Chung Po

Dolan Ustori's page

75 posts. Alias of wolfman1911.


Full Name

Dolan Ustori

Race

Male Suli Monk (Weapon Adept)/Oracle (Seer) 10

Classes/Levels

Stats::
HP 71/109 AC 24 FF 20 T 23 CMD 29

Size

5'1" 180lbs

Age

23

Alignment

Lawful Good

Deity

Iomedae

Location

Mendev

Languages

Common, Terran, Celestial, Auran

Occupation

Prophet

Strength 18
Dexterity 10
Constitution 16
Intelligence 8
Wisdom 16
Charisma 18

About Dolan Ustori

Background:
It is not common to find a Suli in a place like Druma, in fact, Dolan is the only Suli he's ever known. His odd parentage and even odder home country are due to his father, the Janni Aldwin. Aldwin took up a life as a wandering mercenary. He eventually settled in Druma, likely because the political system reminded him of his home in Katapesh. He settled in Macridi, and married into a local noble merchant family. Aldwin has always been seen among the residents of Macridi, to the point that he and his wife no longer live in town, instead moving out into the woods near the city.

Dolan has faced a similar lack of regard, though not nearly to the same degree as his father. He mostly fit in, though he could tell people were holding him at arms reach. It didn't help matters when, as a young teenager, he started seeing visions of disaster. It started when he was walking along a high bank near a creek. Out of nowhere, he was brought to his knees by a vision of a two children he recognized from Macridi playing near the water before one fell in and was swept away to his death. When Dolan returned to his senses, he looked up and found the same two children playing at the waters edge. He jumped to his feet, and rushed down the bank, shouting for the kids to stop, and get away from the water. Just as he saw in the vision though, the boy turned in shock, and his feet slid out from under him on wet rocks, and he was swept away. The other child ran away screaming, but Dolan followed the boy to where he caught on a rock. Just like in the vision, the boy was dead.

When he brought the child back to town, there was a mob waiting for him. He tried to explain himself, but the crowd blamed him for the death. The other child claimed that they had seen him charging down the riverbank, shouting like a madman in some unknown language. Somehow, Dolan managed to convince the townspeople that he was innocent, but they never trusted him again. It didn't take long for Dolan to decide to move on. He wanted to find out why the child claimed that he had spoken another language, and at the same time he wanted to live somewhere large enough that he wouldn't be universally distrusted, if only because there were too many people who didn't know him. He headed for Kerse, and found what he was looking for there.

On his way into town, Dolan found crossed paths with a man in armor on horseback. As he drew close to the man, he saw a vision of the man being bucked off his horse and then trampled. Dolan immediately raised his hands and loudly announced "Sir! Your horse!" This time, the vision didn't come to pass, as the man stopped immediately, looking at Dolan as though his skin had turned purple. When Dolan came closer, the man explained that it wasn't often that he was addressed by a stranger in the language of the Heavens. Dolan didn't understand and said so. During the course of the ensuing conversation, the man on the horse seemed to understand what was going on. He explained that the gods sometimes blessed mortals with great power though not without cost, and offered to take him to a temple of Iomedae where Dolan might learn more.

Dolan came to serve the Inheritor as a monk, and vowed to wander the surface of Golarion and assist those in need. Even so, helping others is only part of the reason he chose to wander. He wants to know what makes him so different that a god chose to grant him spells and special powers that he can use to help people. He also wants to know who it was, but as he likes to say, "Knowing who and how are nice, knowing why is useful."

Combat stats:
Perception +10
Initiative +4

Saves
-Fortitude +11 (7 +3 con +1 cloak)
-Reflex +9 (7 +0 dex +1 Deft Dodger +1 cloak)
-Will +11 (7 +3 wis +1 cloak)
+2 against Enchantment spells and effects

AC/Flatfoot AC 21/17 (10 + 0 armor bonus + 0 shield Bonus + 4 cha + 3 wis +2 AC bonus +1 Dodge +1 ring)
Touch AC 20

CMB +14 (10BAB +4 Str) (+ 2 when tripping)
CMD 30 (10+ 7BAB +4 Str +4cha +3wis +2AC bonus)
CMD Against Trip 32 (10 + 7BAB +4 Str + 4cha +3wis +2AC bonus +2 Improved Trip)

Hit Points: 109 (Half HD+ 1 +Con = 8 per level +10 favored class bonus + 1 toughness)

BAB +7/+2
To Hit (Unarmed Flurry) +20/+20/+15/+15 (monk level + strength mod + flurry mod)
Power Attack +17/+17/+12/+12
To Hit (Unarmed) +11/+6
To Hit (Weapon Flurry) +21/+21/+16/+16 (monk level + strength mod + flurry mod + 1 weapon focus)
To Hit (Weapon Flurry with Power Attack) +18/+18/+13/+13
To Hit (Weapon) +12/+7

Unarmed Damage 1d10+4
Unarmed Power Attack Damage 1d10+4+6 (weapon Damage + str + power attack bonus)
Sword Damage 1d8+4+2+1
Sword Power Attack Damage 1d8+4+2+6+1

Speed: 60

Skills:

