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About Brad DrunkBack Story:
Brad came to Cassimor three years ago and told the nearest barkeep that he would like to crawl up into a bottle and never come out. Brad paid the man with a substantial amount of money and was told that he would never have to worry about anything ever again. The days went by and as he started drinking he has found himself being able to achieve a more spontaneous fighting style. There were fights that he wasn't the cause of but somehow got involved in over the years but no one died and the worst injury was a mild concussion. Save for the broken chairs, tables and bottles. But he lead a quite life and became known as the Town Drunk. Never giving his full name people started calling him Brad Drunk and sometimes they wouldn't pronounce the "r" correctly. Not that he cared, he knows he did something but he can't remember what and that is fine with him. Every once in a while people would come asking for a "Brad Hemmingsworth" and they came with a bounty sheet but people would turn the other way and say that they haven't seen him. They might not like Brad but he had always kept to himself and they didn't want someone else to come in and be a bad influence being drunk. However since the "incident" he got involved in by being in the wrong place at the wrong time. All he was doing that day was taking a stroll by his favorite part of town, drinking of course, and he came across some fire. Now being the drunk that he is he forgot that Ale was flammable so he poured his drink on the fire hoping to put it out. Well that caused more problems than it solved and the gist of it was that half of the city was burned down. He didn't realize at the time but it wasn't all his fault however the people don't believe him and are now driving him out of town. The barkeep has to side with the people or else he will lose his business but before Brad left the inn the barkeep stocked him up with Ale for as long as much Ale as he could store. Brad is now having to worry about becoming sober. something he desperately doesn't want to happen for reasons he has forgotten.
Racial Abilities:
Human Racial Traits +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common.
Ability Scores:
25 point buy Str: 14 Dex: 14 Con: 16 -> 18 Racial Int: 8 Wis: 15 -> 16 @ level 4 Cha: 10 Traits, Feats, Class Abilities:
-----Traits----- Crowd Dodger: Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square. Martial Manuscript: Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon. Fortified Drinker: Benefit: Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour. -----Feats-----
-----Class Abilities------
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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. Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. This ability replaces flurry of blows. Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 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. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. 1d8 Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. This ability replaces a monk’s standard bonus feats. Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The 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. 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, he 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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. 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. +10 ft. 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. Drunken Ki (Su) At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind. 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.
By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Barkskin replaces Slow Fall, As the spell. Equipment:
Name | Weight Ring of Protection (+1) | - Handy Haversack | 5 lbs. Bag of Holding (type 1) | 15 lbs. Monk's Outfit | 2 lbs. Muleback Cords| 1/4 lbs. Masterwork Backpack | 4 lbs. Belt Pouch (4) | 4 lbs. Inside of both the Handy Haversack and the Bag of Holding: A combined total of 120 pints of Ale being held in 120 vials. I am counting a Vial as one cubic foot. A tankard of ale is 1 pint, a vial holds 1 pint. However if you rule that the pint must be drunk out of a mug/tankard then... 2938 G 8 S Combined in the Masterwork Backpack and Belt Pouches. 59 lbs. of coins for either option. 2937 G 6 S Combined in the Masterwork Backpack and Belt Pouches. Total Weight: 89.25 lbs. Carrying Capacity: Light: 200 lbs. or less, Medium: 201–400 lbs., Heavy: 401–600 lbs., Over Head: 401–600 lbs. Lift Off Ground: 1200 lbs., Push/Drag: 3000 lbs. Worth the overkill on carry capacity.
Skills:
Acrobatics +9, Knowledge (History) +4, Knowledge (Religion) +4, Perception +10, Sense Motive +10 Combat:
-----Offense----- Movement: 40ft. All Attacks To hit:+5, when using Crane Style +4 Unarmed Damage: 1d8+2 -----Defense----- HP:43 AC: 17 FF: 15 Touch: 17 Saves: Fort:+8, Ref: +6, Will: +7 Trackable Info:
-----Miscellaneous----- Ale: 120/120 Favored Class Bonus: HP: 4, SP: 0, Human Alternate: 0 Ki Points: 5 (+1 temporary after drinking) -----Coins----- P: 0 G: 2937 S: 6 C: 0 |