Kjaerulff

Brother Max's page

174 posts. Organized Play character for PJP.


Full Name

Brother "Mad Max" Max Brader

Race

Human

Classes/Levels

Sensei of the Four Winds Monk 2 | HP:18/18 | AC: 16 (16 Tch, 14 Fl) | CMD: 18 | F: +4, R: +4, W: +7 | Init: +1 | Perc: +9, SM: +9 | Active conditions: None

Strength 14
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 19
Charisma 7

About Brother Max

Empyreal Sorcerer 0 / Sensei of the Four Winds Monk 2 | HP: 18/18 | AC: 16 (16 Tch, 14 Fl) | CMD: 18 | F: +4, R: +4, W: +7 | Init: +1 | Perc: +9, SM: +9 | Active conditions: None

#150786-18
XP 3 / PP 4 / FP 6

Brother "Mad Max" Brader
LN Male Empyreal Sorcerer 0 / Sensei of the Four Winds Monk 2
Faction Silver Crusade
Religion Irori
Languages Common, Draconic, Tien
Initiative +1

DEFENSE
AC 16 (+1 Dex +4 Wis +1 Dodge), touch 16, flat-footed 14
CMD 18
HP 18 (8 +1 Con /5+1 + 3 Toughness)

Fort +4 (+3 monk +1 Con)
Ref +4 (+3 monk +1 Dex)
Will +7 (+3 monk +4 Wis)

Defensive Abilities

OFFENSE
Speed 30 ft
Base Attack +1; Melee Touch +3; Ranged Touch +2
CMB +5 (+1 BAB +4 Wis)

Melee
Unarmed strike Attack: +6 (+1 BAB +4 Wis +1 WF)
Damage: 1d6+3 (+2 Str +1 Trait)
Elemental Fist: +1d6 damage 1 of 1 per day remaining

Ranged
Shuriken +5 Dmg 1d2+2 P x2 10 ft (+1 BAB +4 Wis; +2 Str)
Rope dart 1 gp 1d3 1d4 ×2 20 ft. — P Blocking, distracting, monk

Spells per day
Not yet

Other Actions
Inspire courage 6 of 6 rounds per day remaining

STATISTICS
Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 19 (+4), Cha 7 (-2)

SKILLS 12 ranks (4 +1 Int +1 Human / 4+1+1)
Acrobatics* +8 (1 rank +4 Wis +3 class)
Appraise +1 (+1 Int)
Bluff -2 (-2 Chr)
Climb* +6 (1 rank +2 Str +3 class)
Diplomacy* +2 (1 rank -2 Chr +3 class)
Disguise -2 (-2 Chr)
Escape Artist* +5 (1 rank +1 Dex +3 class)
Fly +1 (+1 Dex)
Heal +4 (+4 Wis)
Intimidate* -2 (-2 Chr)
Knowledge*, history (+1 Int)
Knowledge*, religion (+1 Int)
Linguistics* +5 (1 rank +1 Int +3 class)
Perception* +9 (2 rank +4 Wis +3 class)
Perform* (-2 Chr)
Profession*(Motivation Speaker) +8 (1 rank +4 Wis +3 class)
Ride* +1 (+1 Dex)
Sense Motive* +9 (2 rank +4 Wis +3 class)
Stealth* +5 (1 rank +1 Dex +3 class)
Survival +4 (+4 Wis)
Swim* +6 (1 rank +2 Str +3 class)

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Sensai gains Diplomacy, Linguistics, and all Knowledge skills.
The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

COINS
PP 0
GP 1511
SP 0
CP 0

EQUIPMENT
2x cold iron (brass) knuckles
Wand of Cure Light Wounds (50 charges)
Wand of Mage Armor (50 charges)
10 shurikens

Free purchase up to 150 gp 1 PP
Free purchase up to 750 gp 2 PP

FEATS
Unarmed Strike (Free, Monk Level 1)
Elemental Fist (Four Winds Level 1)
Dodge (Monk Bonus 1)
Toughness (Human Bonus 1)
Weapon Focus: Unarmed attack (Level 1)

TRAITS
Quain Martial Artist (Region: Quain) +1 bonus on damage when using unarmed strikes.

Wisdom in the Flesh (Religion) (Irori) - Acrobatics. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill becomes a class skill.

SPECIAL ABILITIES
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. 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.

