Lord Vardak

Captain Brother Rabbit's page

79 posts. Organized Play character for Knight of Rust.


Full Name

Captain Brother Rabbit

Race

| HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision)

Classes/Levels

| Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

Gender

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3

Alignment

Lawful

Languages

Common, Elven, Draconic

Strength 12
Dexterity 26
Constitution 10
Intelligence 12
Wisdom 23
Charisma 7

About Captain Brother Rabbit

Captain Brother Rabbit
Male Flowing Qinnong Monk 13/Fighter (Brawler) 3
LN Medium humanoid (Human, Elf)
Init +10; Senses Perception +30 (Low-Light Vision)
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Defense
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AC 45, touch 36, flat-footed 37 (+4 Armor, +8 Dex, +5 Natural, +5 Deflection, +13 Misc.)
hp 92
Fort +20, Ref +23, Will +22; +4 vs Enchantments, +1 vs. fear, Improved Evasion
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Offense
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Speed 30 ft.
Melee (Always fighting defensively)
Flurry of Blows +23/+23/+18/+18/+13 (2d8+11+1d6 Acid/x2)
Flurry of Trips (Reposition) w/Kama +39/+39/+34/+34/+29 (+38/+38/+33/+33/+28)
Unarmed Strike +21/+16/+11 (2d8+11+1d6 Acid/x2)
+3 Dueling Leveraging Kama +20/+15/+10 (1d6+4+1d6 Acid/x2)

Ranged
Javelin +19 (1d6+1)

Special Attacks (DC: 23)Ki Pool 14/12 per day (+2 stored in ring), Stunning Fist 14/14 per day (Fort save), Redirection (Trip+Reposition) 13/13 per day (Reflex Save, +2 to DC against Power Attack/Charging) Unbalancing Counter (Reflex save)

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Statistics
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Str 12, Dex 26, Con 10, Int 12, Wis 24, Cha 7
Base Atk +12; CMB +24 (+17 Trip, +16 Reposition, +4 Bull Rush/Drag, +3 Dirty Trick); CMD 49 (+11 vs Reposition, +10 vs Trip, +4 vs Bull Rush/Drag, +3 vs Dirty Trick)
Feats Skill Focus (Acrobatics), Improved Unarmed Strike, Improved Trip, Combat Reflexes, Dirty Fighting, Dodge, Weapon Finesse, Crane Style, Greater Trip, Crane Wing, Improved Reposition, Greater Reposition, Vicious Stomp, Stunning Fist, Acrobatic Steps, Crane Riposte
Traits Elven Reflexes, Resilient; Racial Traits Elven Immunities, Adaptability, Keen Senses, Low-Light Vision, Elf-Blood, Multitalented (Monk/Fighter)
Skills Acrobatics +33 (+46 when jumping), Climb +7, Escape Artist +16, Fly +8, Knowledge (History) +7, Knowledge (Religion) +9, Perception +30, Perform (Shenanigans) +4, Profession (Sailor) +13, Sense Motive +17, Stealth +21, Survival +10, Swim +8; Other Modifiers Monk level to jumping
Languages Common, Elven, Draconic
Combat Gear +3 Dueling Leveraging Cold Iron Kama, Cloak of Resistance +5, Belt of Many Forms (Currently +6 Dex/Belt of the Weasel), Headband of Inspired Wisdom +6, Ring of Protection +5, Amulet of Agile Ghost Touch Fists, Monk’s Robes, Deliquescent Gloves, Ring of Adept Maneuvers, The Voracious (Ship), Cracked Pale Green Prism Ioun Stone, Wayfinder, Pearl of Power type 1, Ocher Rhomboid Ioun Stone (Wayfinder), Sihedron Brand (endurance), 5x10 Flying Carpet, Eyes of the Eagle

Consumables Tanglefoot Bag x1, Antiplague x1, Antitoxin x1, Elixir of Hiding x2, Elixir of Tumbling x1, Elixir of Vision x1, Drow Poison x1, Potion of Mage Armor x3, Scroll of Darkvision x2, Oil of Align Weapon x2, Oil of Daylight x2, Potion of Fly x3, Potion of Heroism x1, Wand of Cure Light Wounds (19 charges), Wand of Mage Armor (39 charges), 8,518 gp
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Special Abilities
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Flurry of Blows Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
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.
AC Bonus 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.
Improved Evasion At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Redirection At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
Unbalancing Counter At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
Flowing Dodge At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
Bravery Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Close Control At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Close Combatant At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).
Ki Pool 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.
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, 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
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.

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.

Ki Powers (CL 12) Captain Brother Rabbit knows the following powers.

Barkskin (Self Only, 1 Ki Point): Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

True Strike (Self Only, 1 Ki Point): You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Restoration (Self Only, 2 Ki Points): This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

Elusive Target (2 Ki Points): At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
High Jump At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Maneuver Training 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.
Abundant Step At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Body At 11th level, a monk gains immunity to poisons of all kinds.

Notable Items:
Ring of Adept Maneuvers This variant ring of ki mastery is made of a lock of hair held together by small bands to form a ring.

The ring allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, but gains the following benefits when ki points are stored in the ring.

As long as at least 1 ki point is stored in the ring, the wearer gains a +2 bonus on combat maneuver checks to bull rush, disarm, or trip opponents.

If at least 2 ki points are stored in the ring, the wearer takes only a –1 penalty on attack rolls when making a flurry of blows instead of a –2 penalty.
Belt of Many Forms (Chronicle item) This flexible belt provides a +6 enhancement bonus to your choice of Strength, Dexterity, or Constitution. You may change the bonus granted to another ability score once per day as a standard action, treating it as a temporary bonus for the first 24 hours afterwards. The belt also grants additional benefits depending upon the ability score selected, granting all of the benefits of one of the following items: Belt of the Weasel (Dex), Elemental Earth Belt (Con), or Minotaur Belt (Str)
Belt of the Weasel This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face.

It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability.
Deliquescent Gloves These heavy leather gloves ripple and flows at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb.

The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.

The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strike or natural attack without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.
Dueling enchantment (PSFG) A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Leveraging enchantment The wielder of a leveraging weapon gains a bonus equal to the weapon’s enhancement bonus to her Combat Maneuver Defense against bull rush, drag, reposition, and trip combat maneuvers. The leveraging weapon’s enhancement bonus is doubled when applied to combat maneuver checks to attempt bull rush, drag, reposition, and trip combat maneuvers.
The Voracious (Chronicle Item) If you become captain of the Voracious, you can use it whenever you require passage at sea. Additionally, you gain a +2 circumstance bonus on Profession (Sailor) checks, and Profession (Sailor) becomes a class skill for you.
You can use Profession (Sailor) to make Day Job rolls. You can extract several rubies from the vessel’s engine to use if you run into trouble when traveling on a faraway plane. You can check a box that precedes this boon to use one of these rubies to Plane Shift to the Material Plane, a process that takes 1 minute, with a caster level equal to your character level.
Ocher Rhomboid Ioun Stone (Chronicle Item) You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat. This ioun stone is cursed, and can’t be removed by its owner or anyone else without a remove curse or similar spell. Selected bonus feat: Greater Reposition
Sihedron Brand (endurance) {Chronicle Item)+2 profane bonus on Fort saves. 1/day gain 20 temp hp's for 3 minutes. +4 circumstance bonus on bluff/diplomacy checks vs worshipers of Lissala


Notable Feats:
Dirty Fighting Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Crane Style tree
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.
Crane Wing When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
Crane Riposte You take only a –1 penalty on attack rolls for fighting defensively.

Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.

In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
Vicious Stomp Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Acrobatic Steps (Monk) Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).