dice=Knowledge: Geography t]NA[/dice] [dice=Knowledge: History t]NA[/dice] [dice=Knowledge: Local t]NA[/dice] [dice=Knowledge: Nature t]NA[/dice] [dice=Knowledge: Nobility t]NA[/dice] [dice=Knowledge: Planes t]1d20+4[/dice] <1 rank> [dice=Knowledge: Religion t]1d20+4[/dice] <1 rank> [dice=Linguistics t]1d20+4[/dice] <1 rank> [dice=Perception]1d20+10[/dice] <4 ranks> [dice=Perform: Any]1d20-3[/dice] [dice=Profession: Any t]NA[/dice] [dice=Ride]1d20+2[/dice] [dice=Sense Motive]1d20+7[/dice] <1 rank> [dice=Spellcraft t]1d20+4[/dice] <1 rank> [dice=Stealth]1d20+6[/dice] <1 rank> [dice=Survival]1d20+3[/dice] [dice=Swim]1d20+8[/dice] <1 rank> __________________________________________________ EQUIPMENT AND GOLD
On person
APPEARANCE
Age 50
__________________________________________________ SPECIAL ABILITIES
Class Features (unchained Monk):
Bonus Feats 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. Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. 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 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) 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. 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 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed here. Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Evasion (Ex) 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. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed. Ki Pool (Su) 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. Class Features (Cleric, Ecclesitheurge):
- Primary Growth (Plant) Domain: You find solace in the green, can grow defensive thorns, and can communicate with plants. Enlarge (Su) As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ===> 6/day - Secondary Memory (Knowledge) Domain: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Recall (Su) With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining an insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier. ===> 6/day, +3 insight bonus Domain Mastery At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge of Sarenrae with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain. This ability alters the normal domain ability. Ecclesitheurge’s Vow At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells. Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 Channel Energy (Su) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. ===> negative, 1d6 (total 0/day) Weapon and Armor Proficiency An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Faction Rewards: none so far Feats:
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. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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. ===> 3/day, Fort DC 15 Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. Traits:
Unorthodox Strategy (Faction) You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares. Grounded (Race) You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves. Requirement(s): Dwarf, Source: Dwarves of Golarion pg. 10 Honored Fist of the Society (Combat) You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point. Martial Manuscript (Faith) You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon. Racial Traits:
Base Speed (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Darkvision Dwarves can see perfectly in the dark up to 60 feet. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Iron Within Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred. Source: Heroes from the Fringe pg. 4 Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
PFS Boons:
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option). Scenario List:
1) #07-07 Trouble in Tamran: 1 XP, 2 PP, 500 gold 2) #06-10 The Wounded Wisp: 1 XP, 2 PP, 430 gold 3) #05-08 The Confirmation: 1 XP, 2 PP, 430 gold 4) #06-18 From under Ice: 1 XP, 2 PP, 508 gold 5) #01-47 The Darkest Vengeance: 1 XP, 2 PP, 1210 gold 6) #01-55 The Infernal Vault: 1 XP, 2 PP, 513 gold 7) #07-12 The Twisted Circle: 1 XP, 2 PP, 1174 gold 8) Module Risen From The Sand: 1 XP, 2 PP, 1237 gold 9) Module We Be Goblins Too!: 1 XP, 1 PP, 1237 gold Total XP: 9 Total Fame: 17 (3,000 gold cap / next level at Fame 18: 5,250 gold) Current Prestige: 3 +2 (sc.8) -? = 3 or 5 +1 (sc.9) -0 = 4 or 6 Chronicle Info:
Player: Chris N. aka kaervek78 Character Name: Baldrum "Baba" Battlehand PFS #: 331079-4 Faction: Silver Crusade Day Job: none Normal Progression Test:
Baldrum draws his sansetsukon and uses his Enlarge domain ability. I don't think so, dog." [dice=Intimidate to demoralize]1d20-3[/dice] (+4 if it is smaller than large) Enlarge (Su) wrote: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Thanks for running! I had a great time, everyone! :-D Chronicle looks good.
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