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.

Monk of the Four Winds
The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Sensei (Archetype)
The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Skills: A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex): A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex): At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.

Not yet:

Wildblooded (Empyreal) Associated Bloodline: Celestial.
Your heavenly power derives from insight rather than force of personality.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Bloodline Powers: Your quasi-divine nature gives you strange powers.

Celestial bloodline - Heavenly Fire ray (1d4+) damage or healing.

Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level – 4. This bloodline power replaces wings of heaven.

DESCRIPTION
Brother Max is tall man with long, unruly, white hair and a full beard and mustache to match. He wears very basic brown robes, tied with an old piece of rope, and wears the holy symbol of Irori around his neck.

BACKGROUND
Max Bader was born in the slums of Absalom, and captured and sold into slavery at a very young age. A crimelord in Quain, in Tien Xia, was trying to amass an army for his criminal activities and bought many young slaves from around the world, including young Max. He was trained in the arts of warfare in the style of the Quain martial artists, under various schools of martial arts. While they trained, they were also beaten and tortured by his overseers. This has left many of those that survived the training to be angry, and even a little insane. Max found comfort in an old holy symbol of Irori that he found, and wore hidden around his neck as a symbol to his survival. He became so intriqued by the symbol of the god that he snuck off many times to attend services at a local temple, the Dragon Temple, a mountainside retreat staffed and maintained by monks of Irori. When the crimelords found out, they beat him to within an inch of his life. His faith helped him to withstand the pain, and eventually he escaped and took shelter in the temple, which was also a famous school. The competition to study there is fierce, but he managed to show that through focused mind and sheer determination, that he was able to compete.

When Burning Cloud Devil tried to kill the legendary Celestial Dragon, Max felt motivated to move out into the world and save souls on behalf of the Celestial dragon. In his torn mind, he has merged the images of Irori and the dragon into one, and he believes himself to be the primary disciple out to rid the world of evil in it's name. Unfortunately for Max, the divine beings have not actually even taken notice of him. The poor man is delusional and bordering on insane.

BOONS

HISTORY
50 gp remaining from initial purchases
1.1 #7-01 Between the Lines (+1XP/+2PP/+2FP/+507GP)
Bought 2 cold-iron (brass) knuckles.
Final GP: 553
1.2 The Confirmation (+1XP/+2PP/+2FP/+430GP) Start: 553 End: 983
Acquired wand CLW for 2 prestige
1.3 Woundeed Wisp (+1XP/+2PP/+2FP/+430GP) Start: 983 End: 1513
Acquired wand Mage Armor for 2 prestige
Sold back potions +100 gp (retrain)
Level to 2: Retrained level 1
2.1 - Ready

Planning:

Empyreal Sorcerer 0 /

1 feat for additional traits
Magical Knack (magical) - +2 caster level to one spellcasting class up to your HD.
OR
Magical Lineage (magical) - Pick one spell. Drop the metamagic cost by 1. This trait has a ton of uses. One of the best is Magus and Shocking Grasp. Take this trait for shocking grasp and then take Intensive Spell. Now your shocking grasp taps out at 10d6 instead of 5 and its still a 1st level spell. Also if you want a higher level spell you can always take the Additional Traits feat later on to get a free metamagic level on your favorite spell. This trait is better then alot of actual feats.
AND
Unhappy Childhood (Campaign) +1 bonus on Reflex saves, or a +2 bonus on Concentration checks.

----
Panther Style* Wis 13, Combat Reflexes, Improved Unarmed Strike Retaliate against opponents that take attacks of opportunity against you
Panther Claw* Wis 15, Panther Style Retaliate as a free action instead of as a swift action
Panther Parry* Panther Claw Retaliatory attacks are resolved before the attack

Snapping Turtle Style* Improved Unarmed Strike, base attack bonus +1 or monk level 1st Gain +1 shield bonus to AC when at least one hand is free
Snapping Turtle Clutch* Improved Grapple, Snapping Turtle Style, base attack bonus +3 or monk level 3rd Your shield bonus applies to your CMD and touch AC
Snapping Turtle Shell* Snapping Turtle Clutch, base attack bonus +5 or monk level 5th AC bonus increases by 2, and opponents receive –4 on critical confirmations

Other feats: Spell Focus, Combat Casting, Dodge