Pahmet Monk

Djzero's page

10 posts. Alias of Clebsch73.


About Djzero

Male Dwarf Monk (Terra-Cotta) 4
LG Medium Humanoid (Dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 vs hidden doors in stonework, +10 vs. traps, +14 vs traps in stone wall or floor.

Details:
+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. He receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking (Racial Trait: Stonecunning)
+2 bonus on Perception checks to notice traps. This bonus increases to +4 if the trap is located in a stone wall or floor (Archetype feature: Terra-Cotta Monk)

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DEFENSE
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AC 19, touch 18, flat-footed 16 (+1 Armor, +2 dex, +3 Wis, +1 monk, +1 dodge, +1 Deflection)
hp 35
Fort +7, Ref +6, Will +7
+2 bonus on saving throws against enchantment spells and effects (Monk: Still Mind)
+1 trait bonus on saving throws against the supernatural abilities of undead creatures (Deathkeeper Trait)
+2 trait bonus on saving throws against charm and compulsion effects (Focused Disciple Trait)
+2 trait bonus on saving throws against death effects (Resurrected Trait)
Defensive Abilities Death's End (+2 bonus to AC against undead and a +2 racial bonus on saving throws against spells and spell-like abilities cast by undead) (Racial Trait)
SR 9
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OFFENSE
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Speed 30 ft.

Melee Unarmed strike +5 (1d8+2) or unarmed strike flurry of blows +4/+4 (1d8+2) or MWK Dwarven Sphinx Hammer +6 (1d10+2/x3) or Temple Sword +5 (1d8+2/19-20)

Ranged MWK Light Crossbow +6 (1d8, 19-20/x2)(range 80 ft.) or MWK Dwarven Sphinx Hammer +6 (1d10+2/x3)(Range 20 ft.)
Bolts: ordinary (10), silver (10), ghost blanch (10), cold iron (10)

Special Attacks flurry of blows, stunning fist (4/day, DC 15, fatigued), shadowhunter (50% weapon damage to incorporeal creatures when using nonmagical weapons, including natural and unarmed attacks, as if using magic weapons), ki strike, -4 hardness with unarmed strike attacks
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STATISTICS
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Str 14, Dex 14, Con 16, Int 12, Wis 17, Cha 6
Base Atk +3; CMB +6 (Grapple +8); CMD 22
+4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground
+2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you
Traits Deathkeeper, Focused Disciple, Resurrected
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (Dwarven Sphinx Hammer), Improved Grapple, Stunning Fist
Skills Acrobatics +8, Appraise +2, Climb +7, Craft (Stonemason) +7, Disable Device +8, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Nobility) +2, Knowledge (Religion) +5, Linguistics +2, Perception +8, Profession (Stonemason) +9, Stealth +7
Default Skills Bluff -2, Diplomacy -2, Disguise -2, Fly +2, Heal +3, Intimidate -2, Perform -2, Ride +2, Survival +3, Swim +2
+2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones
Languages Common, Dwarven, Ancient Osiriani
SQ fast movement, ki pool (5 points), maneuver training, still mind, slow fall
Gear Bracers of Armor +1, Ring of Protection +1, MWK Dwarven Sphinx Hammer, MWK light crossbow, 10 bolts, 10 cold iron bolts, 10 silver bolts, 10 ghost blanch treated bolts, temple sword, alchemists fire (2), Backpack, Block and tackle, bucket, caltrops, chalk, earlplugs, flint and steel, grappling bolt, iron spikes (4), tankard, pitons (4), sacks (4), twine, holywater, hot weather outfit, monk's outfit. (Total weight: 46 lb, Total cost: 3998.57,

Racial Traits:

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Racial Traits
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Race: Dwarf
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS
Magic Resistant Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

FEAT AND SKILL RACIAL TRAITS
Craftsman Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

OFFENSE RACIAL TRAITS
Death’s End: Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.
This replaces defensive training and hatred.
Shadowhunter (Source Blood of Shadows pg. 5) Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). This replaces weapon familiarity.

Traits, Feats:

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Traits
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Characters of the Pahmet ethnicity may choose from the following race traits.
Deathkeeper (regional)
You have lived for a time deep inside the necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies has strengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.

Focused Disciple (Faith)
When weaker wills falter, you keep a clear mind.
Benefit: You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Resurrected (campaign)
At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

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Feats
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Combat Reflexes You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Dodge Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
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.

