Shavaran

Baris the Monke's page

412 posts. Alias of BloodWolven.


Full Name

Baris Tennal BlackFist

Race

Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.

Classes/Levels

Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Size

Small

Age

16

Special Abilities

tumbling, running, and throwing bones!!!

Alignment

LN

Deity

-

Location

here not there!

Languages

Halfling, Common, Gnome

Strength 18
Dexterity 19
Constitution 21
Intelligence 15
Wisdom 6
Charisma 26

About Baris the Monke

About Baris the Monke
Just a little monk, with the worst luck ever! Though he has tons of the bad kind. It allows him to scrape by most major issues.

Loves bones and shineys.

Baris learned from a wandering monk who always wondered why his parents gave him up. The Brother did not know how to raise children, but he know how to train monks. So Baris learned the and skills of a monk in a matter of eight years, but has been cloistered with the monk. He never learned proper etiquette or personal space. He will always give hugs to anyone who is not brandishing weapons and strives to make people smile, even if it means making a fool of himself, he doesn't know better.

The Brother probably got sick of Baris and left him, just like Baris' parents. For he can easily be seen as an annoying child always asking questions, and the etiquette problems.

If you can make him your companion he will be like that loyal dog. He is totally fearless in the fact that anything that moves can be a pet, and his bad luck passes to those who mean to harm him.

5th Sublime Monk:

Sin Eater (Su): You may 1/encounter transfer the effects of a curse, poison or another ability that could be cured by the mercy class feature to yourself. You may save against the effect as though you had just been exposed to it.
Unluck (Su): You may 1/encounter give an opponent disadvantage for rounds equal to your Cha modifier. Will DC 20 (10+1/2 level + cha modifier).

Baris Tennal BlackFist
Male Sublime Halfing Monk 5
LN small Humanoid (Halfling)

Init +3; Perception +8
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Defense
--------------------
AC 25, touch 25, flat-footed 12 (+1 size, +9 Cha, +4 Dex, +1 Dodge)
hp 108 (5d8)(+25)[+40](+5); (8, 8, 7, 8, 7) (Con) [Cha] (Toughness)

Fast Healing 8, Resist
Fort +10, Class +4, Con +5, Halfling Luck +1
Ref +9, Class +4, Dex +4, Halfling Luck +1
Will +13 (+15 vs. fear) Class +4, Cha +8, Halfling Luck +1
--------------------
Offense
--------------------
Speed 40 ft.
[dice=MC Monk Batons]1d20 +9[/dice]
[dice=damage]1d4+4[/dice]
Flurry: +9/+9

Nunchaku +7 (1d4+4)
Flurry: +8/+8

[dice=Unarmed strike]1d20 +8[/dice]
[dice=damage]1d6+4[/dice]

Kama +8 (1d4+4)

Ranged Chakram +8 (1d6+4/x2) 30 ft.
Ranged Sling: +8 (1d3+4) 50 ft.

Special Attacks: Flurry of Blows (+3/+3 as full attack),

Base Atk +3; CMB +7; CMD 21

--------------------
Statistics
--------------------
Starting stat, bonuses: final
STR 15, Race -2, 4th level +1, Sublime +2, Item +2: 18
DEX 13, Race +2, Sublime +2, item +2: 19
CON 13, Sublime +8: 21
INT 11, Sublime +4: 15
WIS 8 , Curse -2: 6
CHA 14 , Race +2, Sublime +8, item +2: 26

Feats: Unarmed Strike, Combat Reflexes, Dodge, Stunning Fist (Fort DC 13), Scorpion Style (Fort DC 13)
Special abilities: Evasion

(A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Not on Constructs, oozes, plants, or undead. 2/day)

Scorpion Style: standard action. normal damage, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier (2); unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Traits: Unlucky Bastard (if you will allow it, once a day if something bad could happen, it gets transferred to someone else nearby),
Dirty Fighter (+1 on damage when flanking)
Subject of Study: +1 damage against undead.

Skills:
Acrobatics +10, (2 rank, +3 CS, +2 racial, +3 Dex)
Climb +8, (1 rank, +3 CS, +2 racial, +2 Str)
Escape Artist +7, (1 rank, +3 CS, +3 Dex)
K(History) +6, (1 rank, +3 CS, +2 Int)
K(Religion) +6, (1 rank, +3 CS, +2 Int)
Perception +9, (2 rank, +3 CS, +2 racial, +2 Wis)
Perform +3, (1 rank, +3 CS, -1 Cha)
Sense Motive +6, (1 rank, +3 CS, +2 Wis)
Stealth +11, (1 rank, +3 CS, +4 small, +3 Dex)
Swim +6, (1 rank, +3 CS, +2 Str)

Languages: Common, Halfling, Gnome, Dwarven,

SQ Race: Halfling Jinx: Halflings with this racial trait gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This replaces halfling luck.

