The Cinderlander

Dr Xavier Munroe's page

230 posts. Alias of FangDragon.


Full Name

Dr Xavier Munroe

Race

Init+2 HP45 AC20 T13 FF17 | CMD 22 | fort +7 ref+7 will+5 | Resource Tracker

Classes/Levels

Skills:
Acro+8 Appra+5 Bluff+10 Climb+8 Diplo+10 DDevive+10 KnArcarna+7 KnDungeon+7 KnEng+7 KnHist+9 KnLocal+7 KnNature+7 KnNoble+7 KnPlanes+7 KnReligion+7 Linguistics+5 Oratory +7 Perception+12 Ride+6 SMotive+6 Spellcraft +8 Swim+8

Age

30 something

Deity

Desna

Languages

Common, Elven, Undercommon

Strength 18
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Dr Xavier Munroe

Dr Xavier Munroe, antiquities department, at your service!

Introduction:
It was careers day at the Akiheton Guild Arcanum and in the great hall a large number of freshman students where circulating between the various departmental stalls. One of them, a bored looking young lady, did a double take when she saw the professor tending the history department's stall. The other professors had been so stuffy and boring, which made him really stand out! He was roguishly handsome, tall with dark hair and mesmerizing blue eyes. This could only be the Dr Munroe she'd heard so much about...

He smiled and spoke with a rich and mellifluous voice, "Good day Ma'am, might I interest you in a module or two in history? Some of our courses offer double credits." She accepted the offered pamphlet, scanned it briefly before saying, "This all seems terribly worthy, but I was hoping for something a little more applied." Dr Munroe smiled, "Like Archaeology?" "Yes, I've read the department's field reports for the past five years. It all sounds terribly exciting!" Dr Munroe shook his head slightly, "You're talking about the expedition of '03 aren't you? It's not always like that I can assure you. Mostly its a lot of hard boring field work, and maybe if you're very lucky you might find some pottery fragments or old coins. We can learn about how folks before the sundering lived from those you know."

"You make it sound so dull, but what about when you found the Tomb of Xunlai? Everyone's heard of that! Filled with riches, even that cantankerous old tyrant said you did well!" she enthused. Dr Munroe sighed slightly, "Ma'am that's no way to talk about the head of department, besides Professor Harrison is really not that bad. And as for the Tomb of Xunlai, that was something of a disappointment considering what we went through. There were a significant number of booby traps and several guardian monsters. We where very lucky not to have had more injuries. Yes it's true we found an ornamental dagger and some gaudy jewelry but the real treasure, the tomes, had long since crumbled to dust. All that was after slogging for weeks to clear silted passageway after silted passageway in pitch dark waterlogged caves and roasting heat. It really isn't as glamorous as you think, caves infested with rats and stinking of bat guano never are."

She gazed into his deep blue eyes and replied coquettishly, "Sign me up!" Slightly exasperated Dr Munroe replied, "Ma'am I'm afraid you'll have to complete four years of history, ancient languages and occult studies first. Archaeology is a post graduate degree." Four years of drudgery, he saw her eyes glaze over. "I'll think about it...", she replied before wandering off to see the Astral Metaphysics stall.

Dr Munroe was glad that the young Lady had moved on, she was the eighth person that day who had tried to buttonhole him about the Xunlai excavation. Finding the island had been relatively easy, but finding the temple had been anything but. The scroll had described an extensive but dry cave system, when they got there everything was flooded, or worse silted up. Digging a passageway through the silt had taken three back breaking weeks. It had been truly horrendous, the mosquitoes, the incessant heat, tropical diseases and to cap it all, regular attacks from cannibalistic cultists.

Inside the temple was mostly dry, pristine, but filled with deadly traps: poison darts, pendulum scythes, undead guardians. There were injuries, betrayals. Several of the porters had proved to be Xunlai cultists who tried to murder them in their sleep. Still they recovered the idol, the one Professor Harrison swore was there. The one necessary to wake that hateful goddess from her eternal sleep.

The idol was now safely ensconced within the dark archive, stored in a nondescript box among countless dangerous things that would never again see the light of day. Of course none of that was public knowledge, nor would it ever be. This secret work was who he was, what he stood for. After each mission, Dr Munroe found he could sleep fractionally easier knowing there was one less terrible danger threatening to destroy what little was left of the world.

Background or how Dr Munroe's got his training:
Xavier is the protegee of Professor Harrison, a cantankerous old wizard who is now head of the antiquities department at the Akiheton Guild Arcanum. Like his father Duncan Munroe before him, Dr Munroe is Professor Harrison's field agent. Its his mission is to find and record ancient manuscripts and wherever possible to secure artifacts for study. A secondary and perhaps even more important mission is to spirit away the few truly dangerous artifacts from earlier times into the infamous dark archives for proper storage, lest they be abused by the power hungry and foolish.

Dr Munroe grew up in and around the Arcanum and accompanied his father on countless digs. Duncan was keen that Xavier knew how to defend himself so he sent him to study the martial arts in the Temple of Irori. Xavier learnt much from the masters but a Desnan at heart, he he chafed at the strictures of Irori's teachings.