Stunning Fist You know just where to strike to temporarily stun a foe.
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.

Improved Grapple You are skilled at grappling opponents.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Special: A monk may select Improved Grapple as a bonus feat and whether or not he meets the prerequisites.

Exotic Weapon Proficiency (Dwarven Sphinx Hammer) (Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Monk Class Features:

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Monk Class Features
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Favored Class Option for Dwarven Monks: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0). Djzero has put four points into this option.

Weapon Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: 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 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.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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.

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.

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.

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.

Slow Fall (Ex)
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.

Terra-Cotta Monk Archetype:
Possessing a natural affinity for all things earthen, terra-cotta monks are experts at turning the stone around them against their enemies.

Class Skills
A terra-cotta monk adds Knowledge (dungeoneering), Knowledge (engineering), and Disable Device to his list of class skills and removes Knowledge (history), Perform, and Ride.

Trap Intuition (Ex)
At 2nd level, whenever a terra-cotta monk comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. The GM should make this check in secret. A terra-cotta monk gains a +2 bonus on Perception checks to notice traps. This bonus increases to +4 if the trap is located in a stone wall or floor.
This ability replaces evasion.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 46 lb.

Money 1 GP 4 SP 3 CP

Background:
Djzero is 67 years old, a terra-cotta monk of the Pahmet race of dwarves. He is dedicated to the protection of the sacred burial sites, having served as a protector of necropolis areas for some 20 years. His parents were lower middle class workers specializing in the burial preparations of nobles. He has an older sister and two younger brothers. The whole family was orphaned when an undead monster ran amok in the shop where his parents were preparing to embalm a noble who had worked with necromancy before dying. He was adopted by an order of Pahmet monks and trained not only in the martial arts but also in mental and tactical disciplines for dealing with undead and various magical threats. He has been a devoted student and all was going well... until one night...

He was on an duty at the dedication of a new crypt. A mummy had been woken by a necromancer who had broken into the crypt and as the mummy threatened the bystanders, Djzero interposed himself, fighting the mummy and giving the people a chance to flee. He fought bravely, but was struck down. The clerics associated with the king wanted to reward his service and authorized his resurrection. After this, his outlook on life changed a bit. He won't talk about it but he remembers things he experienced while in between life and death. He senses he has a destiny to fulfill, although he is not sure what.

I'm open to a variety of stories about how he came to be connected to the adventure path. Perhaps he was already participating in the lottery or was there in an official capacity to be sure proper respect was accorded to the dead. He is not motivated by enrichment, only by his sense of duty to the deceased. But like other Pahmet dwarves, he is also concerned to serve the living and feels a duty to help the rulers of Osirion lead the people of the land in the proper paths. If he detects treachery among the leaders, he will be anxious to expose it and bring wrong doer's to justice.

Appearance and Personality:

Djzero is 4 feet tall, 164 lb., making him rather small for a dwarf. But he is both strong and quick and surprisingly hardy. Through hard work and concentration on sacred meditation rituals and through study of ancient texts, he maintains a healthy mind and body. He has chestnut hair with glints of gold. His beard is decorated with golden bands and woven with gold thread. His skin is the same bronze color as most other people of the desert.

His personality is on the quirky side. He spends most of his time in crypts and in meditation and fighting exercises with his fellow monks, so he doesn't have much in the way of social skills and doesn't see the need to acquire them for the few times he ventures out into public. He is not given to hedonism. Although he enjoys food and drink and song and dance, they are enjoyed in moderation and he doesn't seek out nights of revelry. He has a weird sense of humor, some would say gallows humor, but that is part of his perception of death as an essential and desirable end to a life well lived. One of his favorite sayings is, "That which makes my life good makes my death good also." He is apt to make blunt, honest statements without regard to for hurt feelings or injured pride. Another of his favorite sayings, "Only the truth is kind." He tells the truth and if people can't deal with it, that is their problem. He has been known to overpay for goods and services simply because he doesn't have the patience for haggling. He is open to romance, but does not expect any young female dwarf to be interested in a guy who spends most of his time in the tombs and catacombs. So he trusts to fate to provide what he needs and focuses on living fully in the moment.

