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About Dalton BodhiPFS #64554-10
Defense:
---------------------------------- Defense ---------------------------------- AC 21, touch 20, flat-footed 18 (+2 Dex, +1 deflection, +1 monk, +3 WIS, +2 style, +1 insight, +1 natural) HP 51 (6d8+18) Fort +7, Ref +7, Will +8 Defensive Abilities: +2 vs. enchantment spells and abilities Immune: None Offense:
---------------------------------- Offense ---------------------------------- Speed: 40 ft. Melee: unarmed strike +8 (1d8+4/x2) or masterwork adamantine temple sword +9 (1d8+4/19-20/x2) Ranged: masterwork heavy crossbow +7 (1d10/19-20/x2)
Statistics & Skills:
---------------------------------- Statistics ---------------------------------- Str 18, Dex 14, Con 14, Int 10, Wis 17, Cha 8 Base Attack +4; CMB +12 (+16 Grapple); CMD 29 (35 Grapple) Feats Improved Unarmed Strike, Stunning Fist, Improved Grapple, Snapping Turtle Style, Stunning Pin, Snapping Turtle Clutch, Snapping Turtle Shell, Greater Grapple, Jawbreaker ----------------------------------
Traits, Languages, SQ & Gear:
Traits Reactionary, Whistleblower Languages Common, Terran SQ: evasion, fast movement, graceful grappler, maneuver training, still mind, ki pool (6/day), counter-grapple, break free, purity of body, crystalline form, granite skin, treacherous earth, darkvision, native outsider, slow speed, Combat Gear: Other Gear belt of giant's strength +2, dusty rose ioun stone, ring of protection +1, wayfinder, mwk adamantine temple sword, monk's kit (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), mwk heavy crossbow, bolts (20), silk rope (50 ft)wand cure light wounds, wand mage armor, 7649 gp PP Purchases:
Scenario Purchases/Looted Items/Used Ammo:
Purchased items:
Special Abilities:
---------------------------------- Special Abilities ---------------------------------- Native Outsider: Oreads are outsiders with the native subtype. Slow Speed: Oreads have a base speed of 20 feet. Darkvision: Oreads can see in the dark up to 60 feet. Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity. Ferrous Growth: Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait. Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance. 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. 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. 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, 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. 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. 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 make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Bonus Feat: A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Choke Hold, 18th level—Neckbreaker. These feats replace a monk's normal bonus feats. Graceful Grappler (Ex): A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes (Pathfinder RPG Bestiary 301), and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack (Bestiary 298), inflicting his unarmed strike damage on any successful grapple check. This ability replaces flurry of blows. Counter-Grapple (Ex): At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach. This ability replaces slow fall. Break Free (Ex): At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save. This ability replaces high jump. Feats:
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Stunning Fist: 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. Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Dodge: 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. Stunning Pin: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent. Snapping Turtle Style: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC. Snapping Turtle Clutch: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty. Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Scenario Rewards & Boons:
Echoes of the Dead: Your chilling experiences in the House of Pentheru have hardened your resolve and strengthened your fortitude against the effects of haunts and the troubling visions they bring. When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds. [][][]Scalefriend: You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail's skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check off the last box, Nighttail's debt has been repaid: cross this boon off your Chronicle sheet.
Day at the Auction: During the auction of the Hunclay estate, you bid on and won an exceptionally rare item. When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet. [][][] Debt of Shadow: You freed the shae Maffei from her prison, and she accompanies you always just out of sight so long as she is indebted to you. This functions similarly to the "Scalefriend" boon above for the following skills/benefits: Disable Device +16
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