Arcadian Tribesman

Carroc of the Wild Temple's page

25 posts. Alias of EldonG.


Full Name

Carroc of the Wild Temple

Race

Witchwolf Skinwalker - Wildman

Classes/Levels

Slayer/Monk 3

Gender

Male

Size

M (5'8", 160#)

Age

17

Alignment

LN

Languages

Maoren,

Occupation

Killer

Strength 20
Dexterity 16
Constitution 16
Intelligence 13
Wisdom 18
Charisma 6

About Carroc of the Wild Temple

Note: Wisdom is 20 when in bestial form.

Initiative +7; Perception +12 (+13), Darkvision 60'; Wild Empathy +1

AC 21 (23), Touch 21 (22), Flat-Footed 18 (20)
HP 39, HD 3d10+9; Move 40'
Saves Fort +6 (8), Ref +6 (8), Will +7 (10)

BAB +3, Melee +8, Ranged +6

Attack +8 melee unarmed 1d6+5 or claws 1d4+5 (+1d6 SA and Slowing Strike) (and +3 melee bite 1d6+2) or
+6/+6 melee unarmed 1d6+5 or claws 1d4+5 (+1d6 SA and Slowing Strike) (and +1 melee bite 1d6+2) or
+7 ranged mwk 20 Str comp longbow 1d8+5 (+1d6 SA and Slowing Strike)

Special Attacks: Crushing Blow, Studied Target, Stunning Fist (3/day), Slowing Strike

Feats: Combat Expertise, Combat Reflexes, Crushing Blow, Improved Grapple

Traits: Devotee of the Green, Threatening Defender

Skills: Acrobatics +9, Atheletics +11, Escape Artist +9, Heal +10 (+11), Knowledge (geography) +2, Knowledge (nature) +8, Perception +12 (+13), Stealth + 9, Survival +10 (+11) (tracking +11 (+12))

Possessions: mwk Str 20 comp longbow, 20 arrows, 5 potions Mage Armor, 5 potions Cure Light Wounds, 2 potions Bull's Strength, 1 potion Owl's Wisdom, 3x daggers, backpack, water skin

Witchwolf/Wildman:

Scent, Improved Initiative

Ability Modifiers +2 Con, –2 Int (+2 Wis while shapechanged)

Alternate Skill Modifiers Perception, wild empathy (racial +2 to Perception)

Alternate Spell-Like Ability magic fang 1/day

Bestial Features

Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

AC Bonus (Ex)

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.
Flurry of Blows (Ex)

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.

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.
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.
Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Studied Target (Ex): A slayer can study an opponent he
can see as a move action. The slayer then gains a +1 bonus
on Bluff, Knowledge, Perception, Sense Motive, and Survival
checks attempted against that opponent, and a +1 bonus on
weapon attack and damage rolls against it. The DCs of slayer
class abilities against that opponent increase by 1. A slayer
can only maintain these bonuses against one opponent
at a time; these bonuses remain in effect until either the
opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can
study that target as an immediate action, allowing him
to apply his studied target bonuses against that target
(including to the normal weapon damage roll).

Track (Ex): A slayer adds 1/2 his level (minimum 1) to
Survival skill checks made to follow tracks.

Slayer Talents:
Slowing Strike* (Ex): An opponent damaged by the
slayer’s sneak attack has its speed halved for 1d4 rounds.
A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence
modif ier). Against creatures with multiple types of
movement, the slayer must choose which movement type
to affect. If the slayer affects a creature’s f light movement,
its maneuverability is reduced by one step; if it’s airborne at
the time, it falls unless it succeeds at a DC 10 Fly check. If
the slayer targets a creature already affected by this ability,
its speed and maneuverability are not further reduced; the
slayer may either extend the duration of that effect by 1d4
rounds or choose another movement type to affect (keeping
track of the duration of each affected movement separately)