Build Details:

Str: 14 (5 points)
Dex: 14 (5 points)
Con: 16 = 14 (5 points) + 2 (Dwarf)
Int: 12 (2 points)
Wis: 17 = 14 (5 points) + 2 (Dwarf) + 1 (Ability increase at 4th level)
Cha: 6 = 8 (-2 points) - 2 (Dwarf)

Skills
Skill points: 4 x 4 (class) + 1 x 4 (Int Bonus)= 20 ranks, max 4
Acrobatics: 3 (ranks) + 2 (ability) + 3 (class) = 8
Appraise: 1 (rank) + 1 (ability) = 2
Climb: 2 (ranks) + 2 (ability) + 3 (class) = 7
Craft (stonemason): 1 (rank) + 1 (ability) + 3 (Class) + 2 (racial trait)
Disable Device: 3 (ranks) + 2 (ability) + 3 (class) = 8
Knowledge (Dungeioneering): 1 (rank) + 1 (ability) + 3 (class) = 5
Knowledge (Engineering): 1 (rank) + 1 (ability) + 3 (class) = 5
Knowledge (Nobility): 1 (rank) + 1 (ability) = 2
Knowledge (Religion): 1 (rank) + 1 (ability) + 3 (class) = 5
Linguistics: 1 (rank) + 1 (ability) = 2
Perception: 2 (ranks) + 3 (ability) + 3 (class) = 8
Profession (Stonemason): 1 (rank) + 3 (ability) + 3 (class) + 2 (racial trait) = 9
Stealth: 2 (ranks) + 2 (ability) + 3 (class)= 7

Favored Class: Dwarf, 4 points toward “Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).”

Hit Points:
8 (1st level) + 5 x 3 (PFS standard) + 3 x 4 (constitution) = 35

Equipment
Item --------------------Cost___Weight
Bracer of Armor +1-------1000_____1
Ring of Protection +1----2000_____0
MWK Dwarven Sphinx Hammer 345_____8
MWK Light Crossbow--------335_____4
10 silver bolts ------------3_____1
10 cold iron bolts----------2_____1
10 bolts--------------------1_____1
Temple Sword---------------30_____3
Alchemists Fire (2)--------40_____2
Ghost Blanch to 10 bolts--201_____1
Backpack--------------------2_____2
Block and Tackle------------5_____5
Bucket----------------------0.5___2
Caltrops--------------------1_____2
Chalk-----------------------0.01__0
Earplugs--------------------0.03__0
Flint and Steel-------------1_____0
Grappling Bolt--------------1_____0.5
4 iron spikes---------------0.2___4
Tankard---------------------0.02__1
4 Pitons--------------------0.4___2
4 sacks---------------------0.4___2
Twine-----------------------0.01__0.5
Holy water-----------------25_____1
Monk's Outfit---------------5_____2

Wish List:
Upgrade to bracers of armor to +2
Upgrade to ring of Protection to +2 (or anything else that boosts AC without wearing armor)
Headband of Inspired Wisdom +2 (or anything else that boosts wisdom)
Belt of Giant Strength +2 (or anything else that boosts strength)
Belt of Incredible Dexterity +2 (or anything else that boosts dexterity)
Enhancement Bonus to Dwarven Sphinx Hammer (eventually want to make it a ghost touch weapon)
An adamantine weapon
Heward's Handy Havesack
Masterwork Thieve's tools
Ring of Maniacal Devices
Boots of Elvenkind

About the Player:
I have been role playing since the first edition of Dungeons & Dragons in the early 70s. In fact, I was introduced to the game by non other than Jeff Grubb, who eventually went on to work for Wizards of the Coast on a wide range of roleplaying games and a number of D&D based fiction books. I've played a wide variety of systems, but I've enjoyed playing Pathfinder since it was introduced and am also playing Starfinder characters.

I have been playing on Play-by-Post for 4 years. I am currently GM for 3 campaigns, 2 of them Pathfinder APs, plus a Doctor Who campaign. I've been a player in dozens of games and am currently running 2 Starfinder characters in PBP.

My situation is stable and I don't expect anything to come up that might make me have to quit playing. I'm getting near retirement age, so if anything, my schedule will be opening up eventually. I don't have any children and rarely travel on long trips, so I'm generally able to post almost every day. I work as a university teacher so my schedule sometimes changes from day to night, but it is rare that I cannot post as a player.
You can look at my posts to see that I like to put plenty of RP into the game, not just dice rolls. I always proofread my posts.