Full Name |
Deacon Frost |
Race |
Male LN Human Monk(unchained) 1 | HP 16/16 | AC:16 (Touch:16, Flat:13) | CMB 3, CMD 18 | F+4(+2 vs Poison), R+4, W+3 | Init +4 | Perc +7 | SM +3 | Speed: 30 | Active conditions: None |
Age |
18 |
Alignment |
LN |
Languages |
common |
Strength |
14 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
10 |
About Deacon Frost
PFS# 213874-7
Faction: Grand Lodge
Experience 1
Fame: 2, Prestige Points: 0
Init: +4; Senses: Perc +7; SM +3
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DEFENSE
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AC: 16; touch: 16; flat-footed: 13
hp: 16
+1hp Favored Class
Fort: +4(+2 vs Poison/Drugs, +4 vs Alcohol), Ref: +4, Will: +3
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OFFENSE
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Feats: Base Atk +1, Weapon Focus(unarmed), Improved Unarmed
Speed 30 ft.
Space: 5 ft., Reach: 5 ft.
Melee: Unarmed(+4atk | 1d6+2/x2)
. . [dice=Attack]1d20 + 4[/dice] | [dice=Damage]1d6 + 2[/dice]
. . Stunning Fist(DC 10 + 1/2 your character level + your Wis modifier)
. . Dagger (+3atk | 10ft | 1d4+2/19-20x2)
. . [dice=Attack]1d20 + 3[/dice] | [dice=Damage]1d6 + 2[/dice]
Ranged:
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +1; CMB 3; CMD 18
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TRAITS
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Reactionary(combat): You gain a +2 trait bonus on initiative checks.
Iron Liver(equipment): You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
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FEATS
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Weapon Focus (Unarmed): You gain a +1 bonus on all attack rolls you make using the selected weapon.
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.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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LANGUAGES
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Common
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SPECIAL ABILITIES
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Unarmed Strike (Ex): 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 (Ex): 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.
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).
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SKILLS |4+Int+H| (bold denotes class skill)
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Acrobatics +6 (1 rank, +3 Class Skill, +2 Dex)
Appraise 0 (0 rank, 0 Int)
Bluff 0 (0 rank, 0 Cha)
Climb +6 (1 rank, +3 Class Skill, +2 Str)
Diplomacy 0 (0 rank, 0 Cha)
Disguise 0 (0 rank, 0 Cha)
Escape Artist +6 (1 rank, +3 Class Skill, +2 Dex)
Fly +2 (0 rank, +2 Dex)
Heal +3 (0 rank, +3 Wis)
Intimidate 0 (0 rank, 0 Cha)
Perception +7 (1 rank, +3 Class Skill, +3 Wis)
Ride +2 (0 rank, +2 Dex)
Sense Motive +3 (0 rank, +3 Wis)
Stealth +6 (1 rank, +3 Class Skill, +2 Dex)
Survival +3 (0 rank, +3 Wis)
Swim +2 (0 rank, +2 Str)
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COMBAT GEAR
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Dagger
Potion of Cure Light Wounds(2)
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GEAR
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Travelers Outfit
Belt Pouch
Backpack
Flint & Steel
Bedroll
Whetstone
Waterskin
Grappling Hook
Rope, Hemp(50ft)
Soap
Sewing Needle
String(50ft)
Mess Kit
Torch(2)
Rations(5)
Wand of Mage Armor(50)[+4 armor bonus to AC | Duration 1 hour/level]
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Temporary Gear
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Currency
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G: 431
S: 62
C: 97
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CHRONICLES
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Pathfinder Society Scenario #5–08: The Confirmation