3 skill points per level

Acrobatics +10 (3 in class + 7 rank (+5 for jump rolls))
Climb +8 (3 in class + 1 rank +4 str)
Diplomacy +9 (3 in class + 3 rank + 3 cha)
Knowledge (History) +3 (3 in class +1 rank -1 int)
Knowledge (Nature) +3 (3 in class +1 rank -1 int)
Knowledge (Planes) +3 (3 in class +1 rank -1 int)
Knowledge (Religion) +3 (3 in class +1 rank -1 int)
Perception +10 (3 in class + 4 rank +3 wis)
Spellcraft +9 (3 in class + 7 rank – 1 int)
Survival +9 (3 in class +3 rank + 3 wis)
Swim +4 (3 in class +1 rank)

Feats and Traits:

Traits:
Deft Dodger: +1 to Reflex
Desperate Focus: +2 on concentration checks

Race Abilities:
Energy Resistance 5: resistance to acid, cold, electricity, and fire
Negotiator: +2 to Diplomacy and Sense Motive
Elemental Assault: Once per day as a swift action, the suli can shroud his arms in an element and unarmed strikes deal +1d6 points of damage of the appropriate energy type, lasts one round per level.
Level 4 Attribute Increase: Strength

Monk Abilities:
Bonus Feat: Deflect Arrows
Bonus Feat: Improved Trip
Flurry of Blows: make an additional attack during a full attack using monk level as BAB.
Perfect Strike: make an attack roll twice and take the better with select weapons, if one roll threatens critical, the other confirms. Usable a number of times per day equal to monk level plus one more per four levels in classes other than monk
Unarmed Strike: gains Improved Unarmed Strike, unarmed attacks do lethal damage, 1d8
Way of the Weapon Master: Gains Weapon Focus with a selected weapon, at sixth level, gain weapon specialization in the same weapon.
Fast Movement: +30 to movement speed
Maneuver Training: Use monk level in place of BAB for CMB
Still Mind: +2 bonus on saving throws against enchantment spells and effects.
Ki Pool: 8 (½ monk level (5) + 3 wis)
Slow Fall 50ft: takes damage as if fall was 40ft less if near a wall.
High Jump: Add level to all acrobatics rolls to jump, always considered to have a running start
Purity of Body: Immune to all diseases
Wholeness of Body: monk can heal himself
Evasion: take no damage with a successful reflex save from area affect attacks that normally deal half damage on reflex save.

Oracle Abilities:
Mystery: Nature
Oracle's Curse: Tongues
Orisons

Revelations:
Natural Divination: read entrails for a insight bonus equal to Charisma modifier to one saving throw, or observe and interpret the flight of birds for a +10 competence bonus on any one skill check. Finally, chart marks in dirt or stone, or observing the behavior of sand thrown into the wind, gain a +4 insight bonus to one initiative check, bonuses last the next 24 hours and then expire.
Gift of Prophecy: Once per day, enter a minute long trance to gain the benefits of Augury at 90% effectiveness.
Nature's Whispers: add charisma modifier instead of dexterity modifier to AC and CMD

Ki Abilities (All cost a swift action)
Ki Pool: 5/8

Ki Strike:
4th level: allows unarmed attacks to be treated as magic weapons for overcoming damage reduction, improves with monk level.
7th Level: allows unarmed attacks to be treated as cold iron or silver
10th Level: Allows unarmed attacks to be treated as lawful.

Usable as long as monk has at least one ki point.
Spend 1 ki point to:
Make one extra attack at highest attack bonus when making a flurry of blows
Increase speed by 20 ft for one round
Give himself a +4 dodge bonus to AC for one round.
Gain +20 to acrobatics checks to jump
Spend 2 ki points to:
Heal a number of hit points equal to monk level, only works on self.

Feats:
Improved Initiative: +4 to Initiative
Deflect Arrows: Once per round can deflect a ranged attack that would have hit with a free hand. (free)
Improved Trip: do not provoke AOO when using trip, also gain +2 to trip checks and to CMD when tripped (free)
Weapon Focus (Temple Sword): +1 bonus to attack rolls with the selected weapon (free)
Weapon Specialization (Temple Sword): +2 to damage with selected weapon (free)
Power Attack: -1 to hit for +2 damage, each time BAB increases by four, an additional -1 to hit and +2 to damage
Toughness: +1 hp per level
Dodge: +1 AC
Extend Spell: extended spells are cast at one level higher and have their duration doubled
Step Up: Free five foot step when opponent takes one to get away

Spells:

Orisons: Detect Magic, Mending, Create Water, Light, Read Magic, Stabilize, Guidance, Spark

Level 1 (5/7 per day) Divine Favor, Shield of Faith, Doom, Cure Light Wounds, Charm Animal, Obscuring Mist, Liberating Command

Level 2 (6/7 per day) Cure Moderate Wounds, Pilfering Hands, Detect Thoughts (1 CP), Grace, Restoration (Lesser), Align Weapon

Level 3 (6/6 per day) Cure Serious Wounds, Magic Circle Against Evil, Clairaudience/Clairvoyance, Ki Leech, Dispel Magic

Level 4 (4/4 per day) Scrying, Cure Critical Wounds, Blood Crow Strike, Blessing of Fervor, Air Walk

Weapons:

+1 Keen Temple Sword of Ki Focus 1d8 17-20/X2 3lbs S monk, trip

Armor:

Belt of Physical Might 10000gp (+2 to Str and Con)
Headband of Mental Prowess 10000gp (+2 to Wis and Cha)
Amulet of Natural Armor 2000gp (+1 AC)
Cloak of Resistance 1000 (+1 to all saves)

Equipment:

2920gp

Wand of Cure Light Wounds 750gp 50 charges