Fearless (+2 vs. fear)

Keen senses (+2 Perception),

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Small +4 on Stealth
SQ Class:

Gear: Backpack, Bedroll, 4 bells, winter blanket, flask of whiskey, flint and steel, quarterstaff/walking stick, 3 sacks, 7 torches, waterskin, 6 rations, flask of acid, wooden holy symbol, Monk’s Outfit,

14 gems worth 10 gp each
15 pp
7 gp,
6 sp,
13 cp

16k
Headband of alluring charisma +2 4,000 gp
Gauntlets of Str +2 4,000 gp
Healing Belt 1,000 gp
Quick runner’s shirt 1,000 gp
Bracers of incredible dexterity +2 4,000 gp
Boots, Daredevil Softpaws
Aura faint enchantment; CL 3rd; Slot feet; Price 1,400 gp

Sublime:
Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.

A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here.

CR: +2

Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.

Special Abilities: The sublime creature gains the following special abilities.

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Skills: +4 racial bonus to Diplomacy.

2nd Character:

Vital Stats/] HP: 10/18, AC: 17/T: 17/FF: 13, Perception +9, Initiative: +3, F: +5/ R: +7/ W: +6(+8 vs. fear), CMB: +2, CMD: 17, Speed: 20

Other Skills]Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Stats based on a 20 pt. buyout.

Baris Tennal BlackFist
Male Halfing Monk 2
LN small Humanoid (Halfling)
Init +3; Perception +8
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Defense
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AC 17, touch 17, flat-footed 13 (+1 size, +2 Wis, +3 Dex, +1 Dodge)
hp 18 (1d8+1);
Fort +5, Ref +7, Will +6 (+8 vs. fear)
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Offense
--------------------
Speed 20 ft.
Nunchaku +4 (1d4+2)
Kama +4 (1d4+2)
Hand +4 (1d4+2)
Ranged Sling +5 (1d3+2/x2) 50 ft.
Special Attacks: Flurry of Blows (+3/+3 as full attack),
--------------------
Statistics
--------------------
Str 14,
Dex 16,
Con 12,
Int 12,
Wis 14,
Cha 9
Base Atk +1; CMB +2; CMD 17
Feats: Unarmed Strike, Combat Reflexes, Dodge, Stunning Fist (Fort DC 13), Scorpion Style (Fort DC 13)
Special abilities: Evasion

(A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Not on Constructs, oozes, plants, or undead. 2/day)

Scorpion Style: standard action. normal damage, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier (2); unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Traits: Unlucky Bastard (if you will allow it, once a day if something bad could happen, it gets transferred to someone else nearby),
Dirty Fighter (+1 on damage when flanking)
Subject of Study: +1 damage against undead.

Skills:
Acrobatics +10, (2 rank, +3 CS, +2 racial, +3 Dex)
Climb +8, (1 rank, +3 CS, +2 racial, +2 Str)
Escape Artist +7, (1 rank, +3 CS, +3 Dex)
K(History) +6, (1 rank, +3 CS, +2 Int)
K(Religion) +6, (1 rank, +3 CS, +2 Int)
Perception +9, (2 rank, +3 CS, +2 racial, +2 Wis)
Perform +3, (1 rank, +3 CS, -1 Cha)
Sense Motive +6, (1 rank, +3 CS, +2 Wis)
Stealth +11, (1 rank, +3 CS, +4 small, +3 Dex)
Swim +6, (1 rank, +3 CS, +2 Str)

Languages: Common, Halfling, Gnome
SQ Race: Halfling Luck (+1 on all saves), Fearless (+2 vs. fear), Keen senses (+2 Perception), Sure-Footed (+2 Acrobatics and Climb), Weapon Familiarity (halfling), Small +4 on Stealth
SQ Class:

Gear: Backpack, Bedroll, 4 bells, winter blanket, empty flask, flint and steel, quarterstaff/walking stick, 3 sacks, 7 torches, waterskin, 6 rations, flask of acid, wooden holy symbol, Monk’s Outfit, 7 gp, 6 sp, 13 cp

Still to do new loot!

Background Do Not Look or you will have much luck! Bad Luck!:

Baris was born as the son of a Devil Prince, who knows which one. He eventually attained enough power that his father sent him on a suicidal mission to the material plane.

While on the mission, this Deamon got the attentions of a powerful order of paladins and clerics, Order of the Rose/Chalice. They eventually were able to trick him into a binding circle. From there they cast shackles on him and later a magical boulder was placed upon him. Thus draining almost all of his strength. Though that is not what it did, merely puting the energy deep within and in those manacles on Baris even now.

A fool wizard some 500 years later breaks the seals and is eaten by the ravenous spirit, though he now only uses his favorite form: Halfling. (Think of Goku in Seiyokki/Anime)

Baris takes to the life of survival, eventually finding a group of rogues to call his new family. He has no memory of who he is and the group uses him as a patsy. With a fire set and Baris openly taking a barrel, the centaurs chase him and secure him, he sees his family scurry away with the treasure, Baris just cries.

One of the centuars is taking his trip of wanderlust and his charge is Baris, to instruct him to be better and to know a better way of living. Enter Baris' story with adventurers.

Deviation for this Campaign:
From that point to make it work with all, Baris is 'sold' to the professor. Baris is used as a protector, but more so to destroy undead. He seems to have horrible luck, but when an undead is attacking him, that luck is transferred. Now in a group the luck may just shift some. But on his own, the undead soon has broken bones or is impaled on something.