Over the years he learned much about the world and dabbled in magic although it was clear he'd never be a true wizard. Still the broad nature of his education, not to mention his natural strength makes him an extremely useful field agent. Dr Munroe owes his career to Professor Harrison, and has immense respect for the old man, but he's never felt able to completely trust him... The man has an agenda, something he's never revealed.

Description:
Tall, roguishly handsome with fair skin, short dark hair and dreamy blue eyes. Dr Munroe can usually be found wearing a battered fedora with an oiled leather jacket, a satchel and a whip cooled at his side. He has a large shield painted with the arms of the Academy and a short but powerful antique hunting bow. All these things had been his father's before him and he was proud to carry continue what his old man had started.

Personality:
Easy going, optimistic although he can be a little sarcastic at times.

How he came to Spindle:
I'd been sent to Spindle by Professor Harrison, he was unusually vague as to why, something about a divination. He claimed certain dates in Spindle would be particularly auspicious this year and the reason from my presence would become obvious. I have a feeling he intends me to catch a sky boat, why else would he send me here if not to sail elsewhere? I've been cooling my heels for a week now in one of the cheaper Inns. It's no great hardship, I love to travel, but I must confess to getting a little bored. Still I remain confident, Professor Harrison has never been wrong before!

Crunch:
Dr Xavier Munroe
Male human brawler 4/bard (archaeologist) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 45 (4d10+8)
Fort +7, Ref +7, Will +5
Defensive Abilities trap sense +1, uncanny dodge
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Offense
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Speed 30 ft.
Melee unarmed strike +10 (1d8+5) or
. . unarmed strike flurry of blows +8/+8 (1d8+5) or
. . whip +8 (1d3+4 nonlethal)
Ranged mwk composite shortbow +7 (1d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with whip)
Special Attacks archaeologist's luck 13 rounds/day (+1), brawler's flurry, knockout 1/day (DC 16), maneuver training (grapple +1), martial flexibility 5/day
Bard (Archaeologist) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—heroism, mirror image
. . 1st (4/day)—animate rope, comprehend languages, feather step[APG] (DC 14), heightened awareness[ACG]
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), know direction, light, resistance
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Statistics
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Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 16
Base Atk +4; CMB +8 (+9 grapple); CMD 21 (22 vs. grapple)
Feats Dirty Fighting, Improved Unarmed Strike, Power Attack, Pummeling Style[ACG], Skill Focus, Skill Focus (Perception), Weapon Focus (unarmed strike)
Traits fate's favored, prehensile whip
Skills Acrobatics +8, Appraise +5, Bluff +10, Climb +8, Diplomacy +10, Disable Device +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +9, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +12, Perform (oratory) +7, Ride +6, Sense Motive +6, Spellcraft +8, Swim +8
Languages Common, Elven, Undercommon
SQ bardic knowledge +2, brawler's cunning, clever explorer +2, martial training, rogue talent (combat trick)
Combat Gear blunt arrows[APG] (50), flight arrows[APG] (50); Other Gear mwk mithral chain shirt, mithral heavy steel shield, mwk composite shortbow (+4 Str), whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], masterwork thieves' tools, mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Archaeologist's Luck +1 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Clever Explorer +2 (Ex) Half time to use disable device.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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Stats & attack sequences with various self buffs:

No buffs Fort +7 Reflex +7 Will +5
Unarmed: +10 / 1d8+5
Unarmed, flurry: +8 +8 / 1d8+5
Whip: +10 / 1d3+4 nonlethal
Shortbow: +7 / 1d6+4

No buffs, Power attack
Unarmed: +8 / 1d8+9
Unarmed, flurry: +6 +6 / 1d8+9
Whip: +10 / 1d3+8 nonlethal
Shortbow: +7 / 1d6+4

Luck Fort +9 Reflex +9 Will +7
Unarmed: +12 / 1d8+7
Unarmed, flurry: +10 +10 / 1d8+7
Whip: +10 / 1d3+6 nonlethal
Shortbow: +9 / 1d6+4

Luck, Power attack
Unarmed: +10 / 1d8+11
Unarmed, flurry: +8 +8 / 1d8+11
Whip: +8 / 1d3+10 nonlethal
Shortbow: +9 / 1d6+4

Heroism Fort +9 Reflex +9 Will +7
Unarmed: +12 / 1d8+5
Unarmed, flurry: +10 +10 / 1d8+5
Whip: +10 / 1d3+4 nonlethal
Shortbow: +9 / 1d6+4

Heroism, Power attack
Unarmed: +10 / 1d8+9
Unarmed, flurry: +8 +8 / 1d8+9
Whip: +8 / 1d3+8 nonlethal
Shortbow: +9 / 1d6+4

Luck, Heroism Fort +11 Reflex +11 Will +9
Unarmed: +14 / 1d8+7
Unarmed, flurry: +12 +12 / 1d8+7
Whip: +12 / 1d3+6 nonlethal
Shortbow: +11 / 1d6+6

Luck, Heroism, Power attack
Unarmed: +12 / 1d8+11
Unarmed, flurry: +10 +10 / 1d8+11
Whip: +10 / 1d3+10 nonlethal
Shortbow: +11 / 1d6+6