Sipho Munali

D. Kembe's page

314 posts. Organized Play character for Massee.


Full Name

D. Kembe

Race

Human (Vudran)

Classes/Levels

Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

Gender

Male

Size

Medium

Age

25

Alignment

LG

Languages

Common, Vudrani

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About D. Kembe

D. Kembe - PFS # 202046-7
XP 5 | PP 5 | Fame 10 | Gold 716.4
Faction: Silver Crusade
Male Human (Vudran) Unchained Monk 2
LG Medium Humanoid
Senses: Init +2, Perception +8, Sense Motive +8
Movement: Speed 30 ft

LANGUAGES: Common, Vudrani

DEFENSE:
AC 16(20): Touch 16, Flat-footed 13
Base Atk +2; CMB +4; CMD 20
HP 20 (2d10+4)
Fort +6, Ref +7, Will +4 (Includes +1 Cloak of Resistance)

OFFENSE:
[dice=Unarmed Strike]1d20+5;1d6+2[/dice]
[dice=Unarmed Strike, Power Attack]1d20+5-1;1d6+2+2[/dice]
[dice=Silver Cestus]1d20+4;1d4+2[/dice]
[dice=Silver Cestus, Power Attack]1d20+4-1;1d4+2+2[/dice]
[dice=Cold Iron Dagger]1d20+4;1d4+2[/dice]
[dice=Cold Iron Dagger, Power Attack]1d20+4-1;1d4+2+2[/dice]
[dice=Javelin]1d20+4;1d6+2[/dice] (30' range)(5)
Stunning Attack Fort Save DC14 2x/day

TRAITS:
(Boon from Mr Peppers)Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. (Faith)

Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. (Social)

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. (Combat)

FEATS:
Stunning Fist (Combat): You know just where to strike to temporarily stun a foe. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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.

Weapon Focus Unarmed(Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

(Bonus-1st): Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

(Bonus-2nd): Deflect Arrows (Combat): You can knock arrows and other projectiles off course, preventing them from hitting you. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

STATS:
Strength: 14
Dexterity: 14
Constitution: 14
Intellect: 10
Wisdom: 16
Charisma: 10

RANKED SKILLS: (+2 FCB)
(1)Acrobatics +6
(1)Climb +6
(2)Heal +9 (+1 from Trait) (additional +2 from Healer's Kit)
(1)Knowledge: History +4
(1)Knowledge: Religion +4
(2)Perception +8
(2)Sense Motive +8
(1)Survival +8 (Includes +1 Trait Bonus)(+2 vs getting lost from wayfinder)
(1)Swim +6

TEMPORARY GEAR

EQUIPMENT
Monk's Outfit
Backpack
Bedroll
Belt Pouch
Silvered Cestus
Cold Iron Dagger
Javelin x5
Healer's Kit
Flint and Steel
Silk Rope (50ft)
Pitons (4)
Grappling Hook
Hammer
Waterskin
Torches (5)
Rations (4)
Soap
Bandoleer x2
Cloak of Resistance +1
Wayfinder

CONSUMABLES
Cure Light Potion x1
Wand of Mage Armor (45)
Alchemist Fire x1
Alkali Flask x2
Holy Water x1
Wand of Cure Light Wounds (48)
Potion of prot Evil x2
Potion of touch of sea x2

Racials:

HUMAN RACIALS

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive 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. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Special Abilities:

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

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.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A 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.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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.

Purchases:

Wand of Mage Armor (2PP)
Wand of Cure Light (2PP)
Faction Goal Level 1 x2 (200g)
Cloak of Resist +1 (1,000g)

Chronicles:

Confirmation: 430g 2PP
Wounded Wisp: 430g 2PP
Consortium Compact: 430g 2PP
Murder on the Silken Caravan: 454g 2PP
3-21 Temple of Empyreal Enlightenment: 512g 2PP

Boons:

PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.

MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.

CELESTIAL BLESSING (7+ goals): Once per adventure, you can call upon your deity as a free action to grant yourself and all allies within 30 feet to whom you have line of effect DR/evil equal to half the number of goals you have completed (rounded down) for 2 rounds.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not filling an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not filling an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past break throughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (.5XP if you use the slow track advancement option).

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all your Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increased to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Map of the Silken Way through the Zho Mountains: When in the Zho Mountains or traveling the Silken Way, this map grants a +2 circumstance bonus on Survival and Track checks. Using the map in this way takes 1 minute. (Cost 100g)

Purchasable Loot:

Amulet of Natural Armor +1 (2,000g)
Bracers of Armor +1 (1,000g)
Cloak of resistance (1,000g)
Elixir of Swimming (250g)
Pearl of power (1st level; 1,000g)
Potion of barkskin (300g)
Ring of protection +1 (2,000g)
Scroll of gust of wind (150g)
Scroll of mage armor (CL6th; 150g)
Wand of burning hands (CL3rd, 4 charges; 180g)
Wand of cure light wounds (CL3rd, 8 charges; 360g)
Alexandrite gem (750g; glows as affected by continual flame heightened to a 3rd level spell, CL5th
Cloak of resistance (1,000g)
Potion of cure moderate wounds (300g)
Potion of barkskin (300g)
Scroll of shatter (150g)
Wand of cause fear (15 charges; 225g)
Cloak of Resistance +1 (1,000g)
Drow Poison (75g, limit 6)
Feather Token (whip) (500g)
Oil of Arcane Lock (325g)
Potion of Cure Moderate Wounds (300g)
Potion of Invisibility (300g)
Wand of Cure Moderate Wounds (5 charges; 450g, limit 1)
Wand of Grease (11 charges; 165g, limit 1)
Scroll of lesser restoration (150g)
Manual of calm reflection (4,000g)

IROBOT:

Season 8 Faction Journal Card:

Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

(0/2)Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

(0/2)Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

(2/2)Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

(1/1)Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

(1/1)Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

(0/1)Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

(1/1)In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.

(0/3|0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Stuff:

Manual of calm reflection (4,000g; Pathfinder Player Companion: Faiths of Balance, after spending 1 hour reading this book, the reader gains a +1 bonus on saves against mind-affecting spells for the duration of that day. If Irori is your patron, the bonus increases to +2)