Umagro

Dalton Thorpe's page

100 posts. Alias of DM Mooshybooshy, "the Foolish".


Classes/Levels

Human Monk (Weapon Student) 5 || Appearance: Bug-bitten, wearing an elven cloak and boots

Quick stats:
Init +6; Perception +11 AC 17, touch 17, flat-footed 15, HP 36/45 Fort +6, Ref +6, Will +7 (+2 vs enchantments)

About Dalton Thorpe

Dalton Thorpe
Male Human Monk (Weapon Master) 5
N Medium Humanoid (Human)
Init +6; Senses Perception +11
Favored Class: Monk (5 Hit Points)
Racial Abilities: Skilled, Bonus Feat (Toughness)
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Defense
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AC 17, touch 17, flat-footed 15 (+0 armor, +2 Dex, +1 Monk, +3 Wis, +1 Dodge)
HP 45 (8+(4x4)+5+(2x4)+3+5)
Fort +6, Ref +6, Will +7 (+2 vs enchantments)

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Offense
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Base Attack Bonus +3

Speed: 40 ft.

Melee: Temple Sword: +8/+7 1d8+/ Normal/Power attack
Flurry of Blows (temple sword 19-20 x2crit, +2 on crit confirm rolls): (2x)+9/+8 1d8+5/7 Normal/Power Attack, +1 for AOOs
Flurry of Blows (Unarmed Strike): (2x) +7/+6 1d8+4/6 Normal/Power Attack
Flurry of Blows (shuriken, range 10): (2x)+7 1d2+4

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Statistics
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Str 16(+2), Dex 14, Con 14, Int 11, Wis 16, Cha 7

Base Atk +3; CMB +10; CMD 19

Feats: Toughness (Human bonus), Perfect Strike (Weapon Adept 1), Improved Initiative (level 1), Improved Unarmed Strike (monk 1), Weapon Focus (Temple Sword) (Weapon Adept 2), Dodge (level 1 bonus feat), Combat Reflexes (level 2 bonus feat), Power Attack (level 3), Quick Draw (level 5)

Traits:
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons. (This represents my training from a young age at the monastery in Manaket.)
Martial Manuscript: You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon. (This ties in with my backstory).

Skills: 5/level, 25 points total
Acrobatics (Dex) +10 (+level when jumping)
Climb (Str) +8
Escape Artist (Dex) +8
Intimidate (Cha) +3
Perception (Wis) +11
Perform (Cha) +3
Sense Motive (Wis) +9
Stealth (Dex) +10

Languages: Common

Class Abilities

Ki Pool (5 points):
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 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.

Adventuring Gear: 4 Cure Light Wounds potions 200gp
1 Potion of Shield 50gp
1 Potion of Invisibility 100gp
+1 Temple Sword: 2030gp
60 cold iron shurikens: 24gp
1 Masterwork Sai 301gp
Monk's Kit 8gp (This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
-One potion of cure moderate wounds (looted from Markham)
-One potion of barkskin (+2) (looted from Markham)
One Cloak of Elvenkind (looted from Markham)
One pair of Boots of Elvenkind (looted from Markham)
One Belt of Giant Strength +2, purchased in Magnimar

GP = 205gp

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Special Abilities & Feats
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Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Slow Fall -At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

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.

Purity of Body - At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.